Fix locking an airfield that is rearming aircraft while being sold
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@@ -59,9 +59,8 @@ namespace OpenRA.Mods.Common.Activities
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if (!pool.GiveAmmo())
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if (!pool.GiveAmmo())
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continue;
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continue;
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var wsb = hostBuilding.Trait<WithSpriteBody>();
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foreach (var host in hostBuilding.TraitsImplementing<INotifyRearm>())
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if (wsb.DefaultAnimation.HasSequence("active"))
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host.Rearming(hostBuilding, self);
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wsb.PlayCustomAnimation(hostBuilding, "active", () => wsb.CancelCustomAnimation(hostBuilding));
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var sound = pool.Info.RearmSound;
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var sound = pool.Info.RearmSound;
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if (sound != null)
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if (sound != null)
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@@ -453,6 +453,7 @@
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<Compile Include="Traits\Render\WithParachute.cs" />
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<Compile Include="Traits\Render\WithParachute.cs" />
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<Compile Include="Traits\Render\WithRangeCircle.cs" />
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<Compile Include="Traits\Render\WithRangeCircle.cs" />
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<Compile Include="Traits\Render\WithRankDecoration.cs" />
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<Compile Include="Traits\Render\WithRankDecoration.cs" />
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<Compile Include="Traits\Render\WithRearmAnimation.cs" />
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<Compile Include="Traits\Render\WithRepairAnimation.cs" />
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<Compile Include="Traits\Render\WithRepairAnimation.cs" />
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<Compile Include="Traits\Render\WithRepairOverlay.cs" />
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<Compile Include="Traits\Render\WithRepairOverlay.cs" />
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<Compile Include="Traits\Render\WithResources.cs" />
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<Compile Include="Traits\Render\WithResources.cs" />
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57
OpenRA.Mods.Common/Traits/Render/WithRearmAnimation.cs
Normal file
57
OpenRA.Mods.Common/Traits/Render/WithRearmAnimation.cs
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@@ -0,0 +1,57 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when it rearms a unit.")]
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public class WithRearmAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
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}
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public class WithRearmAnimation : INotifyRearm, INotifyBuildComplete, INotifySold
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{
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readonly WithRearmAnimationInfo info;
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithRearmAnimation(Actor self, WithRearmAnimationInfo info)
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{
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this.info = info;
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyRearm.Rearming(Actor self, Actor target)
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{
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if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled()))
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spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void Sold(Actor self) { }
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}
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}
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@@ -139,4 +139,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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void ModifyActorPreviewInit(Actor self, TypeDictionary inits);
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void ModifyActorPreviewInit(Actor self, TypeDictionary inits);
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}
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}
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[RequireExplicitImplementation]
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public interface INotifyRearm { void Rearming(Actor host, Actor other); }
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}
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}
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