Add InfiltrateForDecoration trait.
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@@ -69,7 +69,17 @@ namespace OpenRA.Mods.Common.Traits.Render
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Anim.PlayRepeating(info.Sequence);
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}
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public virtual bool ShouldRender(Actor self) { return true; }
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protected virtual bool ShouldRender(Actor self)
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{
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if (self.World.RenderPlayer != null)
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{
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var stance = self.Owner.Stances[self.World.RenderPlayer];
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if (!Info.ValidStances.HasStance(stance))
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return false;
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}
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return true;
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}
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IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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@@ -86,13 +96,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (IsTraitDisabled || self.IsDead || !self.IsInWorld || Anim == null)
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return Enumerable.Empty<IRenderable>();
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if (self.World.RenderPlayer != null)
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{
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var stance = self.Owner.Stances[self.World.RenderPlayer];
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if (!Info.ValidStances.HasStance(stance))
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return Enumerable.Empty<IRenderable>();
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}
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if (!ShouldRender(self) || self.World.FogObscures(self))
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return Enumerable.Empty<IRenderable>();
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@@ -31,9 +31,9 @@ namespace OpenRA.Mods.D2k.Traits.Render
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carryable = self.Trait<Carryable>();
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}
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public override bool ShouldRender(Actor self)
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protected override bool ShouldRender(Actor self)
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{
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return carryable.Reserved;
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return carryable.Reserved && base.ShouldRender(self);
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}
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}
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}
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@@ -116,6 +116,7 @@
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<Compile Include="Scripting\Properties\ParatroopersProperties.cs" />
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<Compile Include="Traits\Render\WithDisguisingInfantryBody.cs" />
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<Compile Include="ImportRedAlertLegacyMapCommand.cs" />
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<Compile Include="Traits\Infiltration\InfiltrateForDecoration.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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@@ -0,0 +1,43 @@
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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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Reveals a decoration sprite to the indicated players when infiltrated.")]
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class InfiltrateForDecorationInfo : WithDecorationInfo
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{
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public override object Create(ActorInitializer init) { return new InfiltrateForDecoration(init.Self, this); }
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}
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class InfiltrateForDecoration : WithDecoration, INotifyInfiltrated
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{
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readonly HashSet<Player> infiltrators = new HashSet<Player>();
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public InfiltrateForDecoration(Actor self, InfiltrateForDecorationInfo info)
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: base(self, info) { }
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public void Infiltrated(Actor self, Actor infiltrator)
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{
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infiltrators.Add(infiltrator.Owner);
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}
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protected override bool ShouldRender(Actor self)
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{
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return self.World.RenderPlayer == null || infiltrators.Any(i =>
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Info.ValidStances.HasStance(i.Stances[self.World.RenderPlayer]));
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}
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}
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}
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