Allow beacons to be placed and drawn above the shroud.
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@@ -17,7 +17,7 @@ using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Effects
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{
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public class Beacon : IEffect, IScriptBindable
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public class Beacon : IEffect, IScriptBindable, IEffectAboveShroud
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{
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static readonly int MaxArrowHeight = 512;
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Effects
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}
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}
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public void Tick(World world)
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void IEffect.Tick(World world)
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{
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arrowHeight += arrowSpeed;
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var clamped = arrowHeight.Clamp(0, MaxArrowHeight);
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@@ -98,7 +98,9 @@ namespace OpenRA.Mods.Common.Effects
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clock.Tick();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer r)
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IEnumerable<IRenderable> IEffect.Render(WorldRenderer r) { return SpriteRenderable.None; }
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IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer r)
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{
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if (!owner.IsAlliedWith(owner.World.RenderPlayer))
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yield break;
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@@ -17,22 +17,17 @@ namespace OpenRA.Mods.Common.Orders
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public class BeaconOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button != MouseButton.Left)
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world.CancelInputMode();
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else if (!world.ShroudObscures(cell))
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{
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world.CancelInputMode();
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yield return new Order("PlaceBeacon", world.LocalPlayer.PlayerActor, false) { TargetLocation = cell, SuppressVisualFeedback = true };
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}
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}
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public virtual void Tick(World world) { }
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
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public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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return !world.ShroudObscures(cell) ? "ability" : "generic-blocked";
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return "ability";
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}
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}
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}
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@@ -18,7 +18,7 @@ using OpenRA.Scripting;
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namespace OpenRA.Mods.TS.Effects
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{
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public class AnimatedBeacon : IEffect
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public class AnimatedBeacon : IEffect, IEffectAboveShroud
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{
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readonly Player owner;
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readonly WPos position;
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@@ -43,19 +43,21 @@ namespace OpenRA.Mods.TS.Effects
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owner.World.Add(new DelayedAction(duration, () => owner.World.Remove(this)));
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}
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public void Tick(World world)
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void IEffect.Tick(World world)
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{
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if (beacon != null)
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beacon.Tick();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer r)
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IEnumerable<IRenderable> IEffect.Render(WorldRenderer r) { return SpriteRenderable.None; }
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IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer r)
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{
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if (beacon == null)
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return Enumerable.Empty<IRenderable>();
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return SpriteRenderable.None;
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if (!owner.IsAlliedWith(owner.World.RenderPlayer))
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return Enumerable.Empty<IRenderable>();
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return SpriteRenderable.None;
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var palette = r.Palette(isPlayerPalette ? beaconPalette + owner.InternalName : beaconPalette);
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return beacon.Render(position, palette);
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