MCV Undeploy
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@@ -181,6 +181,7 @@
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<Compile Include="Traits\Activities\Move.cs" />
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<Compile Include="Traits\Activities\Follow.cs" />
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<Compile Include="Traits\Activities\Turn.cs" />
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<Compile Include="Traits\Activities\UndeployMcv.cs" />
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<Compile Include="Traits\APMine.cs" />
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<Compile Include="Traits\ATMine.cs" />
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<Compile Include="Traits\AttackBase.cs" />
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@@ -201,6 +202,7 @@
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\InvisibleToOthers.cs" />
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<Compile Include="Traits\McvUndeploy.cs" />
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<Compile Include="Traits\MineImmune.cs" />
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<Compile Include="Traits\Minelayer.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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43
OpenRa.Game/Traits/Activities/UndeployMcv.cs
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43
OpenRa.Game/Traits/Activities/UndeployMcv.cs
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@@ -0,0 +1,43 @@
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using System;
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namespace OpenRa.Game.Traits.Activities
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{
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class UndeployMcv : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool started;
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void DoUndeploy(World w,Actor self)
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{
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self.Health = 0;
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foreach (var ns in self.traits.WithInterface<INotifySold>())
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ns.Sold(self);
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w.Remove(self);
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var mcv = new Actor(Rules.UnitInfo["MCV"], self.Location + new int2(1, 1), self.Owner);
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mcv.traits.Get<Unit>().Facing = 96;
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w.Add(mcv);
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}
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public IActivity Tick(Actor self)
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{
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if (!started)
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{
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var rb = self.traits.Get<RenderBuilding>();
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rb.PlayCustomAnimBackwards(self, "make",
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() => Game.world.AddFrameEndTask(w => DoUndeploy(w,self)));
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Sound.Play("cashturn.aud");
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started = true;
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}
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return this;
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}
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public void Cancel(Actor self)
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{
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// Cancel can't happen between this being moved to the head of the list, and it being Ticked.
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throw new InvalidOperationException("UndeployMcvAction: Cancel() should never occur.");
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}
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}
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}
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69
OpenRa.Game/Traits/McvUndeploy.cs
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69
OpenRa.Game/Traits/McvUndeploy.cs
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@@ -0,0 +1,69 @@
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class McvUndeploy : IOrder, IMovement
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{
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readonly Actor self;
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public McvUndeploy(Actor self)
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{
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this.self = self;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (!Rules.General.MCVUndeploy) return null;
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor != null)
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{
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// force-move
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if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null;
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if (!Game.IsActorCrushableByActor(underCursor, self)) return null;
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}
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return new Order("Move", self, null, xy, null);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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{
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self.CancelActivity();
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self.QueueActivity(new UndeployMcv());
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}
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}
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// HACK: This should make reference to an MCV actor, and use of its Mobile trait
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public UnitMovementType GetMovementType()
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{
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return UnitMovementType.Wheel;
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}
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public bool CanEnterCell(int2 a)
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{
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if (!Game.BuildingInfluence.CanMoveHere(a)) return false;
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var crushable = true;
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foreach (Actor actor in Game.UnitInfluence.GetUnitsAt(a))
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{
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if (actor == self) continue;
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if (!Game.IsActorCrushableByActor(actor, self))
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{
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crushable = false;
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break;
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}
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}
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if (!crushable) return false;
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return Rules.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(GetMovementType(),
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Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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}
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}
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