Remove WithBuildingExplosion
Explodes can now do the same and then some, and WBE uses a DelayedAction which blocks savegames.
This commit is contained in:
@@ -419,7 +419,6 @@
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<Compile Include="Traits\Render\SupportPowerChargeBar.cs" />
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<Compile Include="Traits\Render\SupportPowerChargeBar.cs" />
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<Compile Include="Traits\Render\TimedConditionBar.cs" />
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<Compile Include="Traits\Render\TimedConditionBar.cs" />
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<Compile Include="Traits\Render\WithSpriteBarrel.cs" />
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<Compile Include="Traits\Render\WithSpriteBarrel.cs" />
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<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
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<Compile Include="Traits\Render\WithAttackAnimation.cs" />
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<Compile Include="Traits\Render\WithAttackAnimation.cs" />
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<Compile Include="Traits\Render\WithAttackOverlay.cs" />
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<Compile Include="Traits\Render\WithAttackOverlay.cs" />
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<Compile Include="Traits\Render\WithMoveAnimation.cs" />
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<Compile Include="Traits\Render\WithMoveAnimation.cs" />
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@@ -1,64 +0,0 @@
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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 OpenRA.Effects;
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using OpenRA.Mods.Common.Effects;
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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("Display explosions over the building footprint when it is destroyed.")]
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class WithBuildingExplosionInfo : ITraitInfo, Requires<BuildingInfo>
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{
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[Desc("'Image' where Sequences are looked up.")]
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public readonly string Image = "explosion";
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[Desc("Explosion sequence names to use.")]
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[SequenceReference("Image")] public readonly string[] Sequences = { "building" };
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[Desc("Delay the explosions by this many ticks.")]
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public readonly int Delay = 0;
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[Desc("Custom palette name.")]
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[PaletteReference] public readonly string Palette = "effect";
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public object Create(ActorInitializer init) { return new WithBuildingExplosion(init.Self, this); }
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}
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class WithBuildingExplosion : INotifyKilled
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{
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readonly WithBuildingExplosionInfo info;
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readonly BuildingInfo buildingInfo;
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public WithBuildingExplosion(Actor self, WithBuildingExplosionInfo info)
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{
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this.info = info;
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buildingInfo = self.Info.TraitInfo<BuildingInfo>();
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}
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public void Killed(Actor self, AttackInfo e)
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{
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var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location);
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if (info.Delay > 0)
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, () => SpawnExplosions(self.World, cells))));
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else
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SpawnExplosions(self.World, cells);
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}
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void SpawnExplosions(World world, IEnumerable<CPos> cells)
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{
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foreach (var c in cells)
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(w.Map.CenterOfCell(c), w, info.Image, info.Sequences.Random(w.SharedRandom), info.Palette)));
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}
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}
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}
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@@ -542,6 +542,19 @@ namespace OpenRA.Mods.Common.UtilityCommands
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RenameNodeKey(node, "LegacyBridgeLayer");
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RenameNodeKey(node, "LegacyBridgeLayer");
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}
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}
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// Removed WithBuildingExplosion
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if (engineVersion < 20161210)
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{
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if (node.Key == "WithBuildingExplosion")
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{
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node.Value.Nodes.Add(new MiniYamlNode("Type", "Footprint"));
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node.Value.Nodes.Add(new MiniYamlNode("Weapon", "UnitExplodeSmall"));
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node.Key = "Explodes";
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Console.WriteLine("The trait WithBuildingExplosion has been removed and superseded by additional 'Explodes' functionality.");
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Console.WriteLine("If you need a delayed building explosion, use 'Explodes' with 'Type: Footprint' and a cosmetic weapon with warhead delay.");
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}
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}
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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