Move everything Bridge-related to Mods.Common
This commit is contained in:
356
OpenRA.Mods.Common/Traits/Buildings/Bridge.cs
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356
OpenRA.Mods.Common/Traits/Buildings/Bridge.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class BridgeInfo : ITraitInfo, Requires<HealthInfo>, Requires<BuildingInfo>
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{
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public readonly bool Long = false;
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[Desc("Delay (in ticks) between repairing adjacent spans in long bridges")]
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public readonly int RepairPropagationDelay = 20;
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public readonly ushort Template = 0;
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public readonly ushort DamagedTemplate = 0;
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public readonly ushort DestroyedTemplate = 0;
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// For long bridges
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public readonly ushort DestroyedPlusNorthTemplate = 0;
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public readonly ushort DestroyedPlusSouthTemplate = 0;
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public readonly ushort DestroyedPlusBothTemplate = 0;
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public readonly string[] ShorePieces = { "br1", "br2" };
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public readonly int[] NorthOffset = null;
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public readonly int[] SouthOffset = null;
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[Desc("The name of the weapon to use when demolishing the bridge")]
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public readonly string DemolishWeapon = "Demolish";
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public object Create(ActorInitializer init) { return new Bridge(init.Self, this); }
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public IEnumerable<Pair<ushort, float>> Templates
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{
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get
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{
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if (Template != 0)
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yield return Pair.New(Template, 1f);
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if (DamagedTemplate != 0)
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yield return Pair.New(DamagedTemplate, .5f);
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if (DestroyedTemplate != 0)
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yield return Pair.New(DestroyedTemplate, 0f);
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if (DestroyedPlusNorthTemplate != 0)
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yield return Pair.New(DestroyedPlusNorthTemplate, 0f);
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if (DestroyedPlusSouthTemplate != 0)
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yield return Pair.New(DestroyedPlusSouthTemplate, 0f);
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if (DestroyedPlusBothTemplate != 0)
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yield return Pair.New(DestroyedPlusBothTemplate, 0f);
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}
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}
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}
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class Bridge : IRender, INotifyDamageStateChanged
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{
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readonly Building building;
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readonly Bridge[] neighbours = new Bridge[2];
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readonly BridgeHut[] huts = new BridgeHut[2]; // Huts before this / first & after this / last
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readonly Health health;
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readonly Actor self;
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readonly BridgeInfo info;
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readonly string type;
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readonly Lazy<bool> isDangling;
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ushort template;
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Dictionary<CPos, byte> footprint;
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public BridgeHut Hut { get; private set; }
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public bool IsDangling { get { return isDangling.Value; } }
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public Bridge(Actor self, BridgeInfo info)
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{
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this.self = self;
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health = self.Trait<Health>();
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health.RemoveOnDeath = false;
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this.info = info;
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type = self.Info.Name;
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isDangling = new Lazy<bool>(() => huts[0] == huts[1] && (neighbours[0] == null || neighbours[1] == null));
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building = self.Trait<Building>();
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}
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public Bridge Neighbour(int direction) { return neighbours[direction]; }
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public IEnumerable<Bridge> Enumerate(int direction, bool includeSelf = false)
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{
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for (var b = includeSelf ? this : neighbours[direction]; b != null; b = b.neighbours[direction])
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yield return b;
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}
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public void Do(Action<Bridge, int> action)
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{
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action(this, -1);
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for (var d = 0; d <= 1; d++)
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if (neighbours[d] != null)
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action(neighbours[d], d);
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}
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public void Create(ushort template, Dictionary<CPos, byte> footprint)
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{
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this.template = template;
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this.footprint = footprint;
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// Set the initial custom terrain types
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foreach (var c in footprint.Keys)
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self.World.Map.CustomTerrain[c] = GetTerrainType(c);
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}
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byte GetTerrainType(CPos cell)
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{
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var dx = cell - self.Location;
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var index = dx.X + self.World.TileSet.Templates[template].Size.X * dx.Y;
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return self.World.TileSet.GetTerrainIndex(new TerrainTile(template, (byte)index));
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}
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public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
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{
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for (var d = 0; d <= 1; d++)
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{
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if (neighbours[d] != null)
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continue; // Already linked by reverse lookup
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var offset = d == 0 ? info.NorthOffset : info.SouthOffset;
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if (offset == null)
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continue; // End piece type
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neighbours[d] = GetNeighbor(offset, bridges);
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if (neighbours[d] != null)
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neighbours[d].neighbours[1 - d] = this; // Save reverse lookup
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}
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}
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internal void AddHut(BridgeHut hut)
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{
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if (huts[0] == huts[1])
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huts[1] = hut;
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if (Hut == null)
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{
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Hut = hut; // Assume only one until called again
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if (huts[0] == null)
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huts[0] = hut; // Set only first time
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for (var d = 0; d <= 1; d++)
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for (var b = neighbours[d]; b != null; b = b.Hut == null ? b.neighbours[d] : null)
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b.huts[1 - d] = hut;
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}
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else
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Hut = null;
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}
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public BridgeHut GetHut(int index) { return huts[index]; }
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public Bridge GetNeighbor(int[] offset, BridgeLayer bridges)
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{
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if (offset == null)
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return null;
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return bridges.GetBridge(self.Location + new CVec(offset[0], offset[1]));
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}
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IRenderable[] TemplateRenderables(WorldRenderer wr, PaletteReference palette, ushort template)
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{
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var offset = FootprintUtils.CenterOffset(self.World, building.Info).Y + 1024;
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return footprint.Select(c => (IRenderable)(new SpriteRenderable(
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wr.Theater.TileSprite(new TerrainTile(template, c.Value)),
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wr.World.Map.CenterOfCell(c.Key), WVec.Zero, -offset, palette, 1f, true))).ToArray();
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}
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bool initialized;
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Dictionary<ushort, IRenderable[]> renderables;
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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if (!initialized)
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{
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var palette = wr.Palette("terrain");
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renderables = new Dictionary<ushort, IRenderable[]>();
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foreach (var t in info.Templates)
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renderables.Add(t.First, TemplateRenderables(wr, palette, t.First));
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initialized = true;
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}
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return renderables[template];
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}
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void KillUnitsOnBridge()
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{
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foreach (var c in footprint.Keys)
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foreach (var a in self.World.ActorMap.GetUnitsAt(c))
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if (a.HasTrait<IPositionable>() && !a.Trait<IPositionable>().CanEnterCell(c))
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a.Kill(self);
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}
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bool NeighbourIsDeadShore(Bridge neighbour)
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{
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return neighbour != null && info.ShorePieces.Contains(neighbour.type) && neighbour.health.IsDead;
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}
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bool LongBridgeSegmentIsDead()
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{
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// The long bridge artwork requires a hack to display correctly
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// if the adjacent shore piece is dead
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if (!info.Long)
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return health.IsDead;
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if (NeighbourIsDeadShore(neighbours[0]) || NeighbourIsDeadShore(neighbours[1]))
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return true;
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return health.IsDead;
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}
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ushort ChooseTemplate()
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{
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if (info.Long && LongBridgeSegmentIsDead())
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{
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// Long bridges have custom art for multiple segments being destroyed
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var previousIsDead = neighbours[0] != null && neighbours[0].LongBridgeSegmentIsDead();
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var nextIsDead = neighbours[1] != null && neighbours[1].LongBridgeSegmentIsDead();
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if (previousIsDead && nextIsDead)
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return info.DestroyedPlusBothTemplate;
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if (previousIsDead)
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return info.DestroyedPlusNorthTemplate;
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if (nextIsDead)
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return info.DestroyedPlusSouthTemplate;
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return info.DestroyedTemplate;
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}
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var ds = health.DamageState;
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return (ds == DamageState.Dead && info.DestroyedTemplate > 0) ? info.DestroyedTemplate :
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(ds >= DamageState.Heavy && info.DamagedTemplate > 0) ? info.DamagedTemplate : info.Template;
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}
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bool killedUnits = false;
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void UpdateState()
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{
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var oldTemplate = template;
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template = ChooseTemplate();
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if (template == oldTemplate)
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return;
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// Update map
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foreach (var c in footprint.Keys)
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self.World.Map.CustomTerrain[c] = GetTerrainType(c);
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// If this bridge repair operation connects two pathfinding domains,
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// update the domain index.
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var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
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if (domainIndex != null)
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domainIndex.UpdateCells(self.World, footprint.Keys);
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if (LongBridgeSegmentIsDead() && !killedUnits)
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{
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killedUnits = true;
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KillUnitsOnBridge();
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}
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}
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public void Repair(Actor repairer, int direction, Action onComplete)
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{
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// Repair self
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var initialDamage = health.DamageState;
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self.World.AddFrameEndTask(w =>
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{
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if (health.IsDead)
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{
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health.Resurrect(self, repairer);
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killedUnits = false;
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KillUnitsOnBridge();
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}
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else
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health.InflictDamage(self, repairer, -health.MaxHP, null, true);
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if (direction < 0 ? neighbours[0] == null && neighbours[1] == null : Hut != null || neighbours[direction] == null)
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onComplete(); // Done if single or reached other hut
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});
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// Repair adjacent spans onto next hut or end
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if (direction >= 0 && Hut == null && neighbours[direction] != null)
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{
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var delay = initialDamage == DamageState.Undamaged || NeighbourIsDeadShore(neighbours[direction]) ?
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0 : info.RepairPropagationDelay;
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(delay, () =>
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neighbours[direction].Repair(repairer, direction, onComplete))));
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}
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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Do((b, d) => b.UpdateState());
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// Need to update the neighbours neighbour to correctly
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// display the broken shore hack
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if (info.ShorePieces.Contains(type))
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for (var d = 0; d <= 1; d++)
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if (neighbours[d] != null && neighbours[d].neighbours[d] != null)
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neighbours[d].neighbours[d].UpdateState();
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}
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void AggregateDamageState(Bridge b, int d, ref DamageState damage)
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{
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if (b.health.DamageState > damage)
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damage = b.health.DamageState;
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if (b.Hut == null && d >= 0 && b.neighbours[d] != null)
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AggregateDamageState(b.neighbours[d], d, ref damage);
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}
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// Find the worst span damage before other hut
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public DamageState AggregateDamageState()
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{
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var damage = health.DamageState;
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Do((b, d) => AggregateDamageState(b, d, ref damage));
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return damage;
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}
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public void Demolish(Actor saboteur, int direction)
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{
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var initialDamage = health.DamageState;
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self.World.AddFrameEndTask(w =>
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{
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var weapon = saboteur.World.Map.Rules.Weapons[info.DemolishWeapon.ToLowerInvariant()];
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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weapon.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
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self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
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self.Kill(saboteur);
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});
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// Destroy adjacent spans between (including) huts
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if (direction >= 0 && Hut == null && neighbours[direction] != null)
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{
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var delay = initialDamage == DamageState.Dead || NeighbourIsDeadShore(neighbours[direction]) ?
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0 : info.RepairPropagationDelay;
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(delay, () =>
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neighbours[direction].Demolish(saboteur, direction))));
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}
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}
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}
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}
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