Add a lobby option to disable Concrete in D2k.
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abcdefg30
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7372da150a
commit
be88c33399
@@ -25,6 +25,9 @@ namespace OpenRA.Mods.D2k.Traits
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[Desc("Terrain types that should show the 'unsafe' footprint tile.")]
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public readonly HashSet<string> UnsafeTerrainTypes = new HashSet<string> { "Rock" };
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[Desc("Only check for 'unsafe' footprint tiles when you have these prerequisites.")]
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public readonly string[] RequiresPrerequisites = { };
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protected override IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
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{
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return new D2kActorPreviewPlaceBuildingPreviewPreview(wr, ai, this, init);
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@@ -41,6 +44,7 @@ namespace OpenRA.Mods.D2k.Traits
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class D2kActorPreviewPlaceBuildingPreviewPreview : ActorPreviewPlaceBuildingPreviewPreview
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{
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readonly D2kActorPreviewPlaceBuildingPreviewInfo info;
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readonly bool checkUnsafeTiles;
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readonly Sprite buildOk;
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readonly Sprite buildUnsafe;
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readonly Sprite buildBlocked;
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@@ -54,6 +58,9 @@ namespace OpenRA.Mods.D2k.Traits
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var world = wr.World;
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var sequences = world.Map.Rules.Sequences;
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var techTree = init.Get<OwnerInit>().Value(world).PlayerActor.Trait<TechTree>();
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checkUnsafeTiles = info.RequiresPrerequisites.Any() && techTree.HasPrerequisites(info.RequiresPrerequisites);
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buildOk = sequences.GetSequence("overlay", "build-valid").GetSprite(0);
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buildUnsafe = sequences.GetSequence("overlay", "build-unsafe").GetSprite(0);
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buildBlocked = sequences.GetSequence("overlay", "build-invalid").GetSprite(0);
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@@ -76,7 +83,7 @@ namespace OpenRA.Mods.D2k.Traits
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continue;
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var tile = HasFlag(c.Value, PlaceBuildingCellType.Invalid) ? buildBlocked :
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candidateSafeTiles.Contains(c.Key) && info.UnsafeTerrainTypes.Contains(wr.World.Map.GetTerrainInfo(c.Key).Type)
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(checkUnsafeTiles && candidateSafeTiles.Contains(c.Key) && info.UnsafeTerrainTypes.Contains(wr.World.Map.GetTerrainInfo(c.Key).Type))
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? buildUnsafe : buildOk;
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var pal = HasFlag(c.Value, PlaceBuildingCellType.LineBuild) ? linePalette : cellPalette;
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@@ -410,6 +410,7 @@
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TerrainTypes: Rock, Concrete
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BuildSounds: BUILD1.WAV
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D2kActorPreviewPlaceBuildingPreview:
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RequiresPrerequisites: !global-auto-concrete
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OverridePalette: placebuilding
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RequiresBuildableArea:
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AreaTypes: building
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@@ -447,12 +448,20 @@
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SellSounds: BUILD1.WAV
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Guardable:
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Range: 3c0
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GrantConditionOnPrerequisite@AUTOCONCRETE:
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Condition: auto-concrete
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Prerequisites: global-auto-concrete
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DamagedByTerrain:
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RequiresCondition: !auto-concrete
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Damage: 500
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DamageInterval: 100
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Terrain: Rock
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DamageThreshold: 50
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StartOnThreshold: true
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LaysTerrain:
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RequiresCondition: auto-concrete
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TerrainTypes: Rock
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Template: 88
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ThrowsShrapnel:
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Weapons: Debris, Debris2, Debris3, Debris4
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Pieces: 2, 5
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@@ -98,10 +98,17 @@ Player:
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CashTickUpNotification: CashTickUp
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CashTickDownNotification: CashTickDown
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DeveloperMode:
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CheckboxDisplayOrder: 7
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CheckboxDisplayOrder: 8
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BaseAttackNotifier:
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Shroud:
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FogCheckboxDisplayOrder: 3
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LobbyPrerequisiteCheckbox@AUTOCONCRETE:
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ID: autoconcrete
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Label: Automatic Concrete
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Description: Concrete foundations are automatically created beneath buildings
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Enabled: False
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DisplayOrder: 7
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Prerequisites: global-auto-concrete
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FrozenActorLayer:
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HarvesterAttackNotifier:
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PlayerStatistics:
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@@ -34,6 +34,7 @@ concretea:
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Cost: 20
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Buildable:
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BuildPaletteOrder: 110
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Prerequisites: ~!global-auto-concrete
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BuildDuration: 62
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BuildDurationModifier: 100
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@@ -48,7 +49,7 @@ concreteb:
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Cost: 50
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Buildable:
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BuildPaletteOrder: 210
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Prerequisites: upgrade.conyard
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Prerequisites: upgrade.conyard, ~!global-auto-concrete
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BuildDuration: 94
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BuildDurationModifier: 100
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@@ -64,8 +65,7 @@ construction_yard:
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Dimensions: 3,3
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LocalCenterOffset: 0,-512,0
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LaysTerrain:
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TerrainTypes: Rock
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Template: 88
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-RequiresCondition:
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WithBuildingBib:
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Selectable:
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Bounds: 96,64
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