Tie Minimap to ProvidesRadar trait
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@@ -143,16 +143,21 @@ namespace OpenRa.Game
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DrawPower();
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chromeRenderer.Flush();
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DrawButtons();
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DrawMinimap();
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int paletteHeight = DrawBuildPalette(currentTab);
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DrawBuildTabs(paletteHeight);
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DrawChat();
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Game.minimap.Draw(new float2(Game.viewport.Width - 128,30));
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}
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void DrawMinimap()
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{
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var hasRadar = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ProvidesRadar>() && a.traits.Get<ProvidesRadar>().IsActive());
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if (hasRadar)
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Game.minimap.Draw(new float2(Game.viewport.Width - 128, 30));
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}
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void AddButton(Rectangle r, Action<bool> b) { buttons.Add(Pair.New(r, b)); }
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void DrawBuildTabs(int paletteHeight)
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{
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const int tabWidth = 24;
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@@ -214,6 +214,7 @@
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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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<Compile Include="Traits\ProvidesRadar.cs" />
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<Compile Include="Traits\Repairable.cs" />
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<Compile Include="Traits\Reservable.cs" />
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<Compile Include="Traits\SquishByTank.cs" />
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28
OpenRa.Game/Traits/ProvidesRadar.cs
Normal file
28
OpenRa.Game/Traits/ProvidesRadar.cs
Normal file
@@ -0,0 +1,28 @@
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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 System.Text;
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namespace OpenRa.Game.Traits
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{
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class ProvidesRadar
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{
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Actor self;
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public ProvidesRadar(Actor self)
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{
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this.self = self;
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}
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public bool IsActive()
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{
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// TODO: Check for nearby MRJ
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// Check if powered
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var b = self.traits.Get<Building>();
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if (b != null && b.InsuffientPower())
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return false;
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return true;
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}
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}
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}
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