Shift temporary owner-change logic from D2k to Common.
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OpenRA.Mods.Common/Traits/TemporaryOwnerManager.cs
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85
OpenRA.Mods.Common/Traits/TemporaryOwnerManager.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Interacts with the ChangeOwner warhead.",
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"Displays a bar how long this actor is affected and reverts back to the old owner on temporary changes.")]
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public class TemporaryOwnerManagerInfo : ITraitInfo
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{
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public readonly Color BarColor = Color.Orange;
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public object Create(ActorInitializer init) { return new TemporaryOwnerManager(init.Self, this); }
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}
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public class TemporaryOwnerManager : ISelectionBar, ITick, ISync, INotifyOwnerChanged
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{
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readonly TemporaryOwnerManagerInfo info;
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Player originalOwner;
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Player changingOwner;
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[Sync] int remaining = -1;
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int duration;
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public TemporaryOwnerManager(Actor self, TemporaryOwnerManagerInfo info)
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{
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this.info = info;
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originalOwner = self.Owner;
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}
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public void ChangeOwner(Actor self, Player newOwner, int duration)
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{
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remaining = this.duration = duration;
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changingOwner = newOwner;
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self.ChangeOwner(newOwner);
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}
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void ITick.Tick(Actor self)
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{
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if (!self.IsInWorld)
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return;
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if (--remaining == 0)
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{
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changingOwner = originalOwner;
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self.ChangeOwner(originalOwner);
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self.CancelActivity(); // Stop shooting, you have got new enemies
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}
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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if (changingOwner == null || changingOwner != newOwner)
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originalOwner = newOwner; // It wasn't a temporary change, so we need to update here
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else
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changingOwner = null; // It was triggered by this trait: reset
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}
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float ISelectionBar.GetValue()
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{
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if (remaining <= 0)
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return 0;
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return (float)remaining / duration;
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}
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Color ISelectionBar.GetColor()
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{
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return info.BarColor;
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}
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bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
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}
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}
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