Add invisible spice bloom spawn
When real spiceblooms explode, they spawn an invisible spicebloom.spawnpoint actor, which only 'grows' when the cell is of GrowthTerrainType. When 'exploding', it then displays the animation of blowing spice up into the air, and spawns a real spicebloom. This replicates the original behavior where spice blooms would only grow on sand cells that had been harvested and free of spice.
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@@ -23,6 +23,9 @@ namespace OpenRA.Mods.D2k.Traits
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[Desc("Seeds resources by explosive eruptions after accumulation times.")]
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public class SpiceBloomInfo : ITraitInfo, Requires<RenderSpritesInfo>
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{
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[ActorReference]
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public readonly string SpawnActor = "spicebloom.spawnpoint";
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[SequenceReference]
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public readonly string[] GrowthSequences = { "grow1", "grow2", "grow3" };
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@@ -159,7 +162,7 @@ namespace OpenRA.Mods.D2k.Traits
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new FactionInit(self.Owner.Faction.InternalName),
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new SkipMakeAnimsInit()
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};
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self.World.CreateActor(self.Info.Name, td);
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self.World.CreateActor(info.SpawnActor, td);
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})));
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}
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}
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@@ -1,3 +1,25 @@
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spicebloom.spawnpoint:
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HiddenUnderShroud:
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Type: CenterPosition
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BodyOrientation:
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QuantizedFacings: 1
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RenderSprites:
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Image: spicebloom
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SpiceBloom:
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GrowthTerrainTypes: Sand
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SpawnActor: spicebloom
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GrowthSequences: grow0
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GrowthDelay: 250, 750
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RespawnDelay: 1, 2
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Explodes:
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Weapon: BloomSpawn
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EmptyWeapon: BloomSpawn
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Health:
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HP: 9999
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Radius: 1
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Immobile:
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OccupiesSpace: false
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spicebloom:
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HiddenUnderShroud:
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BodyOrientation:
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@@ -46,6 +46,11 @@ explosion:
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BlendMode: Alpha
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Offset: 12, -10
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Tick: 120
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bloomspawn: DATA.R8
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Start: 3980
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Length: 8
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Tick: 120
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Offset: 0, -16
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corpse: DATA.R8
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Start: 430
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Length: 12
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@@ -328,6 +333,11 @@ crate:
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Offset: -16,-16
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spicebloom:
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grow0: DATA.R8
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Start: 106
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Length: 1
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ZOffset: -1023
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Offset: -16,-16
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grow1: DATA.R8
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Start: 107
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Length: 1
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@@ -820,3 +820,12 @@ BloomExplosion:
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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AffectsParent: true
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BloomSpawn:
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Range: 0c1
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Projectile: Bullet
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Speed: 1c0
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Blockable: false
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Image: null
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Warhead@1Eff: CreateEffect
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Explosion: bloomspawn
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