Move Smoke effect, ContrailFader effect, SmudgeLayer and LeaveSmudgeWarhead to Mods.Common
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51
OpenRA.Mods.Common/Warheads/LeaveSmudgeWarhead.cs
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51
OpenRA.Mods.Common/Warheads/LeaveSmudgeWarhead.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.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public class LeaveSmudgeWarhead : Warhead
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{
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[Desc("Size of the area. A smudge will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")]
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public readonly int[] Size = { 0, 0 };
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[Desc("Type of smudge to apply to terrain.")]
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public readonly string[] SmudgeType = { };
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(target.CenterPosition);
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var smudgeLayers = world.WorldActor.TraitsImplementing<SmudgeLayer>().ToDictionary(x => x.Info.Type);
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var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
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var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
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// Draw the smudges:
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foreach (var sc in allCells)
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{
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var smudgeType = world.Map.GetTerrainInfo(sc).AcceptsSmudgeType.FirstOrDefault(t => SmudgeType.Contains(t));
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if (smudgeType == null) continue;
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SmudgeLayer smudgeLayer;
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if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
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throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
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smudgeLayer.AddSmudge(sc);
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}
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}
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}
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}
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