Merge pull request #7282 from penev92/bleed_moveFiles

Move more traits to Mods.Common
This commit is contained in:
Oliver Brakmann
2015-01-08 17:29:19 +01:00
30 changed files with 71 additions and 93 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class CaptureActor : Enter
{
readonly Actor actor;
readonly Capturable capturable;
readonly CapturesInfo capturesInfo;
public CaptureActor(Actor self, Actor target)
: base(self, target)
{
actor = target;
capturesInfo = self.Info.Traits.Get<CapturesInfo>();
capturable = target.Trait<Capturable>();
}
protected override bool CanReserve(Actor self)
{
return !capturable.BeingCaptured && capturable.Info.CanBeTargetedBy(self, actor.Owner);
}
protected override void OnInside(Actor self)
{
if (actor.IsDead || capturable.BeingCaptured)
return;
var b = actor.TraitOrDefault<Building>();
if (b != null && !b.Lock())
return;
self.World.AddFrameEndTask(w =>
{
if (b != null && b.Locked)
b.Unlock();
if (actor.IsDead || capturable.BeingCaptured)
return;
var health = actor.Trait<Health>();
var lowEnoughHealth = health.HP <= capturable.Info.CaptureThreshold * health.MaxHP;
if (!capturesInfo.Sabotage || lowEnoughHealth || actor.Owner.NonCombatant)
{
var oldOwner = actor.Owner;
actor.ChangeOwner(self.Owner);
foreach (var t in actor.TraitsImplementing<INotifyCapture>())
t.OnCapture(actor, self, oldOwner, self.Owner);
if (b != null && b.Locked)
b.Unlock();
}
else
{
var damage = (int)(health.MaxHP * capturesInfo.SabotageHPRemoval);
actor.InflictDamage(self, damage, null);
}
self.Destroy();
});
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Effects;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class ExternalCaptureActor : Activity
{
Target target;
public ExternalCaptureActor(Target target) { this.target = target; }
public override Activity Tick(Actor self)
{
if (target.Type != TargetType.Actor)
return NextActivity;
var capturable = target.Actor.Trait<ExternalCapturable>();
if (IsCanceled || !self.IsInWorld || self.IsDead || !target.IsValidFor(self))
{
if (capturable.CaptureInProgress)
capturable.EndCapture();
return NextActivity;
}
var mobile = self.Trait<Mobile>();
var nearest = target.Actor.OccupiesSpace.NearestCellTo(mobile.ToCell);
if ((nearest - mobile.ToCell).LengthSquared > 2)
return Util.SequenceActivities(new MoveAdjacentTo(self, target), this);
if (!capturable.CaptureInProgress)
capturable.BeginCapture(self);
else
{
if (capturable.Captor != self) return NextActivity;
if (capturable.CaptureProgressTime % 25 == 0)
{
self.World.Add(new FlashTarget(target.Actor, self.Owner));
self.World.Add(new FlashTarget(self));
}
if (capturable.CaptureProgressTime == capturable.Info.CaptureCompleteTime * 25)
{
var capturesInfo = self.Info.Traits.Get<ExternalCapturesInfo>();
self.World.AddFrameEndTask(w =>
{
if (target.Actor.IsDead)
return;
var oldOwner = target.Actor.Owner;
target.Actor.ChangeOwner(self.Owner);
foreach (var t in target.Actor.TraitsImplementing<INotifyCapture>())
t.OnCapture(target.Actor, self, oldOwner, self.Owner);
capturable.EndCapture();
if (capturesInfo != null && capturesInfo.ConsumeActor)
self.Destroy();
});
}
}
return this;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class RepairBridge : Enter
{
readonly BridgeHut hut;
public RepairBridge(Actor self, Actor target)
: base(self, target)
{
hut = target.Trait<BridgeHut>();
}
protected override bool CanReserve(Actor self)
{
return hut.BridgeDamageState != DamageState.Undamaged && !hut.Repairing && hut.Bridge.GetHut(0) != null && hut.Bridge.GetHut(1) != null;
}
protected override void OnInside(Actor self)
{
if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.GetHut(0) == null || hut.Bridge.GetHut(1) == null)
return;
hut.Repair(self);
self.Destroy();
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
class Transform : Activity
{
public readonly string ToActor;
public CVec Offset = CVec.Zero;
public int Facing = 96;
public string[] Sounds = { };
public int ForceHealthPercentage = 0;
public bool SkipMakeAnims = false;
public string Race = null;
public Transform(Actor self, string toActor)
{
ToActor = toActor;
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
self.World.AddFrameEndTask(w =>
{
if (self.IsDead)
return;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.OnTransform(self);
var selected = w.Selection.Contains(self);
var controlgroup = w.Selection.GetControlGroupForActor(self);
self.Destroy();
foreach (var s in Sounds)
Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
var init = new TypeDictionary
{
new LocationInit(self.Location + Offset),
new OwnerInit(self.Owner),
new FacingInit(Facing),
};
if (SkipMakeAnims)
init.Add(new SkipMakeAnimsInit());
if (Race != null)
init.Add(new RaceInit(Race));
var health = self.TraitOrDefault<Health>();
if (health != null)
{
var newHP = (ForceHealthPercentage > 0)
? ForceHealthPercentage / 100f
: (float)health.HP / health.MaxHP;
init.Add(new HealthInit(newHP));
}
var cargo = self.TraitOrDefault<Cargo>();
if (cargo != null)
init.Add(new RuntimeCargoInit(cargo.Passengers.ToArray()));
var a = w.CreateActor(ToActor, init);
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.AfterTransform(a);
if (selected)
w.Selection.Add(w, a);
if (controlgroup.HasValue)
w.Selection.AddToControlGroup(a, controlgroup.Value);
});
return this;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("This actor can be captured by a unit with Captures: trait.")]
class CapturableInfo : ITraitInfo
{
[Desc("Type listed under Types in Captures: trait of actors that can capture this).")]
public readonly string Type = "building";
public readonly bool AllowAllies = false;
public readonly bool AllowNeutral = true;
public readonly bool AllowEnemies = true;
[Desc("Health percentage the target must be at (or below) before it can be captured.")]
public readonly float CaptureThreshold = 0.5f;
public readonly bool CancelActivity = false;
public object Create(ActorInitializer init) { return new Capturable(this); }
public bool CanBeTargetedBy(Actor captor, Player owner)
{
var c = captor.TraitOrDefault<Captures>();
if (c == null)
return false;
var playerRelationship = owner.Stances[captor.Owner];
if (playerRelationship == Stance.Ally && !AllowAllies)
return false;
if (playerRelationship == Stance.Enemy && !AllowEnemies)
return false;
if (playerRelationship == Stance.Neutral && !AllowNeutral)
return false;
if (!c.Info.CaptureTypes.Contains(Type))
return false;
return true;
}
}
class Capturable : INotifyCapture
{
public readonly CapturableInfo Info;
public bool BeingCaptured { get; private set; }
public Capturable(CapturableInfo info) { Info = info; }
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
BeingCaptured = true;
self.World.AddFrameEndTask(w => BeingCaptured = false);
if (Info.CancelActivity)
{
var stop = new Order("Stop", self, false);
foreach (var t in self.TraitsImplementing<IResolveOrder>())
t.ResolveOrder(self, stop);
}
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
class CaptureNotificationInfo : ITraitInfo
{
public readonly string Notification = "BuildingCaptured";
public readonly bool NewOwnerVoice = true;
public object Create(ActorInitializer init) { return new CaptureNotification(this); }
}
class CaptureNotification : INotifyCapture
{
CaptureNotificationInfo info;
public CaptureNotification(CaptureNotificationInfo info)
{
this.info = info;
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
if (captor.World.LocalPlayer != captor.Owner)
return;
var race = info.NewOwnerVoice ? newOwner.Country.Race : oldOwner.Country.Race;
Sound.PlayNotification(self.World.Map.Rules, captor.World.LocalPlayer, "Speech", info.Notification, race);
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("This actor can capture other actors which have the Capturable: trait.")]
class CapturesInfo : ITraitInfo
{
[Desc("Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.")]
public readonly string[] CaptureTypes = { "building" };
[Desc("Unit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging.")]
public readonly bool Sabotage = true;
[Desc("Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed.")]
public readonly float SabotageHPRemoval = 0.5f;
public object Create(ActorInitializer init) { return new Captures(init.Self, this); }
}
class Captures : IIssueOrder, IResolveOrder, IOrderVoice
{
public readonly CapturesInfo Info;
public Captures(Actor self, CapturesInfo info)
{
Info = info;
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new CaptureOrderTargeter(Info.Sabotage);
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID != "CaptureActor")
return null;
if (target.Type == TargetType.FrozenActor)
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "CaptureActor" ? "Attack" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "CaptureActor")
return;
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (target.Type != TargetType.Actor)
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(target, Color.Red);
self.QueueActivity(new CaptureActor(self, target.Actor));
}
class CaptureOrderTargeter : UnitOrderTargeter
{
readonly bool sabotage;
public CaptureOrderTargeter(bool sabotage)
: base("CaptureActor", 6, "enter", true, true)
{
this.sabotage = sabotage;
}
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var c = target.Info.Traits.GetOrDefault<CapturableInfo>();
if (c == null || !c.CanBeTargetedBy(self, target.Owner))
{
cursor = "enter-blocked";
return false;
}
var health = target.Trait<Health>();
var lowEnoughHealth = health.HP <= c.CaptureThreshold * health.MaxHP;
cursor = !sabotage || lowEnoughHealth || target.Owner.NonCombatant
? "enter" : "capture";
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
var c = target.Info.Traits.GetOrDefault<CapturableInfo>();
if (c == null || !c.CanBeTargetedBy(self, target.Owner))
{
cursor = "enter-blocked";
return false;
}
var health = target.Info.Traits.GetOrDefault<HealthInfo>();
var lowEnoughHealth = target.HP <= c.CaptureThreshold * health.HP;
cursor = !sabotage || lowEnoughHealth || target.Owner.NonCombatant
? "enter" : "capture";
return true;
}
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Traits;
namespace OpenRA.Mods.RA.Effects
{
class RepairIndicator : IEffect
{
readonly Actor building;
readonly string palettePrefix;
readonly Animation anim;
readonly RepairableBuilding rb;
int shownPlayer = 0;
public RepairIndicator(Actor building, string palettePrefix)
{
this.building = building;
this.palettePrefix = palettePrefix;
rb = building.TraitOrDefault<RepairableBuilding>();
anim = new Animation(building.World, "allyrepair");
anim.Paused = () => !rb.RepairActive || rb.IsTraitDisabled;
CycleRepairer();
}
public void Tick(World world)
{
if (!building.IsInWorld || building.IsDead ||
rb == null || !rb.Repairers.Any())
world.AddFrameEndTask(w => w.Remove(this));
anim.Tick();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (building.Destroyed || wr.World.FogObscures(building) || rb.Repairers.Count == 0)
return SpriteRenderable.None;
var palette = wr.Palette(palettePrefix + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName);
return anim.Render(building.CenterPosition, palette);
}
void CycleRepairer()
{
anim.PlayThen("repair", CycleRepairer);
if (++shownPlayer == rb.Repairers.Count)
shownPlayer = 0;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("This actor can be captured by a unit with ExternalCaptures: trait.")]
public class ExternalCapturableInfo : ITraitInfo
{
[Desc("Type of actor (the ExternalCaptures: trait defines what Types it can capture).")]
public readonly string Type = "building";
public readonly bool AllowAllies = false;
public readonly bool AllowNeutral = true;
public readonly bool AllowEnemies = true;
[Desc("Seconds it takes to change the owner.", "You might want to add a ExternalCapturableBar: trait, too.")]
public readonly int CaptureCompleteTime = 15;
public bool CanBeTargetedBy(Actor captor, Player owner)
{
var c = captor.TraitOrDefault<ExternalCaptures>();
if (c == null)
return false;
var playerRelationship = owner.Stances[captor.Owner];
if (playerRelationship == Stance.Ally && !AllowAllies)
return false;
if (playerRelationship == Stance.Enemy && !AllowEnemies)
return false;
if (playerRelationship == Stance.Neutral && !AllowNeutral)
return false;
if (!c.Info.CaptureTypes.Contains(Type))
return false;
return true;
}
public object Create(ActorInitializer init) { return new ExternalCapturable(init.Self, this); }
}
public class ExternalCapturable : ITick
{
[Sync] public int CaptureProgressTime = 0;
[Sync] public Actor Captor;
private Actor self;
public ExternalCapturableInfo Info;
public bool CaptureInProgress { get { return Captor != null; } }
public ExternalCapturable(Actor self, ExternalCapturableInfo info)
{
this.self = self;
Info = info;
}
public void BeginCapture(Actor captor)
{
var building = self.TraitOrDefault<Building>();
if (building != null)
building.Lock();
Captor = captor;
}
public void EndCapture()
{
var building = self.TraitOrDefault<Building>();
if (building != null)
building.Unlock();
Captor = null;
}
public void Tick(Actor self)
{
if (Captor != null && (!Captor.IsInWorld || Captor.IsDead))
EndCapture();
if (!CaptureInProgress)
CaptureProgressTime = 0;
else
CaptureProgressTime++;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Drawing;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait.")]
class ExternalCapturableBarInfo : ITraitInfo, Requires<ExternalCapturableInfo>
{
public object Create(ActorInitializer init) { return new ExternalCapturableBar(init.Self); }
}
class ExternalCapturableBar : ISelectionBar
{
ExternalCapturable cap;
public ExternalCapturableBar(Actor self)
{
this.cap = self.Trait<ExternalCapturable>();
}
public float GetValue()
{
// only show when building is being captured
if (!cap.CaptureInProgress)
return 0f;
return (float)cap.CaptureProgressTime / (cap.Info.CaptureCompleteTime * 25);
}
public Color GetColor() { return Color.Orange; }
}
}

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@@ -1,129 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("This actor can capture other actors which have the ExternalCapturable: trait.")]
class ExternalCapturesInfo : ITraitInfo
{
[Desc("Types of actors that it can capture, as long as the type also exists in the ExternalCapturable Type: trait.")]
public readonly string[] CaptureTypes = { "building" };
[Desc("Destroy the unit after capturing.")]
public readonly bool ConsumeActor = false;
public object Create(ActorInitializer init) { return new ExternalCaptures(init.Self, this); }
}
class ExternalCaptures : IIssueOrder, IResolveOrder, IOrderVoice
{
public readonly ExternalCapturesInfo Info;
public ExternalCaptures(Actor self, ExternalCapturesInfo info)
{
Info = info;
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new ExternalCaptureOrderTargeter();
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID != "ExternalCaptureActor")
return null;
if (target.Type == TargetType.FrozenActor)
return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
}
static bool IsValidOrder(Actor self, Order order)
{
// Not targeting an actor
if (order.ExtraData == 0 && order.TargetActor == null)
return false;
if (order.ExtraData != 0)
{
// Targeted an actor under the fog
var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
if (frozenLayer == null)
return false;
var frozen = frozenLayer.FromID(order.ExtraData);
if (frozen == null)
return false;
var ci = frozen.Info.Traits.GetOrDefault<ExternalCapturableInfo>();
return ci != null && ci.CanBeTargetedBy(self, frozen.Owner);
}
var c = order.TargetActor.TraitOrDefault<ExternalCapturable>();
return c != null && !c.CaptureInProgress && c.Info.CanBeTargetedBy(self, order.TargetActor.Owner);
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return order.OrderString == "ExternalCaptureActor" && IsValidOrder(self, order)
? "Attack" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString != "ExternalCaptureActor" || !IsValidOrder(self, order))
return;
var target = self.ResolveFrozenActorOrder(order, Color.Red);
if (target.Type != TargetType.Actor)
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(target, Color.Red);
self.QueueActivity(new ExternalCaptureActor(target));
}
}
class ExternalCaptureOrderTargeter : UnitOrderTargeter
{
public ExternalCaptureOrderTargeter() : base("ExternalCaptureActor", 6, "enter", true, true) { }
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var c = target.TraitOrDefault<ExternalCapturable>();
var canTargetActor = c != null && !c.CaptureInProgress && c.Info.CanBeTargetedBy(self, target.Owner);
cursor = canTargetActor ? "ability" : "move-blocked";
return canTargetActor;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
var c = target.Info.Traits.GetOrDefault<ExternalCapturableInfo>();
var canTargetActor = c != null && c.CanBeTargetedBy(self, target.Owner);
cursor = canTargetActor ? "ability" : "move-blocked";
return canTargetActor;
}
}
}

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@@ -78,14 +78,11 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Activities\CaptureActor.cs" />
<Compile Include="AI\AttackOrFleeFuzzy.cs" />
<Compile Include="AI\BaseBuilder.cs" />
<Compile Include="AI\HackyAI.cs" />
<Compile Include="Player\AllyRepair.cs" />
<Compile Include="Render\WithIdleOverlay.cs" />
<Compile Include="Traits\AcceptsSupplies.cs" />
<Compile Include="Activities\ExternalCaptureActor.cs" />
<Compile Include="Activities\DeliverResources.cs" />
<Compile Include="Activities\Demolish.cs" />
<Compile Include="Activities\DonateSupplies.cs" />
@@ -95,7 +92,6 @@
<Compile Include="Activities\Leap.cs" />
<Compile Include="Activities\RAHarvesterDockSequence.cs" />
<Compile Include="Activities\Teleport.cs" />
<Compile Include="Activities\Transform.cs" />
<Compile Include="AI\SupportPowerDecision.cs" />
<Compile Include="Effects\GpsSatellite.cs" />
<Compile Include="Effects\SatelliteLaunch.cs" />
@@ -106,13 +102,8 @@
<Compile Include="AI\RushFuzzy.cs" />
<Compile Include="AI\StateMachine.cs" />
<Compile Include="Traits\Attack\AttackLeap.cs" />
<Compile Include="CaptureNotification.cs" />
<Compile Include="Scripting\Properties\RepairableBuildingProperties.cs" />
<Compile Include="C4Demolition.cs" />
<Compile Include="ExternalCapturable.cs" />
<Compile Include="ExternalCapturableBar.cs" />
<Compile Include="Capturable.cs" />
<Compile Include="ExternalCaptures.cs" />
<Compile Include="Traits\PaletteEffects\ChronoshiftPaletteEffect.cs" />
<Compile Include="Traits\Chronoshiftable.cs" />
<Compile Include="CrateSpawner.cs" />
@@ -132,10 +123,8 @@
<Compile Include="Traits\DemoTruck.cs" />
<Compile Include="Effects\GpsDot.cs" />
<Compile Include="Effects\Parachute.cs" />
<Compile Include="Effects\RepairIndicator.cs" />
<Compile Include="EmitInfantryOnSell.cs" />
<Compile Include="Invulnerable.cs" />
<Compile Include="Captures.cs" />
<Compile Include="Lint\CheckActorReferences.cs" />
<Compile Include="Lint\CheckSyncAnnotations.cs" />
<Compile Include="Lint\CheckTraitPrerequisites.cs" />
@@ -145,7 +134,6 @@
<Compile Include="Traits\Minelayer.cs" />
<Compile Include="Orders\PlaceBuildingOrderGenerator.cs" />
<Compile Include="Orders\GlobalButtonOrderGenerator.cs" />
<Compile Include="Orders\RepairOrderGenerator.cs" />
<Compile Include="ParaDrop.cs" />
<Compile Include="Player\ClassicProductionQueue.cs" />
<Compile Include="Player\PlaceBuilding.cs" />
@@ -155,15 +143,11 @@
<Compile Include="Widgets\Logic\TabCompletionLogic.cs" />
<Compile Include="Production.cs" />
<Compile Include="ProductionBar.cs" />
<Compile Include="ProximityCaptor.cs" />
<Compile Include="ProximityCapturable.cs" />
<Compile Include="Traits\Render\RenderJammerCircle.cs" />
<Compile Include="Render\RenderBuildingWarFactory.cs" />
<Compile Include="Render\RenderHarvester.cs" />
<Compile Include="Render\RenderDisguise.cs" />
<Compile Include="Render\RenderLandingCraft.cs" />
<Compile Include="Repairable.cs" />
<Compile Include="RepairableNear.cs" />
<Compile Include="Disguise.cs" />
<Compile Include="Traits\SupplyTruck.cs" />
<Compile Include="SupportPowers\AirstrikePower.cs" />
@@ -175,19 +159,13 @@
<Compile Include="SupportPowers\SupportPowerChargeBar.cs" />
<Compile Include="SupportPowers\SupportPowerManager.cs" />
<Compile Include="TraitsInterfaces.cs" />
<Compile Include="Traits\Buildings\Bridge.cs" />
<Compile Include="Traits\Buildings\BridgeHut.cs" />
<Compile Include="Traits\Buildings\Fake.cs" />
<Compile Include="Traits\Buildings\OreRefinery.cs" />
<Compile Include="Traits\Buildings\PrimaryBuilding.cs" />
<Compile Include="Traits\Buildings\RepairableBuilding.cs" />
<Compile Include="Traits\Harvester.cs" />
<Compile Include="Traits\HarvesterHuskModifier.cs" />
<Compile Include="Traits\LeavesHusk.cs" />
<Compile Include="Traits\RepairsBridges.cs" />
<Compile Include="Traits\TargetableSubmarine.cs" />
<Compile Include="Traits\World\BridgeLayer.cs" />
<Compile Include="TransformOnCapture.cs" />
<Compile Include="TransformOnPassenger.cs" />
<Compile Include="Transforms.cs" />
<Compile Include="Widgets\Logic\KickSpectatorsLogic.cs" />
@@ -228,7 +206,6 @@
<Compile Include="Traits\Infiltration\InfiltrateForSupportPower.cs" />
<Compile Include="Traits\Infiltration\Infiltrates.cs" />
<Compile Include="Widgets\Logic\ObserverShroudSelectorLogic.cs" />
<Compile Include="Activities\RepairBridge.cs" />
<Compile Include="Lint\CheckSequences.cs" />
<Compile Include="Widgets\Logic\SpawnSelectorTooltipLogic.cs" />
<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
@@ -257,8 +234,6 @@
<Compile Include="Scripting\Properties\PlayerProperties.cs" />
<Compile Include="Scripting\Properties\TransportProperties.cs" />
<Compile Include="Scripting\Properties\ChronosphereProperties.cs" />
<Compile Include="Render\WithRepairAnimation.cs" />
<Compile Include="Render\WithRepairOverlay.cs" />
<Compile Include="Lint\CheckPlayers.cs" />
<Compile Include="Lint\CheckActors.cs" />
<Compile Include="Lint\CheckMapCordon.cs" />
@@ -344,5 +319,4 @@ cd "$(SolutionDir)thirdparty/"
copy "FuzzyLogicLibrary.dll" "$(SolutionDir)"
cd "$(SolutionDir)"</PostBuildEvent>
</PropertyGroup>
<ItemGroup />
</Project>

View File

@@ -1,64 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Orders
{
public class RepairOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
return OrderInner(world, mi);
}
IEnumerable<Order> OrderInner(World world, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var underCursor = world.ScreenMap.ActorsAt(mi)
.FirstOrDefault(a => !world.FogObscures(a) && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor)
&& a.TraitsImplementing<RepairableBuilding>().Any(t => !t.IsTraitDisabled));
if (underCursor == null)
yield break;
if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>()
&& underCursor.GetDamageState() > DamageState.Undamaged)
yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
}
}
public void Tick(World world)
{
if (world.LocalPlayer != null &&
world.LocalPlayer.WinState != WinState.Undefined)
world.CancelInputMode();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
public string GetCursor(World world, CPos xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, mi).Any()
? "repair" : "repair-blocked";
}
}
}

View File

@@ -1,33 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.Common;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Attach this to the player actor to allow building repair by team mates.")]
class AllyRepairInfo : TraitInfo<AllyRepair> { }
class AllyRepair : IResolveOrder
{
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairBuilding")
{
var building = order.TargetActor;
if (building.HasTrait<RepairableBuilding>())
if (building.AppearsFriendlyTo(self))
building.Trait<RepairableBuilding>().RepairBuilding(building, self.Owner);
}
}
}
}

View File

@@ -1,34 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Actor can capture ProximityCapturable actors.")]
public class ProximityCaptorInfo : ITraitInfo
{
public readonly string[] Types = { };
public object Create(ActorInitializer init) { return new ProximityCaptor(this); }
}
public class ProximityCaptor
{
public readonly ProximityCaptorInfo Info;
public ProximityCaptor(ProximityCaptorInfo info) { Info = info; }
public bool HasAny(string[] typesList)
{
return typesList.Any(flag => Info.Types.Contains(flag));
}
}
}

View File

@@ -1,149 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Actor can be captured by units in a specified proximity.")]
public class ProximityCapturableInfo : ITraitInfo
{
public readonly bool Permanent = false;
public readonly int Range = 5;
public readonly bool MustBeClear = false;
public readonly string[] CaptorTypes = { "Vehicle", "Tank", "Infantry" };
public object Create(ActorInitializer init) { return new ProximityCapturable(init.Self, this); }
}
public class ProximityCapturable : ITick
{
public readonly Player OriginalOwner;
public bool Captured { get { return Self.Owner != OriginalOwner; } }
public ProximityCapturableInfo Info;
public Actor Self;
public ProximityCapturable(Actor self, ProximityCapturableInfo info)
{
Info = info;
Self = self;
OriginalOwner = self.Owner;
}
public void Tick(Actor self)
{
if (Captured && Info.Permanent) return; // Permanent capture
if (!Captured)
{
var captor = GetInRange(self);
if (captor != null)
if (!Info.MustBeClear || IsClear(self, captor.Owner, OriginalOwner))
ChangeOwnership(self, captor);
return;
}
// if the area must be clear, and there is more than 1 player nearby => return ownership to default
if (Info.MustBeClear && !IsClear(self, self.Owner, OriginalOwner))
{
// Revert Ownership
ChangeOwnership(self, OriginalOwner.PlayerActor);
return;
}
// See if the 'temporary' owner still is in range
if (!IsStillInRange(self))
{
// no.. So find a new one
var captor = GetInRange(self);
// got one
if (captor != null)
{
ChangeOwnership(self, captor);
return;
}
// Revert Ownership otherwise
ChangeOwnership(self, OriginalOwner.PlayerActor);
}
}
static void ChangeOwnership(Actor self, Actor captor)
{
self.World.AddFrameEndTask(w =>
{
if (self.Destroyed || captor.Destroyed) return;
var previousOwner = self.Owner;
// momentarily remove from world so the ownership queries don't get confused
w.Remove(self);
self.Owner = captor.Owner;
w.Add(self);
if (self.Owner == self.World.LocalPlayer)
w.Add(new FlashTarget(self));
foreach (var t in self.TraitsImplementing<INotifyCapture>())
t.OnCapture(self, captor, previousOwner, self.Owner);
});
}
bool CanBeCapturedBy(Actor a)
{
var pc = a.TraitOrDefault<ProximityCaptor>();
return pc != null && pc.HasAny(Info.CaptorTypes);
}
IEnumerable<Actor> UnitsInRange()
{
return Self.World.FindActorsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
.Where(a => a.IsInWorld && a != Self && !a.Destroyed && !a.Owner.NonCombatant);
}
bool IsClear(Actor self, Player currentOwner, Player originalOwner)
{
return UnitsInRange()
.All(a => a.Owner == originalOwner || a.Owner == currentOwner ||
WorldUtils.AreMutualAllies(a.Owner, currentOwner) || !CanBeCapturedBy(a));
}
// TODO exclude other NeutralActor that arent permanent
bool IsStillInRange(Actor self)
{
return UnitsInRange().Any(a => a.Owner == self.Owner && CanBeCapturedBy(a));
}
IEnumerable<Actor> CaptorsInRange(Actor self)
{
return UnitsInRange()
.Where(a => a.Owner != OriginalOwner && CanBeCapturedBy(a));
}
// TODO exclude other NeutralActor that arent permanent
Actor GetInRange(Actor self)
{
return CaptorsInRange(self).ClosestTo(self);
}
int CountPlayersNear(Actor self, Player ignoreMe)
{
return CaptorsInRange(self).Select(a => a.Owner).Where(p => p != ignoreMe)
.Distinct().Count();
}
}
}

View File

@@ -1,47 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Replaces the building animation when it repairs a unit.")]
public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
}
public class WithRepairAnimation : INotifyRepair
{
IEnumerable<IDisable> disabled;
WithRepairAnimationInfo info;
public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
{
disabled = self.TraitsImplementing<IDisable>();
this.info = info;
}
public void Repairing(Actor self, Actor host)
{
var building = host.TraitOrDefault<RenderBuilding>();
if (building != null && !(info.PauseOnLowPower && disabled.Any(d => d.Disabled)))
building.PlayCustomAnim(host, info.Sequence);
}
}
}

View File

@@ -1,84 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Displays an overlay when the building is being repaired by the player.")]
public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
}
public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
{
Animation overlay;
bool buildComplete;
public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
var disabled = self.TraitsImplementing<IDisable>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
rs.Add("repair_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete,
() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
p => WithTurret.ZOffsetFromCenter(self, p, 1)),
info.Palette, info.IsPlayerPalette);
}
public void BuildingComplete(Actor self)
{
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
buildComplete = true)));
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
public void Repairing(Actor self, Actor host)
{
overlay.Play(overlay.CurrentSequence.Name);
}
}
}

View File

@@ -1,101 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("This actor can be sent to a structure for repairs.")]
class RepairableInfo : ITraitInfo, Requires<HealthInfo>
{
public readonly string[] RepairBuildings = { "fix" };
public virtual object Create(ActorInitializer init) { return new Repairable(init.Self); }
}
class Repairable : IIssueOrder, IResolveOrder, IOrderVoice
{
readonly Actor self;
readonly Health health;
public Repairable(Actor self)
{
this.self = self;
health = self.Trait<Health>();
}
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<Building>("Repair", 5,
target => CanRepairAt(target), _ => CanRepair());
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "Repair")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
bool CanRepairAt(Actor target)
{
return self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains(target.Info.Name);
}
bool CanRepair()
{
var li = self.TraitOrDefault<LimitedAmmo>();
return health.DamageState > DamageState.Undamaged || (li != null && !li.FullAmmo());
}
public string VoicePhraseForOrder(Actor self, Order order)
{
return (order.OrderString == "Repair" && CanRepair()) ? "Move" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Repair")
{
if (!CanRepairAt(order.TargetActor) || !CanRepair())
return;
var movement = self.Trait<IMove>();
var target = Target.FromOrder(self.World, order);
self.SetTargetLine(target, Color.Green);
self.CancelActivity();
self.QueueActivity(new MoveAdjacentTo(self, target));
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
self.QueueActivity(new Rearm(self));
self.QueueActivity(new Repair(order.TargetActor));
var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
if (rp != null)
self.QueueActivity(new CallFunc(() =>
{
self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
self.QueueActivity(movement.MoveTo(rp.Location, order.TargetActor));
}));
}
}
}
}

View File

@@ -1,78 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
class RepairableNearInfo : ITraitInfo, Requires<HealthInfo>
{
[ActorReference] public readonly string[] Buildings = { "spen", "syrd" };
public readonly int CloseEnough = 4; /* cells */
public object Create(ActorInitializer init) { return new RepairableNear(init.Self, this); }
}
class RepairableNear : IIssueOrder, IResolveOrder
{
readonly Actor self;
readonly RepairableNearInfo info;
public RepairableNear(Actor self, RepairableNearInfo info) { this.self = self; this.info = info; }
public IEnumerable<IOrderTargeter> Orders
{
get
{
yield return new EnterAlliedActorTargeter<Building>("RepairNear", 5,
target => CanRepairAt(target), _ => ShouldRepair());
}
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "RepairNear")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
bool CanRepairAt(Actor target)
{
return info.Buildings.Contains(target.Info.Name);
}
bool ShouldRepair()
{
return self.GetDamageState() > DamageState.Undamaged;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
{
var movement = self.Trait<IMove>();
var target = Target.FromOrder(self.World, order);
self.CancelActivity();
self.QueueActivity(movement.MoveWithinRange(target, new WRange(1024 * info.CloseEnough)));
self.QueueActivity(new Repair(order.TargetActor));
self.SetTargetLine(target, Color.Green, false);
}
}
}
}

View File

@@ -8,7 +8,7 @@
*/
#endregion
using OpenRA.Mods.RA.Traits;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;

View File

@@ -1,358 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
class BridgeInfo : ITraitInfo, Requires<HealthInfo>, Requires<BuildingInfo>
{
public readonly bool Long = false;
[Desc("Delay (in ticks) between repairing adjacent spans in long bridges")]
public readonly int RepairPropagationDelay = 20;
public readonly ushort Template = 0;
public readonly ushort DamagedTemplate = 0;
public readonly ushort DestroyedTemplate = 0;
// For long bridges
public readonly ushort DestroyedPlusNorthTemplate = 0;
public readonly ushort DestroyedPlusSouthTemplate = 0;
public readonly ushort DestroyedPlusBothTemplate = 0;
public readonly string[] ShorePieces = { "br1", "br2" };
public readonly int[] NorthOffset = null;
public readonly int[] SouthOffset = null;
[Desc("The name of the weapon to use when demolishing the bridge")]
public readonly string DemolishWeapon = "Demolish";
public object Create(ActorInitializer init) { return new Bridge(init.Self, this); }
public IEnumerable<Pair<ushort, float>> Templates
{
get
{
if (Template != 0)
yield return Pair.New(Template, 1f);
if (DamagedTemplate != 0)
yield return Pair.New(DamagedTemplate, .5f);
if (DestroyedTemplate != 0)
yield return Pair.New(DestroyedTemplate, 0f);
if (DestroyedPlusNorthTemplate != 0)
yield return Pair.New(DestroyedPlusNorthTemplate, 0f);
if (DestroyedPlusSouthTemplate != 0)
yield return Pair.New(DestroyedPlusSouthTemplate, 0f);
if (DestroyedPlusBothTemplate != 0)
yield return Pair.New(DestroyedPlusBothTemplate, 0f);
}
}
}
class Bridge : IRender, INotifyDamageStateChanged
{
readonly Building building;
readonly Bridge[] neighbours = new Bridge[2];
readonly BridgeHut[] huts = new BridgeHut[2]; // Huts before this / first & after this / last
readonly Health health;
readonly Actor self;
readonly BridgeInfo info;
readonly string type;
readonly Lazy<bool> isDangling;
ushort template;
Dictionary<CPos, byte> footprint;
public BridgeHut Hut { get; private set; }
public bool IsDangling { get { return isDangling.Value; } }
public Bridge(Actor self, BridgeInfo info)
{
this.self = self;
health = self.Trait<Health>();
health.RemoveOnDeath = false;
this.info = info;
type = self.Info.Name;
isDangling = new Lazy<bool>(() => huts[0] == huts[1] && (neighbours[0] == null || neighbours[1] == null));
building = self.Trait<Building>();
}
public Bridge Neighbour(int direction) { return neighbours[direction]; }
public IEnumerable<Bridge> Enumerate(int direction, bool includeSelf = false)
{
for (var b = includeSelf ? this : neighbours[direction]; b != null; b = b.neighbours[direction])
yield return b;
}
public void Do(Action<Bridge, int> action)
{
action(this, -1);
for (var d = 0; d <= 1; d++)
if (neighbours[d] != null)
action(neighbours[d], d);
}
public void Create(ushort template, Dictionary<CPos, byte> footprint)
{
this.template = template;
this.footprint = footprint;
// Set the initial custom terrain types
foreach (var c in footprint.Keys)
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
}
byte GetTerrainType(CPos cell)
{
var dx = cell - self.Location;
var index = dx.X + self.World.TileSet.Templates[template].Size.X * dx.Y;
return self.World.TileSet.GetTerrainIndex(new TerrainTile(template, (byte)index));
}
public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
{
for (var d = 0; d <= 1; d++)
{
if (neighbours[d] != null)
continue; // Already linked by reverse lookup
var offset = d == 0 ? info.NorthOffset : info.SouthOffset;
if (offset == null)
continue; // End piece type
neighbours[d] = GetNeighbor(offset, bridges);
if (neighbours[d] != null)
neighbours[d].neighbours[1 - d] = this; // Save reverse lookup
}
}
internal void AddHut(BridgeHut hut)
{
if (huts[0] == huts[1])
huts[1] = hut;
if (Hut == null)
{
Hut = hut; // Assume only one until called again
if (huts[0] == null)
huts[0] = hut; // Set only first time
for (var d = 0; d <= 1; d++)
for (var b = neighbours[d]; b != null; b = b.Hut == null ? b.neighbours[d] : null)
b.huts[1 - d] = hut;
}
else
Hut = null;
}
public BridgeHut GetHut(int index) { return huts[index]; }
public Bridge GetNeighbor(int[] offset, BridgeLayer bridges)
{
if (offset == null)
return null;
return bridges.GetBridge(self.Location + new CVec(offset[0], offset[1]));
}
IRenderable[] TemplateRenderables(WorldRenderer wr, PaletteReference palette, ushort template)
{
var offset = FootprintUtils.CenterOffset(self.World, building.Info).Y + 1024;
return footprint.Select(c => (IRenderable)(new SpriteRenderable(
wr.Theater.TileSprite(new TerrainTile(template, c.Value)),
wr.World.Map.CenterOfCell(c.Key), WVec.Zero, -offset, palette, 1f, true))).ToArray();
}
bool initialized;
Dictionary<ushort, IRenderable[]> renderables;
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
if (!initialized)
{
var palette = wr.Palette("terrain");
renderables = new Dictionary<ushort, IRenderable[]>();
foreach (var t in info.Templates)
renderables.Add(t.First, TemplateRenderables(wr, palette, t.First));
initialized = true;
}
return renderables[template];
}
void KillUnitsOnBridge()
{
foreach (var c in footprint.Keys)
foreach (var a in self.World.ActorMap.GetUnitsAt(c))
if (a.HasTrait<IPositionable>() && !a.Trait<IPositionable>().CanEnterCell(c))
a.Kill(self);
}
bool NeighbourIsDeadShore(Bridge neighbour)
{
return neighbour != null && info.ShorePieces.Contains(neighbour.type) && neighbour.health.IsDead;
}
bool LongBridgeSegmentIsDead()
{
// The long bridge artwork requires a hack to display correctly
// if the adjacent shore piece is dead
if (!info.Long)
return health.IsDead;
if (NeighbourIsDeadShore(neighbours[0]) || NeighbourIsDeadShore(neighbours[1]))
return true;
return health.IsDead;
}
ushort ChooseTemplate()
{
if (info.Long && LongBridgeSegmentIsDead())
{
// Long bridges have custom art for multiple segments being destroyed
var previousIsDead = neighbours[0] != null && neighbours[0].LongBridgeSegmentIsDead();
var nextIsDead = neighbours[1] != null && neighbours[1].LongBridgeSegmentIsDead();
if (previousIsDead && nextIsDead)
return info.DestroyedPlusBothTemplate;
if (previousIsDead)
return info.DestroyedPlusNorthTemplate;
if (nextIsDead)
return info.DestroyedPlusSouthTemplate;
return info.DestroyedTemplate;
}
var ds = health.DamageState;
return (ds == DamageState.Dead && info.DestroyedTemplate > 0) ? info.DestroyedTemplate :
(ds >= DamageState.Heavy && info.DamagedTemplate > 0) ? info.DamagedTemplate : info.Template;
}
bool killedUnits = false;
void UpdateState()
{
var oldTemplate = template;
template = ChooseTemplate();
if (template == oldTemplate)
return;
// Update map
foreach (var c in footprint.Keys)
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
// If this bridge repair operation connects two pathfinding domains,
// update the domain index.
var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
domainIndex.UpdateCells(self.World, footprint.Keys);
if (LongBridgeSegmentIsDead() && !killedUnits)
{
killedUnits = true;
KillUnitsOnBridge();
}
}
public void Repair(Actor repairer, int direction, Action onComplete)
{
// Repair self
var initialDamage = health.DamageState;
self.World.AddFrameEndTask(w =>
{
if (health.IsDead)
{
health.Resurrect(self, repairer);
killedUnits = false;
KillUnitsOnBridge();
}
else
health.InflictDamage(self, repairer, -health.MaxHP, null, true);
if (direction < 0 ? neighbours[0] == null && neighbours[1] == null : Hut != null || neighbours[direction] == null)
onComplete(); // Done if single or reached other hut
});
// Repair adjacent spans onto next hut or end
if (direction >= 0 && Hut == null && neighbours[direction] != null)
{
var delay = initialDamage == DamageState.Undamaged || NeighbourIsDeadShore(neighbours[direction]) ?
0 : info.RepairPropagationDelay;
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(delay, () =>
neighbours[direction].Repair(repairer, direction, onComplete))));
}
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
Do((b, d) => b.UpdateState());
// Need to update the neighbours neighbour to correctly
// display the broken shore hack
if (info.ShorePieces.Contains(type))
for (var d = 0; d <= 1; d++)
if (neighbours[d] != null && neighbours[d].neighbours[d] != null)
neighbours[d].neighbours[d].UpdateState();
}
void AggregateDamageState(Bridge b, int d, ref DamageState damage)
{
if (b.health.DamageState > damage)
damage = b.health.DamageState;
if (b.Hut == null && d >= 0 && b.neighbours[d] != null)
AggregateDamageState(b.neighbours[d], d, ref damage);
}
// Find the worst span damage before other hut
public DamageState AggregateDamageState()
{
var damage = health.DamageState;
Do((b, d) => AggregateDamageState(b, d, ref damage));
return damage;
}
public void Demolish(Actor saboteur, int direction)
{
var initialDamage = health.DamageState;
self.World.AddFrameEndTask(w =>
{
var weapon = saboteur.World.Map.Rules.Weapons[info.DemolishWeapon.ToLowerInvariant()];
// Use .FromPos since this actor is killed. Cannot use Target.FromActor
weapon.Impact(Target.FromPos(self.CenterPosition), saboteur, Enumerable.Empty<int>());
self.World.WorldActor.Trait<ScreenShaker>().AddEffect(15, self.CenterPosition, 6);
self.Kill(saboteur);
});
// Destroy adjacent spans between (including) huts
if (direction >= 0 && Hut == null && neighbours[direction] != null)
{
var delay = initialDamage == DamageState.Dead || NeighbourIsDeadShore(neighbours[direction]) ?
0 : info.RepairPropagationDelay;
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(delay, () =>
neighbours[direction].Demolish(saboteur, direction))));
}
}
}
}

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@@ -1,57 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Allows bridges to be targeted for demolition and repair.")]
class BridgeHutInfo : IDemolishableInfo, ITraitInfo
{
public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
public object Create(ActorInitializer init) { return new BridgeHut(init); }
}
class BridgeHut : IDemolishable
{
public readonly Bridge FirstBridge;
public readonly Bridge Bridge;
public DamageState BridgeDamageState { get { return Bridge.AggregateDamageState(); } }
public bool Repairing { get { return repairDirections > 0; } }
int repairDirections = 0;
public BridgeHut(ActorInitializer init)
{
Bridge = init.Get<ParentActorInit>().ActorValue.Trait<Bridge>();
Bridge.AddHut(this);
FirstBridge = Bridge.Enumerate(0, true).Last();
}
public void Repair(Actor repairer)
{
repairDirections = Bridge.GetHut(0) != this && Bridge.GetHut(1) != this ? 2 : 1;
Bridge.Do((b, d) => b.Repair(repairer, d, () => repairDirections--));
}
public void Demolish(Actor self, Actor saboteur)
{
Bridge.Do((b, d) => b.Demolish(saboteur, d));
}
public bool IsValidTarget(Actor self, Actor saboteur)
{
return BridgeDamageState != DamageState.Dead;
}
}
}

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@@ -1,127 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Building can be repaired by the repair button.")]
public class RepairableBuildingInfo : UpgradableTraitInfo, ITraitInfo, Requires<HealthInfo>
{
public readonly int RepairPercent = 20;
public readonly int RepairInterval = 24;
public readonly int RepairStep = 7;
public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
public readonly bool CancelWhenDisabled = false;
public readonly string IndicatorPalettePrefix = "player";
public object Create(ActorInitializer init) { return new RepairableBuilding(init.Self, this); }
}
public class RepairableBuilding : UpgradableTrait<RepairableBuildingInfo>, ITick
{
[Sync]
public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.HashPlayer(player)); } }
public List<Player> Repairers = new List<Player>();
readonly Health health;
public bool RepairActive = false;
public RepairableBuilding(Actor self, RepairableBuildingInfo info)
: base(info)
{
health = self.Trait<Health>();
}
public void RepairBuilding(Actor self, Player player)
{
if (!IsTraitDisabled && self.AppearsFriendlyTo(player.PlayerActor))
{
// If the player won't affect the repair, we won't add him
if (!Repairers.Remove(player) && Repairers.Count < Info.RepairBonuses.Length)
{
Repairers.Add(player);
Sound.PlayNotification(self.World.Map.Rules, player, "Speech", "Repairing", player.Country.Race);
self.World.AddFrameEndTask(w =>
{
if (!self.IsDead)
w.Add(new RepairIndicator(self, Info.IndicatorPalettePrefix));
});
}
}
}
int remainingTicks;
public void Tick(Actor self)
{
if (IsTraitDisabled)
{
if (RepairActive && Info.CancelWhenDisabled)
{
Repairers.Clear();
RepairActive = false;
}
return;
}
if (remainingTicks == 0)
{
Repairers = Repairers.Where(player => player.WinState == WinState.Undefined
&& player.Stances[self.Owner] == Stance.Ally).ToList();
// If after the previous operation there's no repairers left, stop
if (!Repairers.Any()) return;
var buildingValue = self.GetSellValue();
// The cost is the same regardless of the amount of people repairing
var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
RepairActive = activePlayers > 0;
if (!RepairActive)
{
remainingTicks = 1;
return;
}
// Bonus is applied after finding players who can pay
// activePlayers won't cause IndexOutOfRange because we capped the max amount of players
// to the length of the array
self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
if (health.DamageState == DamageState.Undamaged)
{
Repairers.Clear();
RepairActive = false;
return;
}
remainingTicks = Info.RepairInterval;
}
else
--remainingTicks;
}
}
}

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@@ -1,101 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Can enter a BridgeHut to trigger a repair.")]
class RepairsBridgesInfo : TraitInfo<RepairsBridges> { }
class RepairsBridges : IIssueOrder, IResolveOrder, IOrderVoice
{
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new RepairBridgeOrderTargeter(); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "RepairBridge")
return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
return null;
}
public string VoicePhraseForOrder(Actor self, Order order)
{
if (order.OrderString != "RepairBridge")
return null;
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
if (hut == null)
return null;
return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling ? null : "Attack";
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "RepairBridge")
{
var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
if (hut == null)
return;
if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
return;
self.SetTargetLine(Target.FromOrder(self.World, order), Color.Yellow);
self.CancelActivity();
self.QueueActivity(new RepairBridge(self, order.TargetActor));
}
}
class RepairBridgeOrderTargeter : UnitOrderTargeter
{
public RepairBridgeOrderTargeter()
: base("RepairBridge", 6, "goldwrench", true, true) { }
public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
{
var hut = target.TraitOrDefault<BridgeHut>();
if (hut == null)
return false;
// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
var damage = hut.BridgeDamageState;
if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
return false;
// Obey force moving onto bridges
if (modifiers.HasModifier(TargetModifiers.ForceMove))
return false;
// Can't repair a bridge that is undamaged, already under repair, or dangling
if (damage == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
cursor = "goldwrench-blocked";
return true;
}
public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
{
// TODO: Bridges don't yet support FrozenUnderFog.
return false;
}
}
}
}

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@@ -1,118 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
class BridgeLayerInfo : ITraitInfo
{
[ActorReference]
public readonly string[] Bridges = { "bridge1", "bridge2" };
public object Create(ActorInitializer init) { return new BridgeLayer(init.Self, this); }
}
class BridgeLayer : IWorldLoaded
{
readonly BridgeLayerInfo info;
readonly World world;
Dictionary<ushort, Pair<string, float>> bridgeTypes = new Dictionary<ushort, Pair<string, float>>();
CellLayer<Bridge> bridges;
public BridgeLayer(Actor self, BridgeLayerInfo info)
{
this.info = info;
this.world = self.World;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
bridges = new CellLayer<Bridge>(w.Map);
// Build a list of templates that should be overlayed with bridges
foreach (var bridge in info.Bridges)
{
var bi = w.Map.Rules.Actors[bridge].Traits.Get<BridgeInfo>();
foreach (var template in bi.Templates)
bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
}
// Loop through the map looking for templates to overlay
for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
{
for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
{
var cell = new CPos(i, j);
if (bridgeTypes.ContainsKey(w.Map.MapTiles.Value[cell].Type))
ConvertBridgeToActor(w, cell);
}
}
// Link adjacent (long)-bridges so that artwork is updated correctly
foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
b.LinkNeighbouringBridges(w, this);
}
void ConvertBridgeToActor(World w, CPos cell)
{
// This cell already has a bridge overlaying it from a previous iteration
if (bridges[cell] != null)
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
var tile = w.Map.MapTiles.Value[cell].Type;
var index = w.Map.MapTiles.Value[cell].Index;
var template = w.TileSet.Templates[tile];
var ni = cell.X - index % template.Size.X;
var nj = cell.Y - index / template.Size.X;
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
{
new LocationInit(new CPos(ni, nj)),
new OwnerInit(w.WorldActor.Owner),
new HealthInit(bridgeTypes[tile].Second),
}).Trait<Bridge>();
var subTiles = new Dictionary<CPos, byte>();
// For each subtile in the template
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
{
// Where do we expect to find the subtile
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
// This isn't the bridge you're looking for
if (!w.Map.Contains(subtile) || w.Map.MapTiles.Value[subtile].Type != tile ||
w.Map.MapTiles.Value[subtile].Index != ind)
continue;
subTiles.Add(subtile, ind);
bridges[subtile] = bridge;
}
bridge.Create(tile, subTiles);
}
// Used to check for neighbouring bridges
public Bridge GetBridge(CPos cell)
{
if (!world.Map.Contains(cell))
return null;
return bridges[cell];
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class TransformOnCaptureInfo : ITraitInfo
{
[ActorReference] public readonly string IntoActor = null;
public readonly int ForceHealthPercentage = 0;
public readonly bool SkipMakeAnims = true;
public virtual object Create(ActorInitializer init) { return new TransformOnCapture(this); }
}
class TransformOnCapture : INotifyCapture
{
readonly TransformOnCaptureInfo info;
public TransformOnCapture(TransformOnCaptureInfo info) { this.info = info; }
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
var facing = self.TraitOrDefault<IFacing>();
var transform = new Transform(self, info.IntoActor) { ForceHealthPercentage = info.ForceHealthPercentage };
if (facing != null) transform.Facing = facing.Facing;
transform.SkipMakeAnims = info.SkipMakeAnims;
self.CancelActivity();
self.QueueActivity(transform);
}
}
}

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@@ -9,8 +9,8 @@
#endregion
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA

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@@ -10,10 +10,10 @@
using System;
using System.Linq;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Widgets;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets.Logic