setup the minelayer rearm sound
This commit is contained in:
@@ -26,8 +26,9 @@ namespace OpenRA.Mods.RA.Activities
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (!limitedAmmo.HasAmmo())
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if (!limitedAmmo.HasAmmo())
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{
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{
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var info = self.Info.Traits.Get<MinelayerInfo>();
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// rearm & repair at fix, then back out here to refill the minefield some more
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// rearm & repair at fix, then back out here to refill the minefield some more
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var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
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var buildings = info.RearmBuildings;
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var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
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var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
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&& buildings.Contains(a.Info.Name))
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&& buildings.Contains(a.Info.Name))
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.ClosestTo(self);
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.ClosestTo(self);
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@@ -38,26 +39,27 @@ namespace OpenRA.Mods.RA.Activities
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return Util.SequenceActivities(
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return Util.SequenceActivities(
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new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
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new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
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movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
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movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
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new Rearm(self),
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new Rearm(self, info.RearmSound),
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new Repair(rearmTarget),
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new Repair(rearmTarget),
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this);
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this);
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}
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}
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var ml = self.Trait<Minelayer>();
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var ml = self.Trait<Minelayer>();
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if (ml.Minefield.Contains(self.Location) &&
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if (ml.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
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ShouldLayMine(self, self.Location))
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{
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{
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LayMine(self);
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LayMine(self);
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return Util.SequenceActivities(new Wait(20), this); // a little wait after placing each mine, for show
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return Util.SequenceActivities(new Wait(20), this); // a little wait after placing each mine, for show
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}
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}
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if (ml.Minefield.Length > 0)
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if (ml.Minefield.Length > 0)
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{
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for (var n = 0; n < 20; n++) // dont get stuck forever here
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for (var n = 0; n < 20; n++) // dont get stuck forever here
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{
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{
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var p = ml.Minefield.Random(self.World.SharedRandom);
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var p = ml.Minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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if (ShouldLayMine(self, p))
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return Util.SequenceActivities( movement.MoveTo(p, 0), this );
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return Util.SequenceActivities( movement.MoveTo(p, 0), this );
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}
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}
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}
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// TODO: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
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// TODO: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
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@@ -19,18 +19,21 @@ namespace OpenRA.Mods.RA.Activities
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readonly LimitedAmmo limitedAmmo;
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readonly LimitedAmmo limitedAmmo;
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int ticksPerPip = 25 * 2;
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int ticksPerPip = 25 * 2;
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int remainingTicks = 25 * 2;
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int remainingTicks = 25 * 2;
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string sound = null;
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public Rearm(Actor self)
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public Rearm(Actor self, string sound = null)
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{
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{
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limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null)
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if (limitedAmmo != null)
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ticksPerPip = limitedAmmo.ReloadTimePerAmmo();
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ticksPerPip = limitedAmmo.ReloadTimePerAmmo();
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remainingTicks = ticksPerPip;
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remainingTicks = ticksPerPip;
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this.sound = sound;
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}
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}
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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if (IsCanceled || limitedAmmo == null) return NextActivity;
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if (IsCanceled || limitedAmmo == null)
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return NextActivity;
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if (--remainingTicks == 0)
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if (--remainingTicks == 0)
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{
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{
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@@ -44,6 +47,8 @@ namespace OpenRA.Mods.RA.Activities
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return NextActivity;
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return NextActivity;
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hostBuilding.Trait<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
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hostBuilding.Trait<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
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if (sound != null)
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Sound.Play(sound, self.CenterPosition);
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remainingTicks = limitedAmmo.ReloadTimePerAmmo();
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remainingTicks = limitedAmmo.ReloadTimePerAmmo();
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}
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}
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@@ -23,6 +23,8 @@ namespace OpenRA.Mods.RA
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[ActorReference] public readonly string Mine = "minv";
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[ActorReference] public readonly string Mine = "minv";
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[ActorReference] public readonly string[] RearmBuildings = { "fix" };
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[ActorReference] public readonly string[] RearmBuildings = { "fix" };
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public readonly string RearmSound = "minelay1.aud";
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public readonly float MinefieldDepth = 1.5f;
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public readonly float MinefieldDepth = 1.5f;
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public object Create(ActorInitializer init) { return new Minelayer(init.self); }
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public object Create(ActorInitializer init) { return new Minelayer(init.self); }
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@@ -30,7 +32,7 @@ namespace OpenRA.Mods.RA
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class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
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class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
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{
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{
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/* [Sync] when sync can cope with arrays! */
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/* TODO: [Sync] when sync can cope with arrays! */
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public CPos[] Minefield = null;
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public CPos[] Minefield = null;
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[Sync] CPos minefieldStart;
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[Sync] CPos minefieldStart;
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Actor self;
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Actor self;
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