Crates: Part 2
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@@ -3,6 +3,26 @@ using System.Linq;
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using OpenRa.Effects;
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using OpenRa.Traits;
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/*
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* Crates left to implement:
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Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
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Cloak=0,STEALTH2 ; enable cloaking on nearby objects
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Darkness=1,EMPULSE ; cloak entire radar map
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Explosion=5,NONE,500 ; high explosive baddie (damage per explosion)
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Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier)
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HealBase=1,INVUN ; all buildings to full strength
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ICBM=1,MISSILE2 ; nuke missile one time shot
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Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)
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Napalm=5,NONE,600 ; fire explosion baddie (damage)
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ParaBomb=3,PARABOX ; para-bomb raid one time shot
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Reveal=1,EARTH ; reveal entire radar map
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Sonar=3,SONARBOX ; one time sonar pulse
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Squad=20,NONE ; squad of random infantry
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Unit=20,NONE ; vehicle
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Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes)
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TimeQuake=3,TQUAKE ; time quake
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*/
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namespace OpenRa.Traits
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{
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class CrateInfo : ITraitInfo
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@@ -23,9 +43,8 @@ namespace OpenRa.Traits
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public void OnCrush(Actor crusher)
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{
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// TODO: Do Stuff
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// TODO: Pick one randomly
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self.traits.WithInterface<ICrateAction>().First().Activate(crusher);
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self.World.AddFrameEndTask(w => w.Remove(self));
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}
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@@ -55,6 +55,13 @@ namespace OpenRa.Traits
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bool IsCrushableBy(UnitMovementType umt, Player player);
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bool IsPathableCrush(UnitMovementType umt, Player player);
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}
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public interface ICrateAction
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{
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int SelectionShares { get; }
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void Activate(Actor collector);
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}
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public struct Renderable
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{
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public readonly Sprite Sprite;
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