smooth unit-movement. Doesn't look right yet, but it's getting there.
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@@ -17,7 +17,7 @@ namespace OpenRa.Game
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public readonly UnitInfo unitInfo;
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public int2 Location;
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public Player Owner;
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public Player Owner;
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public int Health;
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public Actor( string name, int2 location, Player owner )
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@@ -25,21 +25,21 @@ namespace OpenRa.Game
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
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Owner = owner;
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Health = unitInfo.Strength; /* todo: handle cases where this is not true! */
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if( unitInfo.Traits != null )
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{
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name
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+ "; add Traits= to units.ini for appropriate unit" );
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Owner = owner;
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Health = unitInfo.Strength; /* todo: handle cases where this is not true! */
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if( unitInfo.Traits != null )
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{
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name
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+ "; add Traits= to units.ini for appropriate unit" );
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}
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public Actor( TreeReference tree, TreeCache treeRenderer, int2 mapOffset )
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@@ -49,8 +49,8 @@ namespace OpenRa.Game
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}
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public void Tick()
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{
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foreach (var tick in traits.WithInterface<Traits.ITick>())
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{
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foreach (var tick in traits.WithInterface<Traits.ITick>())
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tick.Tick(this);
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}
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@@ -63,8 +63,8 @@ namespace OpenRa.Game
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}
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public Order Order( int2 xy )
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{
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if (Owner != Game.LocalPlayer)
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{
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if (Owner != Game.LocalPlayer)
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return null;
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return traits.WithInterface<Traits.IOrder>()
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@@ -80,32 +80,32 @@ namespace OpenRa.Game
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var loc = CenterLocation - 0.5f * size;
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return new RectangleF(loc.X, loc.Y, size.X, size.Y);
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}
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}
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public bool IsDead { get { return Health <= 0; } }
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public void InflictDamage(Actor attacker, Bullet inflictor, int damage)
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{
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/* todo: auto-retaliate, etc */
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/* todo: death sequence for infantry based on inflictor */
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/* todo: start smoking if < conditionYellow and took damage, and not already smoking */
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if (Health <= 0) return; /* overkill! don't count extra hits as more kills! */
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Health -= damage;
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if (Health <= 0)
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{
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Health = 0;
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if (attacker.Owner != null)
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attacker.Owner.Kills++;
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Game.world.AddFrameEndTask(w => w.Remove(this));
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if (Owner == Game.LocalPlayer)
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Game.PlaySound("unitlst1.aud", false);
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/* todo: explosion */
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}
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}
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public bool IsDead { get { return Health <= 0; } }
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public void InflictDamage(Actor attacker, Bullet inflictor, int damage)
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{
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/* todo: auto-retaliate, etc */
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/* todo: death sequence for infantry based on inflictor */
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/* todo: start smoking if < conditionYellow and took damage, and not already smoking */
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if (Health <= 0) return; /* overkill! don't count extra hits as more kills! */
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Health -= damage;
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if (Health <= 0)
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{
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Health = 0;
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if (attacker.Owner != null)
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attacker.Owner.Kills++;
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Game.world.AddFrameEndTask(w => w.Remove(this));
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if (Owner == Game.LocalPlayer)
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Game.PlaySound("unitlst1.aud", false);
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/* todo: explosion */
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}
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}
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}
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}
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