shuffle exits
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@@ -13,6 +13,7 @@ using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Support;
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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@@ -132,5 +133,18 @@ namespace OpenRA.Traits
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public static Color ArrayToColor(int[] x) { return Color.FromArgb(x[0], x[1], x[2]); }
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public static int2 CellContaining(float2 pos) { return (1f / Game.CellSize * pos).ToInt2(); }
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/* pretty crap */
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public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> ts, Thirdparty.Random random)
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{
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var items = ts.ToList();
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while (items.Count > 0)
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{
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var t = items.Random(random);
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yield return t;
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items.Remove(t);
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}
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}
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}
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}
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@@ -82,26 +82,21 @@ namespace OpenRA.Mods.RA
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//Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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}
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public virtual bool Produce( Actor self, ActorInfo producee )
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{
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// Todo: remove assumption on Mobile;
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// required for 3-arg CanEnterCell
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//var mobile = newUnit.Trait<Mobile>();
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var mobileInfo = producee.Traits.Get<MobileInfo>();
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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// Pick a spawn/exit point pair
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// Todo: Reorder in a synced random way
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foreach (var s in self.Info.Traits.WithInterface<ExitInfo>())
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if( mobileInfo.CanEnterCell( self.World, uim, self.Location + s.ExitCell,self,true ) )
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{
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DoProduction(self, producee, s);
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return true;
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}
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return false;
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}
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public virtual bool Produce(Actor self, ActorInfo producee)
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{
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// todo: remove Mobile requirement.
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var mobileInfo = producee.Traits.Get<MobileInfo>();
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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// pick a spawn/exit point pair
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foreach (var s in self.Info.Traits.WithInterface<ExitInfo>().Shuffle(self.World.SharedRandom))
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if (mobileInfo.CanEnterCell(self.World, uim, self.Location + s.ExitCell, self, true))
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{
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DoProduction(self, producee, s);
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return true;
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}
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return false;
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}
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}
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}
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