Rework paradrop logic to be more robust.
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@@ -22,6 +22,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Distance around the drop-point to unload troops.")]
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public readonly WDist DropRange = WDist.FromCells(4);
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[Desc("Wait at least this many ticks between each drop.")]
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public readonly int DropInterval = 5;
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[Desc("Sound to play when dropping.")]
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public readonly string ChuteSound = null;
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@@ -33,7 +36,6 @@ namespace OpenRA.Mods.Common.Traits
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readonly ParaDropInfo info;
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readonly Actor self;
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readonly Cargo cargo;
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readonly HashSet<CPos> droppedAt = new HashSet<CPos>();
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public event Action<Actor> OnRemovedFromWorld = self => { };
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public event Action<Actor> OnEnteredDropRange = self => { };
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@@ -45,6 +47,9 @@ namespace OpenRA.Mods.Common.Traits
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[Sync]
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Target target;
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[Sync]
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int dropDelay;
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bool checkForSuitableCell;
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public ParaDrop(Actor self, ParaDropInfo info)
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@@ -56,13 +61,18 @@ namespace OpenRA.Mods.Common.Traits
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public void SetLZ(CPos lz, bool checkLandingCell)
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{
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droppedAt.Clear();
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target = Target.FromCell(self.World, lz);
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checkForSuitableCell = checkLandingCell;
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}
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void ITick.Tick(Actor self)
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{
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if (dropDelay > 0)
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{
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dropDelay--;
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return;
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}
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var wasInDropRange = inDropRange;
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inDropRange = target.IsInRange(self.CenterPosition, info.DropRange);
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@@ -73,30 +83,38 @@ namespace OpenRA.Mods.Common.Traits
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OnExitedDropRange(self);
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// Are we able to drop the next trooper?
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if (!inDropRange || cargo.IsEmpty(self))
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if (!inDropRange || cargo.IsEmpty(self) || !self.World.Map.Contains(self.Location))
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return;
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if (droppedAt.Contains(self.Location) || (checkForSuitableCell && !IsSuitableCell(cargo.Peek(self), self.Location)))
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return;
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var dropActor = cargo.Peek(self);
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var dropPositionable = dropActor.Trait<IPositionable>();
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var dropCell = self.Location;
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var dropSubCell = dropPositionable.GetAvailableSubCell(dropCell);
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if (dropSubCell == SubCell.Invalid)
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{
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if (checkForSuitableCell)
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return;
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if (!self.World.Map.Contains(self.Location))
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return;
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dropSubCell = SubCell.Any;
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}
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// unload a dude here
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droppedAt.Add(self.Location);
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// Unload here
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if (cargo.Unload(self) != dropActor)
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throw new InvalidOperationException("Peeked cargo was not unloaded!");
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var a = cargo.Unload(self);
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self.World.AddFrameEndTask(w =>
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{
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w.Add(a);
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a.QueueActivity(new Parachute(a, self.CenterPosition));
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});
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Game.Sound.Play(SoundType.World, info.ChuteSound, self.CenterPosition);
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}
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dropPositionable.SetPosition(dropActor, dropCell, dropSubCell);
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w.Add(dropActor);
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static bool IsSuitableCell(Actor actorToDrop, CPos p)
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{
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return actorToDrop.Trait<IPositionable>().CanEnterCell(p);
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var dropPosition = dropActor.CenterPosition + new WVec(0, 0, self.CenterPosition.Z - dropActor.CenterPosition.Z);
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dropPositionable.SetVisualPosition(dropActor, dropPosition);
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dropActor.QueueActivity(new Parachute(dropActor));
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});
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Game.Sound.Play(SoundType.World, info.ChuteSound, self.CenterPosition);
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dropDelay = info.DropInterval;
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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