Add ignoreActor and checkTransientActors to IPositionable.CanEnterCell
Improved 'return' checks Removed unnecessary 'using' Fixed defaults.yaml spelling error
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@@ -137,6 +137,7 @@ namespace OpenRA.Traits
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public interface IPositionable : IOccupySpace
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{
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bool CanEnterCell(CPos location);
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bool CanEnterCell(CPos location, Actor ignoreActor, bool checkTransientActors);
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void SetPosition(Actor self, CPos cell);
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void SetPosition(Actor self, WPos pos);
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void SetVisualPosition(Actor self, WPos pos);
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@@ -140,6 +140,7 @@ namespace OpenRA.Mods.RA.Air
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}
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public bool CanEnterCell(CPos location) { return true; }
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors) { return CanEnterCell(cell, null, true); }
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public int MovementSpeed
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{
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@@ -88,19 +88,26 @@ namespace OpenRA.Mods.RA
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public void SetPosition(Actor self, WPos pos) { SetPosition(self, pos.ToCPos()); }
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public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos.ToCPos()); }
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public bool CanEnterCell(CPos cell)
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
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{
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if (!self.World.Map.IsInMap(cell.X, cell.Y)) return false;
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var type = self.World.GetTerrainType(cell);
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if (!info.TerrainTypes.Contains(type))
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return false;
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if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null) return false;
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if (self.World.ActorMap.GetUnitsAt(cell).Any()) return false;
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if (!checkTransientActors)
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return true;
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return !self.World.ActorMap.GetUnitsAt(cell)
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.Where(x => x != ignoreActor)
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.Any();
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}
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public bool CanEnterCell(CPos cell) { return CanEnterCell(cell, null, true); }
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public void SetPosition(Actor self, CPos cell)
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{
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self.World.ActorMap.RemoveInfluence(self, this);
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@@ -8,7 +8,6 @@
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*/
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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@@ -29,15 +28,16 @@ namespace OpenRA.Mods.RA
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{
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public void Killed(Actor self, AttackInfo e)
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{
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var cp = self.CenterPosition;
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var info = self.Info.Traits.Get<EjectOnDeathInfo>();
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if (self.Owner.WinState == WinState.Lost)
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return;
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var r = self.World.SharedRandom.Next(1, 100);
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var info = self.Info.Traits.Get<EjectOnDeathInfo>();
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if (r <= 100 - info.SuccessRate || self.Owner.WinState == WinState.Lost)
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if (r <= 100 - info.SuccessRate)
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return;
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if ((!info.EjectInAir && cp.Z > 0) || (!info.EjectOnGround && cp.Z == 0))
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return;
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var cp = self.CenterPosition;
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var pilot = self.World.CreateActor(false, info.PilotActor.ToLowerInvariant(),
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new TypeDictionary { new OwnerInit(self.Owner), new LocationInit(self.Location) });
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@@ -45,12 +45,12 @@ namespace OpenRA.Mods.RA
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if (IsSuitableCell(self, pilot, self.Location))
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{
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if (cp.Z > 0 && info.EjectInAir)
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if (cp.Z > 0)
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{
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self.World.AddFrameEndTask(w => w.Add(new Parachute(pilot, cp)));
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Sound.Play(info.ChuteSound, cp);
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}
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else if (cp.Z == 0 && info.EjectOnGround)
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else
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self.World.AddFrameEndTask(w => w.Add(pilot));
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}
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else
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA
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}
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { yield return Pair.New(TopLeft, SubCell.FullCell); }
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public bool CanEnterCell(CPos cell)
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
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{
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if (!self.World.Map.IsInMap(cell.X, cell.Y))
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return false;
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@@ -60,9 +60,16 @@ namespace OpenRA.Mods.RA
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if (!info.AllowedTerrain.Contains(self.World.GetTerrainType(cell)))
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return false;
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return !self.World.ActorMap.AnyUnitsAt(cell);
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if (!checkTransientActors)
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return true;
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return !self.World.ActorMap.GetUnitsAt(cell)
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.Where(x => x != ignoreActor)
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.Any();
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}
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public bool CanEnterCell(CPos cell) { return CanEnterCell(cell, null, true); }
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public void SetPosition(Actor self, CPos cell) { SetPosition(self, cell.CenterPosition); }
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public void SetVisualPosition(Actor self, WPos pos)
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{
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@@ -195,7 +195,7 @@
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EjectOnDeath:
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PilotActor: E1
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SuccessRate: 50
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EjectOnDeath: no
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EjectOnGround: no
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EjectInAir: yes
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GivesBounty:
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GpsDot:
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