Moves some misc traits/activities to Mods.Common, moves some RA traits into the Traits folder
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110
OpenRA.Mods.Common/Traits/C4Demolition.cs
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110
OpenRA.Mods.Common/Traits/C4Demolition.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class C4DemolitionInfo : ITraitInfo
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{
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[Desc("Delay to demolish the target once the C4 is planted." +
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"Measured in game ticks. Default is 1.8 seconds.")]
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public readonly int C4Delay = 45;
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[Desc("Number of times to flash the target")]
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public readonly int Flashes = 3;
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[Desc("Delay before the flashing starts")]
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public readonly int FlashesDelay = 4;
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[Desc("Interval between each flash")]
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public readonly int FlashInterval = 4;
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[Desc("Duration of each flash")]
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public readonly int FlashDuration = 3;
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[Desc("Voice string when planting explosive charges.")]
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public readonly string Voice = "Attack";
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public object Create(ActorInitializer init) { return new C4Demolition(this); }
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}
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class C4Demolition : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly C4DemolitionInfo info;
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public C4Demolition(C4DemolitionInfo info)
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{
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this.info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new C4DemolitionOrderTargeter(); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "C4")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "C4")
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return;
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor)
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return;
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var demolishable = target.Actor.TraitOrDefault<IDemolishable>();
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if (demolishable == null || !demolishable.IsValidTarget(target.Actor, self))
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Demolish(self,
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target.Actor, info.C4Delay, info.Flashes, info.FlashesDelay, info.FlashInterval, info.FlashDuration));
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "C4" ? info.Voice : null;
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}
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class C4DemolitionOrderTargeter : UnitOrderTargeter
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{
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public C4DemolitionOrderTargeter()
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: base("C4", 6, "c4", true, false) { }
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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// Obey force moving onto bridges
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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return target.TraitsImplementing<IDemolishable>().Any(i => i.IsValidTarget(target, self));
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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return target.Info.Traits.WithInterface<IDemolishableInfo>().Any(i => i.IsValidTarget(target.Info, self));
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}
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}
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}
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}
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