Add SpawnActorEffect
And use it to drop DelayedAction from ReinforcementsGlobal.
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64
OpenRA.Mods.Common/Effects/SpawnActorEffect.cs
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64
OpenRA.Mods.Common/Effects/SpawnActorEffect.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Effects
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{
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public class SpawnActorEffect : IEffect
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{
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readonly Actor actor;
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readonly CPos[] pathAfterSpawn;
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readonly Activity activityAtDestination;
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readonly IMove move;
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int remainingDelay;
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public SpawnActorEffect(Actor actor)
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: this(actor, 0, new CPos[0], null) { }
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public SpawnActorEffect(Actor actor, int delay)
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: this(actor, delay, new CPos[0], null) { }
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public SpawnActorEffect(Actor actor, int delay, CPos[] pathAfterSpawn, Activity activityAtDestination)
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{
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this.actor = actor;
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remainingDelay = delay;
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this.pathAfterSpawn = pathAfterSpawn;
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this.activityAtDestination = activityAtDestination;
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move = actor.TraitOrDefault<IMove>();
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}
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public void Tick(World world)
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{
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if (remainingDelay-- > 0)
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return;
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world.Add(actor);
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if (move != null)
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for (var j = 0; j < pathAfterSpawn.Length; j++)
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actor.QueueActivity(move.MoveTo(pathAfterSpawn[j], 2));
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if (activityAtDestination != null)
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actor.QueueActivity(activityAtDestination);
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world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr) { return SpriteRenderable.None; }
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}
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}
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