minelayer maybe works
This commit is contained in:
@@ -181,6 +181,7 @@
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\Infantry.cs" />
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<Compile Include="Traits\Minelayer.cs" />
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<Compile Include="Traits\Plane.cs" />
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<Compile Include="Traits\ProductionQueue.cs" />
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<Compile Include="Traits\ProductionSurround.cs" />
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33
OpenRa.Game/Traits/Minelayer.cs
Normal file
33
OpenRa.Game/Traits/Minelayer.cs
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@@ -0,0 +1,33 @@
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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 System.Text;
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namespace OpenRa.Game.Traits
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{
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class Minelayer : IOrder
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{
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public Minelayer(Actor self) { }
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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// todo: check for ammo
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if (mi.Button == MouseButton.Right && underCursor == self)
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return new Order("DeployMine", self, null, int2.Zero, null);
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return null;
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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 == "DeployMine")
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{
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// todo: check for and adjust ammo
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// todo: delay a bit?
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Game.world.AddFrameEndTask(
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w => w.Add(new Actor(Rules.UnitInfo[self.Info.Primary], self.Location, self.Owner)));
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}
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}
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}
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}
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@@ -13,22 +13,6 @@ namespace OpenRa.Game
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{
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switch( order.OrderString )
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{
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case "Move":
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case "Attack":
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case "DeployMcv":
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case "Enter":
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case "Harvest":
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case "SetRallyPoint":
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case "StartProduction":
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case "PauseProduction":
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case "CancelProduction":
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case "ActivatePortableChronoshift":
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case "UsePortableChronoshift":
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{
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foreach( var t in order.Subject.traits.WithInterface<IOrder>() )
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t.ResolveOrder( order.Subject, order );
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break;
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}
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case "PlaceBuilding":
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{
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Game.world.AddFrameEndTask( _ =>
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@@ -114,7 +98,11 @@ namespace OpenRa.Game
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}
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default:
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throw new NotImplementedException();
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{
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foreach (var t in order.Subject.traits.WithInterface<IOrder>())
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t.ResolveOrder(order.Subject, order);
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break;
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}
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}
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}
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}
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@@ -498,12 +498,12 @@
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<sequence name="standup-5" start="124" length="2" />
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<sequence name="standup-6" start="126" length="2" />
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<sequence name="standup-7" start="128" length="2" />
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<sequence name="die1" start="196" length="5" />
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<sequence name="die1" start="196" length="5" />
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<sequence name="die2" start="201" length="8" />
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<sequence name="die3" start="209" length="8" />
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<sequence name="die4" start="217" length="12" />
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<sequence name="die5" start="229" length="18" />
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<sequence name="die6" start="0" length="14" src="electro" />
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<sequence name="die6" start="0" length="14" src="electro" />
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<sequence name="crawl-0" start="130" length="4" />
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<sequence name="crawl-1" start="134" length="4" />
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<sequence name="crawl-2" start="138" length="4" />
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@@ -981,4 +981,10 @@
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="2" length="1" />
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</unit>
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<unit name="minp">
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<sequence name="idle" start="0" length="1" />
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</unit>
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<unit name="minv">
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<sequence name="idle" start="0" length="1" />
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</unit>
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</sequences>
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15
units.ini
15
units.ini
@@ -88,9 +88,10 @@ Voice=VehicleVoice
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LongDesc=Tough infantry transport.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
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[MNLY]
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Description=Minelayer
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Traits=Unit, Mobile, RenderUnit
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Traits=Unit, Mobile, RenderUnit, Minelayer
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Voice=VehicleVoice
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LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
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Primary=MINV ;; temporary hack
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@@ -312,7 +313,10 @@ WEAF
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SYRF
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SPEF
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DOMF
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; TODO? : campaign-specific stuff - FCOM, civilian buildings, etc
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; pseudo-buildings
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MINP
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MINV
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; `Dimensions` is the size of a box that will include the whole building, excluding bib.
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@@ -503,8 +507,13 @@ LongDesc=Looks like a Radar Dome
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;SelectionPriority=3
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[MINV]
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Traits=Unit,RenderUnit,ATMine
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Selectable=no
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[MINP]
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Traits=Unit,RenderUnit,APMine
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Selectable=no
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[InfantryTypes]
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DOG
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