Move Parachute, Parachutable and ParaDrop to Mods.Common
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OpenRA.Mods.Common/Traits/ParaDrop.cs
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99
OpenRA.Mods.Common/Traits/ParaDrop.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;
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using System.Collections.Generic;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This unit can spawn and eject other actors while flying.")]
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public class ParaDropInfo : ITraitInfo, Requires<CargoInfo>
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{
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[Desc("Distance around the drop-point to unload troops.")]
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public readonly WRange DropRange = WRange.FromCells(4);
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[Desc("Sound to play when dropping.")]
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public readonly string ChuteSound = "chute1.aud";
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public object Create(ActorInitializer init) { return new ParaDrop(init.Self, this); }
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}
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public class ParaDrop : ITick, INotifyRemovedFromWorld
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{
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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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public event Action<Actor> OnExitedDropRange = self => { };
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[Sync] bool inDropRange;
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[Sync] Target target;
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bool checkForSuitableCell;
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public ParaDrop(Actor self, ParaDropInfo info)
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{
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this.info = info;
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this.self = self;
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cargo = self.Trait<Cargo>();
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}
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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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public void Tick(Actor self)
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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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if (inDropRange && !wasInDropRange)
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OnEnteredDropRange(self);
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if (!inDropRange && wasInDropRange)
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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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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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if (!self.World.Map.Contains(self.Location))
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return;
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// unload a dude here
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droppedAt.Add(self.Location);
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var a = cargo.Unload(self);
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self.World.AddFrameEndTask(w => w.Add(new Parachute(a, self.CenterPosition)));
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Sound.Play(info.ChuteSound, self.CenterPosition);
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}
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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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}
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public void RemovedFromWorld(Actor self)
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{
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OnRemovedFromWorld(self);
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}
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}
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}
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87
OpenRA.Mods.Common/Traits/Parachutable.cs
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87
OpenRA.Mods.Common/Traits/Parachutable.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 OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Can be paradropped by a ParaDrop actor.")]
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class ParachutableInfo : ITraitInfo
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{
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[Desc("If we land on invalid terrain for my actor type should we be killed?")]
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public readonly bool KilledOnImpassableTerrain = true;
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public readonly string GroundImpactSound = null;
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public readonly string GroundCorpseSequence = "corpse";
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public readonly string GroundCorpsePalette = "effect";
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public readonly string WaterImpactSound = null;
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public readonly string WaterCorpseSequence = "small_splash";
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public readonly string WaterCorpsePalette = "effect";
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[Desc("Requires the sub-sequences \"open\" and \"idle\".")]
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public readonly string ParachuteSequence = null;
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[Desc("Optional, otherwise defaults to the palette the actor is using.")]
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public readonly string ParachutePalette = null;
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[Desc("Used to clone the actor with this palette and render it with a visual offset below.")]
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public readonly string ParachuteShadowPalette = "shadow";
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public readonly WVec ParachuteOffset = WVec.Zero;
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public readonly int FallRate = 13;
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[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
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public readonly string ShadowSequence = null;
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[Desc("Optional, otherwise defaults to the palette the actor is using.")]
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public readonly string ShadowPalette = null;
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public object Create(ActorInitializer init) { return new Parachutable(init, this); }
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}
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class Parachutable : INotifyParachuteLanded
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{
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readonly Actor self;
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readonly ParachutableInfo info;
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readonly IPositionable positionable;
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public Parachutable(ActorInitializer init, ParachutableInfo info)
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{
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this.self = init.Self;
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this.info = info;
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positionable = self.TraitOrDefault<IPositionable>();
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}
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public void OnLanded()
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{
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if (!info.KilledOnImpassableTerrain)
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return;
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if (positionable.CanEnterCell(self.Location, self))
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return;
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var terrain = self.World.Map.GetTerrainInfo(self.Location);
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var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
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Sound.Play(sound, self.CenterPosition);
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var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
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var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
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if (sequence != null && palette != null)
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.OccupiesSpace.CenterPosition, sequence, palette)));
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self.Kill(self);
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}
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}
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}
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