moved infantry traits to ra
This commit is contained in:
@@ -1,50 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Effects
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{
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class Corpse : IEffect
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{
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readonly Animation anim;
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readonly float2 pos;
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readonly Player owner;
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public Corpse(Actor fromActor, int death)
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{
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anim = new Animation(fromActor.traits.GetOrDefault<RenderSimple>().GetImage(fromActor));
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anim.PlayThen("die{0}".F(death + 1),
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() => fromActor.World.AddFrameEndTask(w => w.Remove(this)));
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pos = fromActor.CenterLocation;
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owner = fromActor.Owner;
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}
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public void Tick( World world ) { anim.Tick(); }
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public IEnumerable<Renderable> Render()
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{
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yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, owner.Palette);
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}
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}
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}
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@@ -88,7 +88,6 @@
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<Compile Include="Traits\RevealsShroud.cs" />
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<Compile Include="Traits\Player\ConquestVictoryConditions.cs" />
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<Compile Include="Traits\Modifiers\HiddenUnderFog.cs" />
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<Compile Include="Traits\Render\RenderFlare.cs" />
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<Compile Include="Traits\World\Shroud.cs" />
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<Compile Include="Widgets\Delegates\ConnectionDialogsDelegate.cs" />
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<Compile Include="Widgets\Delegates\CreateServerMenuDelegate.cs" />
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@@ -102,7 +101,6 @@
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<Compile Include="Widgets\PostGameWidget.cs" />
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<Compile Include="Widgets\WidgetUtils.cs" />
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<Compile Include="Combat.cs" />
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<Compile Include="Effects\Corpse.cs" />
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<Compile Include="Effects\DelayedAction.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\LaserZap.cs" />
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@@ -227,7 +225,6 @@
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<Compile Include="Traits\Player\ProductionQueue.cs" />
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<Compile Include="Traits\ProductionSurround.cs" />
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<Compile Include="Traits\Render\RenderBuildingCharge.cs" />
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<Compile Include="Traits\Render\RenderInfantry.cs" />
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<Compile Include="Traits\TransformsOnDeploy.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\Production.cs" />
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@@ -246,7 +243,6 @@
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<Compile Include="Traits\SeedsResource.cs" />
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<Compile Include="Traits\StoresOre.cs" />
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<Compile Include="Traits\Cloak.cs" />
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<Compile Include="Traits\AI\TakeCover.cs" />
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<Compile Include="Traits\TraitsInterfaces.cs" />
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<Compile Include="Traits\Turreted.cs" />
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<Compile Include="Traits\Unit.cs" />
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@@ -315,6 +311,9 @@
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<ItemGroup>
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<Content Include="OpenRA.ico" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Traits\AI\" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@@ -1,66 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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class TakeCoverInfo : ITraitInfo
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{
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public object Create(Actor self) { return new TakeCover(self); }
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}
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// infantry prone behavior
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class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier
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{
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const int defaultProneTime = 100; /* ticks, =4s */
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const float proneDamage = .5f;
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const float proneSpeed = .5f;
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[Sync]
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int remainingProneTime = 0;
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public bool IsProne { get { return remainingProneTime > 0; } }
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public TakeCover(Actor self) {}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0) /* fix to allow healing via `damage` */
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remainingProneTime = defaultProneTime;
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}
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public void Tick(Actor self)
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{
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if (IsProne)
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--remainingProneTime;
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}
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public float GetDamageModifier( WarheadInfo warhead )
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{
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return IsProne ? proneDamage : 1f;
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}
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public float GetSpeedModifier()
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{
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return IsProne ? proneSpeed : 1f;
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}
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}
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}
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@@ -1,21 +0,0 @@
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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.Traits.Render
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{
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class RenderFlareInfo : RenderSimpleInfo
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{
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public override object Create(Actor self) { return new RenderFlare(self); }
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}
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class RenderFlare : RenderSimple
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{
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public RenderFlare(Actor self)
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: base(self, () => 0)
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{
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anim.PlayThen("open", () => anim.PlayRepeating("idle"));
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}
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}
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}
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@@ -1,97 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.Effects;
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namespace OpenRA.Traits
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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{
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public override object Create(Actor self) { return new RenderInfantry(self); }
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage
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{
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public RenderInfantry(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim.Play("stand");
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}
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bool ChooseMoveAnim(Actor self)
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{
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if (!(self.GetCurrentActivity() is Activities.Move))
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return false;
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var mobile = self.traits.Get<Mobile>();
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if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
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var seq = IsProne(self) ? "crawl" : "run";
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if (anim.CurrentSequence.Name != seq)
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anim.PlayRepeating(seq);
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return true;
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}
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bool inAttack = false;
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bool IsProne(Actor self)
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{
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var takeCover = self.traits.GetOrDefault<TakeCover>();
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return takeCover != null && takeCover.IsProne;
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}
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public void Attacking(Actor self)
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{
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inAttack = true;
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var seq = IsProne(self) ? "prone-shoot" : "shoot";
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if (anim.HasSequence(seq))
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anim.PlayThen(seq, () => inAttack = false);
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else if (anim.HasSequence("heal"))
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anim.PlayThen("heal", () => inAttack = false);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (inAttack) return;
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if (ChooseMoveAnim(self)) return;
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/* todo: idle anims, etc */
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if (IsProne(self))
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anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
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else
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anim.Play("stand");
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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{
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var death = e.Warhead != null ? e.Warhead.InfDeath : 0;
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Sound.PlayVoice("Die", self);
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self.World.AddFrameEndTask(w => w.Add(new Corpse(self, death)));
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}
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}
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}
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}
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