Make Transform use child activities
This commit is contained in:
committed by
Paul Chote
parent
f9951f76ca
commit
f9913db5e8
@@ -10,10 +10,8 @@
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#endregion
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -73,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
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return (order.OrderString == "DeployTransform") ? info.Voice : null;
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}
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bool CanDeploy()
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public bool CanDeploy()
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{
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var building = self.TraitOrDefault<Building>();
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if (building != null && building.Locked)
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@@ -113,43 +111,14 @@ namespace OpenRA.Mods.Common.Traits
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if (!queued)
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self.CancelActivity();
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if (self.Info.HasTraitInfo<IFacingInfo>())
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self.QueueActivity(new Turn(self, info.Facing));
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if (self.Info.HasTraitInfo<AircraftInfo>())
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self.QueueActivity(new HeliLand(self, true));
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self.QueueActivity(new CallFunc(() =>
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self.QueueActivity(new Transform(self, info.IntoActor)
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{
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// Prevent deployment in bogus locations
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var building = self.TraitOrDefault<Building>();
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if (!CanDeploy() || (building != null && !building.Lock()))
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return;
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foreach (var nt in self.TraitsImplementing<INotifyTransform>())
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nt.BeforeTransform(self);
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var transform = new Transform(self, info.IntoActor)
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{
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Offset = info.Offset,
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Facing = info.Facing,
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Sounds = info.TransformSounds,
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Notification = info.TransformNotification,
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Faction = faction
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};
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// Try and stop the actor from doing anything between the sanity checks above
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// and the actual transform, which we're about to queue.
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// TODO: The proper way to do this is to write all the transform code as a nested activity.
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if (self.CurrentActivity.NextInQueue != null)
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self.CurrentActivity.NextInQueue.Cancel(self);
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, transform);
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else
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self.QueueActivity(transform);
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}));
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Offset = info.Offset,
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Facing = info.Facing,
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Sounds = info.TransformSounds,
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Notification = info.TransformNotification,
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Faction = faction
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});
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}
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public void ResolveOrder(Actor self, Order order)
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