impose the hack on WALLs, not everything-else
This commit is contained in:
@@ -146,23 +146,35 @@ namespace OpenRA
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if (Health <= 0)
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if (Health <= 0)
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return DamageState.Dead;
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return DamageState.Dead;
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if (Health < this.GetMaxHP() * Rules.General.ConditionRed)
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return DamageState.Quarter;
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if (Health < this.GetMaxHP() * Rules.General.ConditionYellow)
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if (Health < this.GetMaxHP() * Rules.General.ConditionYellow)
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return DamageState.Half;
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return DamageState.Half;
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if (Health < this.GetMaxHP() * 0.75)
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return DamageState.ThreeQuarter;
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return DamageState.Normal;
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return DamageState.Normal;
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}
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}
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public ExtendedDamageState GetExtendedDamageState()
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{
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if (Health <= 0)
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return ExtendedDamageState.Dead;
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if (Health < this.GetMaxHP() * Rules.General.ConditionRed)
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return ExtendedDamageState.Quarter;
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if (Health < this.GetMaxHP() * Rules.General.ConditionYellow)
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return ExtendedDamageState.Half;
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if (Health < this.GetMaxHP() * 0.75)
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return ExtendedDamageState.ThreeQuarter;
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return ExtendedDamageState.Normal;
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}
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public void InflictDamage(Actor attacker, int damage, WarheadInfo warhead)
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public void InflictDamage(Actor attacker, int damage, WarheadInfo warhead)
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{
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{
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if (IsDead) return; /* overkill! don't count extra hits as more kills! */
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if (IsDead) return; /* overkill! don't count extra hits as more kills! */
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var oldState = GetDamageState();
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var oldState = GetDamageState();
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var oldExtendedState = GetExtendedDamageState();
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/* apply the damage modifiers, if we have any. */
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/* apply the damage modifiers, if we have any. */
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damage = (int)traits.WithInterface<IDamageModifier>().Aggregate(
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damage = (int)traits.WithInterface<IDamageModifier>().Aggregate(
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@@ -184,6 +196,7 @@ namespace OpenRA
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if (Health > maxHP) Health = maxHP;
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if (Health > maxHP) Health = maxHP;
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var newState = GetDamageState();
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var newState = GetDamageState();
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var newExtendedState = GetExtendedDamageState();
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foreach (var nd in traits.WithInterface<INotifyDamage>())
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foreach (var nd in traits.WithInterface<INotifyDamage>())
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nd.Damaged(this, new AttackInfo
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nd.Damaged(this, new AttackInfo
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@@ -192,6 +205,8 @@ namespace OpenRA
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Damage = damage,
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Damage = damage,
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DamageState = newState,
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DamageState = newState,
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DamageStateChanged = newState != oldState,
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DamageStateChanged = newState != oldState,
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ExtendedDamageState = newExtendedState,
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ExtendedDamageStateChanged = newExtendedState != oldExtendedState,
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Warhead = warhead
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Warhead = warhead
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});
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});
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}
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}
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@@ -28,6 +28,8 @@ namespace OpenRA.Traits
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public WarheadInfo Warhead;
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public WarheadInfo Warhead;
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public int Damage;
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public int Damage;
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public DamageState DamageState;
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public DamageState DamageState;
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public ExtendedDamageState ExtendedDamageState; // for 3,4-state stuff
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public bool DamageStateChanged;
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public bool DamageStateChanged;
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public bool ExtendedDamageStateChanged;
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}
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}
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}
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}
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@@ -144,28 +144,9 @@ namespace OpenRA.Traits
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return b != null && b.self.IsInWorld && b.self.Info.Traits.Get<BridgeInfo>().Long;
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return b != null && b.self.IsInWorld && b.self.Info.Traits.Get<BridgeInfo>().Long;
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}
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}
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// HACK because paul broke the world with his extended damage states... :(
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static DamageState MapDamageState(DamageState ds)
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{
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switch (ds)
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{
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case DamageState.Normal:
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case DamageState.ThreeQuarter:
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return DamageState.Normal;
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case DamageState.Half:
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case DamageState.Quarter:
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return DamageState.Half;
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case DamageState.Dead:
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default:
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return DamageState.Dead;
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}
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}
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void UpdateState()
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void UpdateState()
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{
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{
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var ds = MapDamageState(self.GetDamageState());
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var ds = self.GetDamageState();
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if (!self.Info.Traits.Get<BridgeInfo>().Long)
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if (!self.Info.Traits.Get<BridgeInfo>().Long)
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{
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{
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state = (int)ds;
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state = (int)ds;
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@@ -44,22 +44,22 @@ namespace OpenRA.Traits
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public override void Damaged(Actor self, AttackInfo e)
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public override void Damaged(Actor self, AttackInfo e)
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{
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{
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if (!e.DamageStateChanged) return;
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if (!e.ExtendedDamageStateChanged) return;
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switch (e.DamageState)
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switch (e.ExtendedDamageState)
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{
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{
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case DamageState.Normal:
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case ExtendedDamageState.Normal:
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seqName = "idle";
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seqName = "idle";
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break;
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break;
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case DamageState.ThreeQuarter:
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case ExtendedDamageState.ThreeQuarter:
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if (damageStates >= 4)
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if (damageStates >= 4)
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seqName = "minor-damaged-idle";
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seqName = "minor-damaged-idle";
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break;
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break;
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case DamageState.Half:
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case ExtendedDamageState.Half:
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seqName = "damaged-idle";
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seqName = "damaged-idle";
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound);
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break;
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break;
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case DamageState.Quarter:
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case ExtendedDamageState.Quarter:
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if (damageStates >= 3)
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if (damageStates >= 3)
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{
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{
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seqName = "critical-idle";
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seqName = "critical-idle";
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@@ -27,7 +27,8 @@ using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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public enum DamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
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public enum DamageState { Normal, Half, Dead };
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public enum ExtendedDamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
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// depends on the order of pips in WorldRenderer.cs!
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// depends on the order of pips in WorldRenderer.cs!
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public enum PipType { Transparent, Green, Yellow, Red, Gray };
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public enum PipType { Transparent, Green, Yellow, Red, Gray };
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@@ -18,13 +18,6 @@
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*/
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*/
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#endregion
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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.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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public class WallInfo : StatelessTraitInfo<Wall> {}
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public class WallInfo : StatelessTraitInfo<Wall> {}
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