Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
335
OpenRA.Mods.Cnc/Traits/Disguise.cs
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335
OpenRA.Mods.Cnc/Traits/Disguise.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Frozen;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Overrides the default Tooltip when this actor is disguised (aids in deceiving enemy players).")]
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sealed class DisguiseTooltipInfo : TooltipInfo, Requires<DisguiseInfo>
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{
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public override object Create(ActorInitializer init) { return new DisguiseTooltip(init.Self, this); }
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}
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sealed class DisguiseTooltip : ConditionalTrait<DisguiseTooltipInfo>, ITooltip
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{
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readonly Actor self;
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readonly Disguise disguise;
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public DisguiseTooltip(Actor self, DisguiseTooltipInfo info)
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: base(info)
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{
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this.self = self;
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disguise = self.Trait<Disguise>();
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}
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public ITooltipInfo TooltipInfo => disguise.Disguised ? disguise.AsTooltipInfo : Info;
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public Player Owner
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{
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get
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{
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if (!disguise.Disguised || self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return self.Owner;
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return disguise.AsPlayer;
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}
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}
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}
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[Flags]
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public enum RevealDisguiseType
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{
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None = 0,
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Attack = 1,
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Damaged = 2,
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Load = 4,
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Unload = 8,
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Infiltrate = 16,
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Demolish = 32,
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Move = 64,
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}
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[Desc("Provides access to the disguise command, which makes the actor appear to be another player's actor.")]
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sealed class DisguiseInfo : TraitInfo
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{
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[VoiceReference]
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public readonly string Voice = "Action";
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[GrantedConditionReference]
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[Desc("The condition to grant to self while disguised.")]
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public readonly string DisguisedCondition = null;
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[Desc("Player relationships the owner of the disguise target needs.")]
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public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Ally | PlayerRelationship.Neutral | PlayerRelationship.Enemy;
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[Desc("Target types of actors that this actor disguise as.")]
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public readonly BitSet<TargetableType> TargetTypes = new("Disguise");
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[Desc("Triggers which cause the actor to drop it's disguise. Possible values: None, Attack, Damaged,",
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"Unload, Infiltrate, Demolish, Move.")]
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public readonly RevealDisguiseType RevealDisguiseOn = RevealDisguiseType.Attack;
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[ActorReference(dictionaryReference: LintDictionaryReference.Keys)]
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[Desc("Conditions to grant when disguised as specified actor.",
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"A dictionary of [actor id]: [condition].")]
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public readonly FrozenDictionary<string, string> DisguisedAsConditions = FrozenDictionary<string, string>.Empty;
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[CursorReference]
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[Desc("Cursor to display when hovering over a valid actor to disguise as.")]
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public readonly string Cursor = "ability";
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[GrantedConditionReference]
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public IEnumerable<string> LinterConditions => DisguisedAsConditions.Values;
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public override object Create(ActorInitializer init) { return new Disguise(init.Self, this); }
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}
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sealed class Disguise : IEffectiveOwner, IIssueOrder, IResolveOrder, IOrderVoice, INotifyAttack,
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INotifyDamage, INotifyLoadCargo, INotifyUnloadCargo, INotifyDemolition, INotifyInfiltration, ITick
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{
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public ActorInfo AsActor { get; private set; }
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public Player AsPlayer { get; private set; }
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public ITooltipInfo AsTooltipInfo { get; private set; }
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public bool Disguised => AsPlayer != null;
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public Player Owner => AsPlayer;
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readonly Actor self;
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readonly DisguiseInfo info;
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int disguisedToken = Actor.InvalidConditionToken;
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int disguisedAsToken = Actor.InvalidConditionToken;
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CPos? lastPos;
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public Disguise(Actor self, DisguiseInfo info)
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{
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this.self = self;
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this.info = info;
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AsActor = self.Info;
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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yield return new DisguiseOrderTargeter(info);
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "Disguise")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Disguise")
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{
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var target = order.Target;
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if (target.Type == TargetType.Actor)
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DisguiseAs((target.Actor != self && target.Actor.IsInWorld) ? target.Actor : null);
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if (target.Type == TargetType.FrozenActor)
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DisguiseAs(target.FrozenActor.Info, target.FrozenActor.Owner);
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}
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Disguise" ? info.Voice : null;
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}
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public void DisguiseAs(Actor target)
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{
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var oldEffectiveActor = AsActor;
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var oldEffectiveOwner = AsPlayer;
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var oldDisguiseSetting = Disguised;
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if (target != null)
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{
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// Take the image of the target's disguise, if it exists.
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// E.g., SpyA is disguised as a rifle infantry. SpyB then targets SpyA. We should use the rifle infantry image.
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var targetDisguise = target.TraitOrDefault<Disguise>();
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if (targetDisguise != null && targetDisguise.Disguised)
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{
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// Don't disguise as yourself
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if (targetDisguise.AsActor.Name == self.Info.Name && targetDisguise.AsPlayer == self.Owner)
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{
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AsTooltipInfo = null;
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AsPlayer = null;
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AsActor = self.Info;
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}
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else
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{
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AsPlayer = targetDisguise.AsPlayer;
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AsActor = targetDisguise.AsActor;
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AsTooltipInfo = targetDisguise.AsTooltipInfo;
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}
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}
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else
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{
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// Don't disguise as yourself
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if (target.Info.Name == self.Info.Name && target.Owner == self.Owner)
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{
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AsTooltipInfo = null;
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AsPlayer = null;
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AsActor = self.Info;
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}
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else
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{
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var tooltip = target.TraitsImplementing<ITooltip>().FirstEnabledTraitOrDefault();
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if (tooltip == null)
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throw new ArgumentException("Missing tooltip or invalid target.", nameof(target));
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AsPlayer = tooltip.Owner;
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AsActor = target.Info;
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AsTooltipInfo = tooltip.TooltipInfo;
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}
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}
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}
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else
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{
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AsTooltipInfo = null;
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AsPlayer = null;
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AsActor = self.Info;
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}
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HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
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}
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public void DisguiseAs(ActorInfo actorInfo, Player newOwner)
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{
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var oldEffectiveActor = AsActor;
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var oldEffectiveOwner = AsPlayer;
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var oldDisguiseSetting = Disguised;
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AsPlayer = newOwner;
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AsActor = actorInfo;
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AsTooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
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HandleDisguise(oldEffectiveActor, oldEffectiveOwner, oldDisguiseSetting);
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}
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void HandleDisguise(ActorInfo oldEffectiveActor, Player oldEffectiveOwner, bool oldDisguiseSetting)
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{
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foreach (var t in self.TraitsImplementing<INotifyEffectiveOwnerChanged>())
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t.OnEffectiveOwnerChanged(self, oldEffectiveOwner, AsPlayer);
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if (Disguised != oldDisguiseSetting)
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{
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if (Disguised && disguisedToken == Actor.InvalidConditionToken)
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disguisedToken = self.GrantCondition(info.DisguisedCondition);
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else if (!Disguised && disguisedToken != Actor.InvalidConditionToken)
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disguisedToken = self.RevokeCondition(disguisedToken);
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}
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if (AsActor != oldEffectiveActor)
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{
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if (disguisedAsToken != Actor.InvalidConditionToken)
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disguisedAsToken = self.RevokeCondition(disguisedAsToken);
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if (info.DisguisedAsConditions.TryGetValue(AsActor.Name, out var disguisedAsCondition))
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disguisedAsToken = self.GrantCondition(disguisedAsCondition);
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Attack))
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DisguiseAs(null);
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Damaged) && e.Damage.Value > 0)
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DisguiseAs(null);
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}
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void INotifyLoadCargo.Loading(Actor self)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Load))
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DisguiseAs(null);
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}
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void INotifyUnloadCargo.Unloading(Actor self)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Unload))
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DisguiseAs(null);
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}
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void INotifyDemolition.Demolishing(Actor self)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Demolish))
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DisguiseAs(null);
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}
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void INotifyInfiltration.Infiltrating(Actor self)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Infiltrate))
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DisguiseAs(null);
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}
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void ITick.Tick(Actor self)
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{
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if (info.RevealDisguiseOn.HasFlag(RevealDisguiseType.Move) && lastPos != null && lastPos.Value != self.Location)
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DisguiseAs(null);
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lastPos = self.Location;
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}
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}
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sealed class DisguiseOrderTargeter : UnitOrderTargeter
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{
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readonly DisguiseInfo info;
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public DisguiseOrderTargeter(DisguiseInfo info)
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: base("Disguise", 7, info.Cursor, true, true)
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{
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this.info = info;
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ForceAttack = false;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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var relationship = self.Owner.RelationshipWith(target.Owner);
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if (!info.ValidRelationships.HasRelationship(relationship))
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return false;
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if (target.Equals(self))
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return false;
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return info.TargetTypes.Overlaps(target.GetAllTargetTypes());
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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var relationship = self.Owner.RelationshipWith(target.Owner);
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if (!info.ValidRelationships.HasRelationship(relationship))
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return false;
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return info.TargetTypes.Overlaps(target.Info.GetAllTargetTypes());
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}
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}
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}
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