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>
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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 OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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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("Transform into a different actor type.")]
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sealed class InfiltrateForTransformInfo : TraitInfo
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{
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[ActorReference]
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[FieldLoader.Require]
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public readonly string IntoActor = null;
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public readonly int ForceHealthPercentage = 0;
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public readonly bool SkipMakeAnims = true;
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[Desc("Experience to grant to the infiltrating player.")]
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public readonly int PlayerExperience = 0;
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[Desc("The `TargetTypes` from `Targetable` that are allowed to enter.")]
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public readonly BitSet<TargetableType> Types = default;
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public override object Create(ActorInitializer init) { return new InfiltrateForTransform(init, this); }
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}
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sealed class InfiltrateForTransform : INotifyInfiltrated
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{
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readonly InfiltrateForTransformInfo info;
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readonly string faction;
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public InfiltrateForTransform(ActorInitializer init, InfiltrateForTransformInfo info)
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{
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this.info = info;
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faction = init.GetValue<FactionInit, string>(init.Self.Owner.Faction.InternalName);
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}
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void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator, BitSet<TargetableType> types)
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{
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if (!info.Types.Overlaps(types))
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return;
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var transform = new Transform(info.IntoActor)
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{
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ForceHealthPercentage = info.ForceHealthPercentage,
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Faction = faction,
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SkipMakeAnims = info.SkipMakeAnims
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};
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var facing = self.TraitOrDefault<IFacing>();
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if (facing != null)
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transform.Facing = facing.Facing;
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infiltrator.Owner.PlayerActor.TraitOrDefault<PlayerExperience>()?.GiveExperience(info.PlayerExperience);
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self.QueueActivity(false, transform);
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}
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}
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}
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