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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87
OpenRA.Mods.Common/Activities/DeployForGrantedCondition.cs
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87
OpenRA.Mods.Common/Activities/DeployForGrantedCondition.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.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class DeployForGrantedCondition : Activity
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{
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readonly GrantConditionOnDeploy deploy;
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readonly bool canTurn;
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readonly bool moving;
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public DeployForGrantedCondition(Actor self, GrantConditionOnDeploy deploy, bool moving = false)
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{
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this.deploy = deploy;
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this.moving = moving;
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canTurn = self.Info.HasTraitInfo<IFacingInfo>();
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}
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protected override void OnFirstRun(Actor self)
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{
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// Turn to the required facing.
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if (deploy.DeployState == DeployState.Undeployed && deploy.Info.Facing.HasValue && canTurn && !moving)
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QueueChild(new Turn(self, deploy.Info.Facing.Value));
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}
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public override bool Tick(Actor self)
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{
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if (IsCanceling || (deploy.DeployState != DeployState.Deployed && moving))
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return true;
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QueueChild(new DeployInner(deploy));
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return true;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (NextActivity != null)
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foreach (var n in NextActivity.TargetLineNodes(self))
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yield return n;
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}
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}
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public class DeployInner : Activity
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{
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readonly GrantConditionOnDeploy deployment;
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bool initiated;
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public DeployInner(GrantConditionOnDeploy deployment)
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{
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this.deployment = deployment;
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// Once deployment animation starts, the animation must finish.
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IsInterruptible = false;
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}
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public override bool Tick(Actor self)
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{
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// Wait for deployment
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if (deployment.DeployState == DeployState.Deploying || deployment.DeployState == DeployState.Undeploying)
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return false;
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if (initiated)
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return true;
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if (deployment.DeployState == DeployState.Undeployed)
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deployment.Deploy();
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else
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deployment.Undeploy();
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initiated = true;
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return false;
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}
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}
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}
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