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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OpenRA.Mods.Common/Traits/Buildings/FreeActor.cs
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96
OpenRA.Mods.Common/Traits/Buildings/FreeActor.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.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Player receives a unit for free once the building is placed. This also works for structures.",
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"If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...")]
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public class FreeActorInfo : ConditionalTraitInfo, IEditorActorOptions
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{
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[ActorReference]
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[FieldLoader.Require]
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[Desc("Name of the actor.")]
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public readonly string Actor = null;
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[Desc("Offset relative to the top-left cell of the building.")]
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public readonly CVec SpawnOffset = CVec.Zero;
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[Desc("Which direction the unit should face.")]
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public readonly WAngle Facing = WAngle.Zero;
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[Desc("Whether another actor should spawn upon re-enabling the trait.")]
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public readonly bool AllowRespawn = false;
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[Desc("Display order for the free actor checkbox in the map editor")]
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public readonly int EditorFreeActorDisplayOrder = 4;
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IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
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{
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yield return new EditorActorCheckbox("Spawn Child Actor", EditorFreeActorDisplayOrder,
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actor =>
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{
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var init = actor.GetInitOrDefault<FreeActorInit>(this);
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if (init != null)
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return init.Value;
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return true;
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},
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(actor, value) => actor.ReplaceInit(new FreeActorInit(this, value), this));
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}
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public override object Create(ActorInitializer init) { return new FreeActor(init, this); }
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}
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public class FreeActor : ConditionalTrait<FreeActorInfo>
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{
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protected bool allowSpawn;
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public FreeActor(ActorInitializer init, FreeActorInfo info)
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: base(info)
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{
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allowSpawn = init.GetValue<FreeActorInit, bool>(info, true);
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}
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protected override void TraitEnabled(Actor self)
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{
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if (!allowSpawn)
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return;
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allowSpawn = Info.AllowRespawn;
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self.World.AddFrameEndTask(w =>
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{
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w.CreateActor(Info.Actor,
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[
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new ParentActorInit(self),
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new LocationInit(self.Location + Info.SpawnOffset),
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new OwnerInit(self.Owner),
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new FacingInit(Info.Facing),
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]);
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});
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}
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}
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public class FreeActorInit : ValueActorInit<bool>
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{
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public FreeActorInit(TraitInfo info, bool value)
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: base(info, value) { }
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}
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public class ParentActorInit : ValueActorInit<ActorInitActorReference>, ISingleInstanceInit
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{
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public ParentActorInit(Actor value)
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: base(value) { }
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}
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}
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