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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125
OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.cs
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125
OpenRA.Mods.Common/Traits/Buildings/GroundLevelBridge.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 System.Collections.Immutable;
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using OpenRA.GameRules;
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using OpenRA.Primitives;
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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("Bridge actor that can't be passed underneath.")]
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sealed class GroundLevelBridgeInfo : TraitInfo, IRulesetLoaded, Requires<BuildingInfo>, Requires<IHealthInfo>
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{
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public readonly string TerrainType = "Bridge";
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public readonly string Type = "GroundLevelBridge";
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public readonly ImmutableArray<CVec> NeighbourOffsets = [];
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[WeaponReference]
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[Desc("The name of the weapon to use when demolishing the bridge")]
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public readonly string DemolishWeapon = "Demolish";
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public WeaponInfo DemolishWeaponInfo { get; private set; }
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[Desc("Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default;
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var weaponToLower = (DemolishWeapon ?? string.Empty).ToLowerInvariant();
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if (!rules.Weapons.TryGetValue(weaponToLower, out var weapon))
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throw new YamlException($"Weapons Ruleset does not contain an entry '{weaponToLower}'");
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DemolishWeaponInfo = weapon;
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}
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public override object Create(ActorInitializer init) { return new GroundLevelBridge(init.Self, this); }
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}
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sealed class GroundLevelBridge : IBridgeSegment, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly GroundLevelBridgeInfo Info;
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readonly Actor self;
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readonly BridgeLayer bridgeLayer;
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readonly IEnumerable<CPos> cells;
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readonly IHealth health;
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public GroundLevelBridge(Actor self, GroundLevelBridgeInfo info)
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{
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Info = info;
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this.self = self;
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health = self.Trait<IHealth>();
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bridgeLayer = self.World.WorldActor.Trait<BridgeLayer>();
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var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
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cells = buildingInfo.PathableTiles(self.Location);
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}
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void UpdateTerrain(Actor self, byte terrainIndex)
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{
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foreach (var cell in cells)
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self.World.Map.CustomTerrain[cell] = terrainIndex;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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bridgeLayer.Add(self);
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var terrainIndex = self.World.Map.Rules.TerrainInfo.GetTerrainIndex(Info.TerrainType);
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UpdateTerrain(self, terrainIndex);
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KillInvalidActorsInFootprint(self);
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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bridgeLayer.Remove(self);
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UpdateTerrain(self, byte.MaxValue);
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KillInvalidActorsInFootprint(self);
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}
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void KillInvalidActorsInFootprint(Actor self)
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{
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foreach (var c in cells)
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foreach (var a in self.World.ActorMap.GetActorsAt(c))
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if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanExistInCell(c))
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a.Kill(self, Info.DamageTypes);
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}
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void IBridgeSegment.Repair(Actor repairer)
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{
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health.InflictDamage(self, repairer, new Damage(-health.MaxHP), true);
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}
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void IBridgeSegment.Demolish(Actor saboteur, BitSet<DamageType> damageTypes)
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{
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self.World.AddFrameEndTask(w =>
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{
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if (self.IsDead)
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return;
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// Use .FromPos since this actor is dead. Cannot use Target.FromActor
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Info.DemolishWeaponInfo.Impact(Target.FromPos(self.CenterPosition), saboteur);
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self.Kill(saboteur, damageTypes);
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});
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}
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string IBridgeSegment.Type => Info.Type;
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DamageState IBridgeSegment.DamageState => self.GetDamageState();
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bool IBridgeSegment.Valid => self.IsInWorld;
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ImmutableArray<CVec> IBridgeSegment.NeighbourOffsets => Info.NeighbourOffsets;
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CPos IBridgeSegment.Location => self.Location;
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}
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}
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