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 System.Collections.Frozen;
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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("Grants a condition while the trait is active.")]
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sealed class GrantConditionOnFactionInfo : ConditionalTraitInfo
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{
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("Condition to grant.")]
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public readonly string Condition = null;
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[Desc("Only grant this condition for certain factions.")]
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public readonly FrozenSet<string> Factions = FrozenSet<string>.Empty;
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[Desc("Should it recheck everything when it is captured?")]
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public readonly bool ResetOnOwnerChange = false;
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public override object Create(ActorInitializer init) { return new GrantConditionOnFaction(init, this); }
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}
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sealed class GrantConditionOnFaction : ConditionalTrait<GrantConditionOnFactionInfo>, INotifyOwnerChanged
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{
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int conditionToken = Actor.InvalidConditionToken;
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string faction;
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public GrantConditionOnFaction(ActorInitializer init, GrantConditionOnFactionInfo info)
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: base(info)
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{
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faction = init.GetValue<FactionInit, string>(init.Self.Owner.Faction.InternalName);
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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if (Info.ResetOnOwnerChange && faction != newOwner.Faction.InternalName)
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{
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faction = newOwner.Faction.InternalName;
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TraitDisabled(self);
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TraitEnabled(self);
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}
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}
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protected override void TraitEnabled(Actor self)
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{
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if (conditionToken == Actor.InvalidConditionToken && Info.Factions.Contains(faction))
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conditionToken = self.GrantCondition(Info.Condition);
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}
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protected override void TraitDisabled(Actor self)
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{
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if (conditionToken == Actor.InvalidConditionToken)
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return;
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conditionToken = self.RevokeCondition(conditionToken);
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}
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}
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}
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