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.Linq;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Spawns units when collected.", "Adjust selection shares when player has no base.")]
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sealed class GiveBaseBuilderCrateActionInfo : GiveUnitCrateActionInfo
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{
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[Desc("The selection shares to use if the collector has no actor with `" + nameof(BaseBuilding) + ".")]
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public readonly int NoBaseSelectionShares = 1000;
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public override object Create(ActorInitializer init) { return new GiveBaseBuilderCrateAction(init.Self, this); }
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}
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sealed class GiveBaseBuilderCrateAction : GiveUnitCrateAction
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{
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readonly GiveBaseBuilderCrateActionInfo info;
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public GiveBaseBuilderCrateAction(Actor self, GiveBaseBuilderCrateActionInfo info)
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: base(self, info)
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{
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this.info = info;
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}
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public override int GetSelectionShares(Actor collector)
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{
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// There's some other really good reason why we shouldn't give this.
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if (!CanGiveTo(collector))
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return 0;
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var hasBase = collector.World.ActorsHavingTrait<BaseBuilding>()
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.Any(a => a.Owner == collector.Owner);
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return hasBase ? info.SelectionShares : info.NoBaseSelectionShares;
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}
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}
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}
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