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/EjectOnDeath.cs
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OpenRA.Mods.Common/Traits/EjectOnDeath.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 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("Eject a ground soldier or a paratrooper while in the air.")]
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public class EjectOnDeathInfo : ConditionalTraitInfo
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{
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[ActorReference]
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[Desc("Name of the unit to eject. This actor type needs to have the Parachutable trait defined.")]
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public readonly string PilotActor = "E1";
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[Desc("Probability that the aircraft's pilot gets ejected once the aircraft is destroyed.")]
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public readonly int SuccessRate = 50;
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[Desc("Sound to play when ejecting the pilot from the aircraft.")]
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public readonly string ChuteSound = null;
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[Desc("Can a destroyed aircraft eject its pilot while it has not yet fallen to ground level?")]
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public readonly bool EjectInAir = false;
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[Desc("Can a destroyed aircraft eject its pilot when it falls to ground level?")]
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public readonly bool EjectOnGround = false;
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[Desc("Risks stuck units when they don't have the Paratrooper trait.")]
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public readonly bool AllowUnsuitableCell = false;
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public override object Create(ActorInitializer init) { return new EjectOnDeath(this); }
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}
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public class EjectOnDeath : ConditionalTrait<EjectOnDeathInfo>, INotifyKilled
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{
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public EjectOnDeath(EjectOnDeathInfo info)
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: base(info) { }
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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{
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if (IsTraitDisabled || self.Owner.WinState == WinState.Lost || !self.World.Map.Contains(self.Location))
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return;
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if (self.World.SharedRandom.Next(100) >= Info.SuccessRate)
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return;
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var cp = self.CenterPosition;
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var inAir = !self.IsAtGroundLevel();
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if ((inAir && !Info.EjectInAir) || (!inAir && !Info.EjectOnGround))
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return;
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self.World.AddFrameEndTask(w =>
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{
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if (!Info.AllowUnsuitableCell)
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{
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var pilotInfo = self.World.Map.Rules.Actors[Info.PilotActor.ToLowerInvariant()];
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var pilotPositionable = pilotInfo.TraitInfo<IPositionableInfo>();
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if (!pilotPositionable.CanEnterCell(self.World, null, self.Location))
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return;
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}
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var td = new TypeDictionary
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{
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new OwnerInit(self.Owner),
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new LocationInit(self.Location),
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};
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// If airborne, offset the spawn location so the pilot doesn't drop on another infantry's head
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var spawnPos = cp;
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if (inAir)
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{
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var subCell = self.World.ActorMap.FreeSubCell(self.Location);
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if (subCell != SubCell.Invalid)
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{
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td.Add(new SubCellInit(subCell));
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spawnPos = self.World.Map.CenterOfSubCell(self.Location, subCell) + new WVec(0, 0, spawnPos.Z);
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}
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}
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td.Add(new CenterPositionInit(spawnPos));
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var pilot = self.World.CreateActor(true, Info.PilotActor.ToLowerInvariant(), td);
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if (!inAir)
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pilot.QueueActivity(false, new Nudge(pilot));
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else
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Game.Sound.Play(SoundType.World, Info.ChuteSound, cp);
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});
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}
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}
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}
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