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>
This commit is contained in:
393
OpenRA.Mods.Common/Traits/Minelayer.cs
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393
OpenRA.Mods.Common/Traits/Minelayer.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;
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using System.Collections.Frozen;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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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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public class MinelayerInfo : TraitInfo
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{
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[ActorReference]
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public readonly string Mine = "minv";
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public readonly string AmmoPoolName = "primary";
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public readonly WDist MinefieldDepth = new(1536);
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[VoiceReference]
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[Desc("Voice to use when ordered to lay a minefield.")]
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public readonly string Voice = "Action";
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[Desc("Color to use for the target line when laying mines.")]
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public readonly Color TargetLineColor = Color.Crimson;
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[Desc("Sprite overlay to use for valid minefield cells.")]
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public readonly string TileValidName = "build-valid";
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[Desc("Sprite overlay to use for invalid minefield cells.")]
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public readonly string TileInvalidName = "build-invalid";
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[Desc("Sprite overlay to use for minefield cells hidden behind fog or shroud.")]
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public readonly string TileUnknownName = "build-unknown";
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[Desc("Only allow laying mines on listed terrain types. Leave empty to allow all terrain types.")]
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public readonly FrozenSet<string> TerrainTypes = FrozenSet<string>.Empty;
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[CursorReference]
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[Desc("Cursor to display when able to lay a mine.")]
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public readonly string DeployCursor = "deploy";
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[CursorReference]
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[Desc("Cursor to display when unable to lay a mine.")]
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public readonly string DeployBlockedCursor = "deploy-blocked";
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[CursorReference]
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[Desc("Cursor to display when able to lay a mine.")]
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public readonly string AbilityCursor = "ability";
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[Desc("Ammo the minelayer consumes per mine.")]
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public readonly int AmmoUsage = 1;
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[Desc("Number of ticks it takes to lay a mine.")]
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public readonly int PreLayDelay = 0;
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[Desc("Number of ticks for the minelayer to wait after laying a mine. The wait can be interrupted by a player order.")]
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public readonly int AfterLayingDelay = 20;
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public override object Create(ActorInitializer init) { return new Minelayer(init.Self, this); }
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}
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public class Minelayer : IIssueOrder, IResolveOrder, ISync, IIssueDeployOrder, IOrderVoice, ITick
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{
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public readonly MinelayerInfo Info;
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public readonly Sprite Tile;
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readonly Actor self;
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[VerifySync]
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CPos minefieldStart;
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public Minelayer(Actor self, MinelayerInfo info)
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{
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Info = info;
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this.self = self;
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var tileset = self.World.Map.Tileset.ToLowerInvariant();
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var sequences = self.World.Map.Sequences;
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if (sequences.HasSequence("overlay", $"{Info.TileValidName}-{tileset}"))
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Tile = sequences.GetSequence("overlay", $"{Info.TileValidName}-{tileset}").GetSprite(0);
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else
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Tile = sequences.GetSequence("overlay", Info.TileValidName).GetSprite(0);
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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yield return new BeginMinefieldOrderTargeter(Info.AbilityCursor);
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yield return new DeployOrderTargeter("PlaceMine", 5, () => IsCellAcceptable(self, self.Location) ? Info.DeployCursor : Info.DeployBlockedCursor);
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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switch (order.OrderID)
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{
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case "BeginMinefield":
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return BeginMinefield(self, target, queued);
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case "PlaceMine":
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return new Order("PlaceMine", self, Target.FromCell(self.World, self.Location), queued);
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default:
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return null;
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}
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}
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public static Order BeginMinefield(Actor self, Target target, bool queued)
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{
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var start = self.World.Map.CellContaining(target.CenterPosition);
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if (self.World.OrderGenerator is MinefieldOrderGenerator generator)
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generator.AddMinelayer(self);
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else
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self.World.OrderGenerator = new MinefieldOrderGenerator(self, start, queued);
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return new Order("BeginMinefield", self, Target.FromCell(self.World, start), queued);
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}
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Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
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{
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return new Order("PlaceMine", self, Target.FromCell(self.World, self.Location), queued);
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}
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bool IIssueDeployOrder.CanIssueDeployOrder(Actor self, bool queued)
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{
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return IsCellAcceptable(self, self.Location);
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "BeginMinefield" && order.OrderString != "PlaceMinefield" && order.OrderString != "PlaceMine")
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return;
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if (!order.Target.IsValidFor(self))
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return;
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var cell = self.World.Map.CellContaining(order.Target.CenterPosition);
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if (order.OrderString == "BeginMinefield")
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minefieldStart = cell;
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else if (order.OrderString == "PlaceMine")
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{
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if (IsCellAcceptable(self, cell))
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self.QueueActivity(order.Queued, new LayMines(self));
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}
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else if (order.OrderString == "PlaceMinefield")
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{
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// A different minelayer might have started laying the field without this minelayer knowing the start
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minefieldStart = order.ExtraLocation;
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var movement = self.Trait<IPositionable>();
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var minefield = GetMinefieldCells(minefieldStart, cell, Info.MinefieldDepth)
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.Where(c => IsCellAcceptable(self, c) && self.Owner.Shroud.IsExplored(c)
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&& movement.CanEnterCell(c, null, BlockedByActor.Immovable) && movement is Mobile mobile && mobile.CanStayInCell(c))
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.OrderBy(c => (c - minefieldStart).LengthSquared).ToList();
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self.QueueActivity(order.Queued, new LayMines(self, minefield));
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self.ShowTargetLines();
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}
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}
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void ITick.Tick(Actor self)
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{
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if (self.CurrentActivity != null)
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foreach (var field in self.CurrentActivity.ActivitiesImplementing<LayMines>())
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field.CleanMineField(self);
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlaceMine" || order.OrderString == "PlaceMinefield")
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return Info.Voice;
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return null;
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}
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static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, WDist depth)
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{
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var mins = new CPos(Math.Min(start.X, end.X), Math.Min(start.Y, end.Y));
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var maxs = new CPos(Math.Max(start.X, end.X), Math.Max(start.Y, end.Y));
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// TODO: proper endcaps, if anyone cares (which won't happen unless depth is large)
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var p = end - start;
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var q = new float2(p.Y, -p.X);
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q = (start != end) ? 1 / q.Length * q : new float2(1, 0);
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var c = -float2.Dot(q, new float2(start.X, start.Y));
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// return all points such that |ax + by + c| < depth
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// HACK: This will return the wrong results for isometric cells
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for (var i = mins.X; i <= maxs.X; i++)
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for (var j = mins.Y; j <= maxs.Y; j++)
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if (Math.Abs(q.X * i + q.Y * j + c) * 1024 < depth.Length)
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yield return new CPos(i, j);
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}
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public bool IsCellAcceptable(Actor self, CPos cell)
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{
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if (!self.World.Map.Contains(cell))
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return false;
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if (Info.TerrainTypes.Count == 0)
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return true;
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var terrainType = self.World.Map.GetTerrainInfo(cell).Type;
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return Info.TerrainTypes.Contains(terrainType);
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}
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sealed class MinefieldOrderGenerator : UnitOrderGenerator
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{
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protected override MouseActionType ActionType => MouseActionType.ConfirmOrder;
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public override bool ClearSelectionOnLeftClick => false;
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readonly List<Actor> minelayers;
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readonly Minelayer minelayer;
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readonly Sprite validTile, unknownTile, blockedTile;
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readonly float validAlpha, unknownAlpha, blockedAlpha;
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readonly CPos minefieldStart;
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readonly bool queued;
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readonly string cursor;
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public MinefieldOrderGenerator(Actor a, CPos xy, bool queued)
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: base(a.World)
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{
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minelayers = [a];
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minefieldStart = xy;
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this.queued = queued;
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minelayer = a.Trait<Minelayer>();
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var tileset = a.World.Map.Tileset.ToLowerInvariant();
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var sequences = a.World.Map.Sequences;
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if (sequences.HasSequence("overlay", $"{minelayer.Info.TileValidName}-{tileset}"))
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{
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var validSequence = sequences.GetSequence("overlay", $"{minelayer.Info.TileValidName}-{tileset}");
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validTile = validSequence.GetSprite(0);
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validAlpha = validSequence.GetAlpha(0);
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}
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else
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{
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var validSequence = sequences.GetSequence("overlay", minelayer.Info.TileValidName);
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validTile = validSequence.GetSprite(0);
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validAlpha = validSequence.GetAlpha(0);
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}
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if (sequences.HasSequence("overlay", $"{minelayer.Info.TileUnknownName}-{tileset}"))
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{
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var unknownSequence = sequences.GetSequence("overlay", $"{minelayer.Info.TileUnknownName}-{tileset}");
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unknownTile = unknownSequence.GetSprite(0);
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unknownAlpha = unknownSequence.GetAlpha(0);
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}
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else
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{
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var unknownSequence = sequences.GetSequence("overlay", minelayer.Info.TileUnknownName);
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unknownTile = unknownSequence.GetSprite(0);
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unknownAlpha = unknownSequence.GetAlpha(0);
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}
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if (sequences.HasSequence("overlay", $"{minelayer.Info.TileInvalidName}-{tileset}"))
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{
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var blockedSequence = sequences.GetSequence("overlay", $"{minelayer.Info.TileInvalidName}-{tileset}");
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blockedTile = blockedSequence.GetSprite(0);
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blockedAlpha = blockedSequence.GetAlpha(0);
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}
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else
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{
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var blockedSequence = sequences.GetSequence("overlay", minelayer.Info.TileInvalidName);
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blockedTile = blockedSequence.GetSprite(0);
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blockedAlpha = blockedSequence.GetAlpha(0);
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}
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cursor = minelayer.Info.AbilityCursor;
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}
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public void AddMinelayer(Actor a)
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{
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minelayers.Add(a);
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}
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protected override IEnumerable<Order> OrderInner(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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world.CancelInputMode();
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foreach (var minelayer in minelayers)
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yield return new Order("PlaceMinefield", minelayer, Target.FromCell(world, cell), queued) { ExtraLocation = minefieldStart };
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}
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public override void SelectionChanged(World world, IEnumerable<Actor> selected)
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{
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minelayers.Clear();
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minelayers.AddRange(selected.Where(s => !s.IsDead && s.Info.HasTraitInfo<MinelayerInfo>()));
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if (minelayers.Count == 0)
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world.CancelInputMode();
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}
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public override IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public override IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world)
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{
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var minelayer = minelayers.FirstOrDefault(m => m.IsInWorld && !m.IsDead);
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if (minelayer == null)
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yield break;
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// We get the biggest depth so we cover all cells that mines could be placed on.
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var lastMousePos = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var minefield = GetMinefieldCells(minefieldStart, lastMousePos,
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minelayers.Max(m => m.Info.TraitInfo<MinelayerInfo>().MinefieldDepth));
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var movement = minelayer.Trait<IPositionable>();
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var mobile = movement as Mobile;
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var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
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foreach (var c in minefield)
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{
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var tile = validTile;
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var alpha = validAlpha;
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if (!world.Map.Contains(c))
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{
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tile = blockedTile;
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alpha = blockedAlpha;
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}
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else if (world.ShroudObscures(c))
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{
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tile = blockedTile;
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alpha = blockedAlpha;
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}
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else if (world.FogObscures(c))
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{
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tile = unknownTile;
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alpha = unknownAlpha;
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}
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else if (!this.minelayer.IsCellAcceptable(minelayer, c)
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|| !movement.CanEnterCell(c, null, BlockedByActor.Immovable) || (mobile != null && !mobile.CanStayInCell(c)))
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{
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tile = blockedTile;
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alpha = blockedAlpha;
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}
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yield return new SpriteRenderable(tile, world.Map.CenterOfCell(c), WVec.Zero, -511, pal, 1f, alpha, float3.Ones, TintModifiers.IgnoreWorldTint, true);
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}
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}
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public override IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world) { yield break; }
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public override string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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return cursor;
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}
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}
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sealed class BeginMinefieldOrderTargeter : IOrderTargeter
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{
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public string OrderID => "BeginMinefield";
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public int OrderPriority => 5;
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readonly string cursor;
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public BeginMinefieldOrderTargeter(string cursor)
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{
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this.cursor = cursor;
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}
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public bool TargetOverridesSelection(Actor self, in Target target, List<Actor> actorsAt, CPos xy, TargetModifiers modifiers) { return true; }
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public bool CanTarget(Actor self, in Target target, ref TargetModifiers modifiers, ref string cursor)
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{
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if (target.Type != TargetType.Terrain)
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return false;
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var location = self.World.Map.CellContaining(target.CenterPosition);
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if (!self.World.Map.Contains(location))
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return false;
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cursor = this.cursor;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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return modifiers.HasModifier(TargetModifiers.ForceAttack);
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}
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public bool IsQueued { get; private set; }
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}
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}
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}
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Reference in New Issue
Block a user