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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131
OpenRA.Mods.Common/Traits/Render/WithGateSpriteBody.cs
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131
OpenRA.Mods.Common/Traits/Render/WithGateSpriteBody.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.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("This actor visually connects to walls and changes appearance when actors walk through it.")]
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sealed class WithGateSpriteBodyInfo : WithSpriteBodyInfo, IWallConnectorInfo, Requires<GateInfo>
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{
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[Desc("Cells (outside the gate footprint) that contain wall cells that can connect to the gate")]
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public readonly ImmutableArray<CVec> WallConnections = [];
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[Desc("Wall type for connections")]
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public readonly string Type = "wall";
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[SequenceReference]
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[Desc("Override sequence to use when fully open.")]
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public readonly string OpenSequence = null;
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public override object Create(ActorInitializer init) { return new WithGateSpriteBody(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
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{
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if (!EnabledByDefault)
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yield break;
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var anim = new Animation(init.World, image);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p);
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}
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string IWallConnectorInfo.GetWallConnectionType()
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{
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return Type;
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}
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}
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sealed class WithGateSpriteBody : WithSpriteBody, INotifyRemovedFromWorld, IWallConnector, ITick
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{
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readonly WithGateSpriteBodyInfo gateBodyInfo;
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readonly Gate gate;
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bool renderOpen;
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public WithGateSpriteBody(ActorInitializer init, WithGateSpriteBodyInfo info)
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: base(init, info)
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{
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gateBodyInfo = info;
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gate = init.Self.Trait<Gate>();
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}
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void UpdateState(Actor self)
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{
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if (renderOpen || IsTraitPaused)
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, gateBodyInfo.OpenSequence));
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else
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DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), GetGateFrame);
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}
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void ITick.Tick(Actor self)
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{
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if (gateBodyInfo.OpenSequence == null)
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return;
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if (gate.Position == gate.OpenPosition ^ renderOpen)
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{
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renderOpen = gate.Position == gate.OpenPosition;
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UpdateState(self);
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}
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}
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int GetGateFrame()
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{
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return int2.Lerp(0, DefaultAnimation.CurrentSequence.Length - 1, gate.Position, gate.OpenPosition);
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}
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protected override void DamageStateChanged(Actor self)
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{
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UpdateState(self);
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}
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protected override void TraitEnabled(Actor self)
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{
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base.TraitEnabled(self);
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UpdateState(self);
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UpdateNeighbours(self);
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}
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void UpdateNeighbours(Actor self)
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{
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var footprint = gate.Footprint.ToArray();
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var adjacent = Util.ExpandFootprint(footprint, true).Except(footprint)
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.Where(self.World.Map.Contains).ToList();
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var adjacentActorTraits = adjacent.SelectMany(self.World.ActorMap.GetActorsAt)
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.SelectMany(a => a.TraitsImplementing<IWallConnector>());
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foreach (var rb in adjacentActorTraits)
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rb.SetDirty();
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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UpdateNeighbours(self);
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}
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bool IWallConnector.AdjacentWallCanConnect(Actor self, CPos wallLocation, string wallType, out CVec facing)
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{
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facing = wallLocation - self.Location;
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return wallType == gateBodyInfo.Type && gateBodyInfo.WallConnections.Contains(facing);
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}
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void IWallConnector.SetDirty() { }
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}
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}
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