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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204
OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.cs
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204
OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.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.Immutable;
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using System.Linq;
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using OpenRA.Activities;
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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("Replaces the sprite during construction/deploy/undeploy.")]
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public class WithMakeAnimationInfo : TraitInfo, Requires<WithSpriteBodyInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use.")]
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public readonly string Sequence = "make";
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[GrantedConditionReference]
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[Desc("The condition to grant to self while the make animation is playing.")]
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public readonly string Condition = null;
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[Desc("Apply to sprite bodies with these names.")]
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public readonly ImmutableArray<string> BodyNames = ["body"];
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public override object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); }
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}
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public class WithMakeAnimation : INotifyCreated, INotifyDeployTriggered
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{
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readonly WithMakeAnimationInfo info;
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readonly WithSpriteBody[] wsbs;
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readonly bool skipMakeAnimation;
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WithMakeOverlay[] overlays;
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int token = Actor.InvalidConditionToken;
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public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info)
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{
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this.info = info;
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var self = init.Self;
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wsbs = self.TraitsImplementing<WithSpriteBody>().Where(w => info.BodyNames.Contains(w.Info.Name)).ToArray();
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skipMakeAnimation = init.Contains<SkipMakeAnimsInit>(info);
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}
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void INotifyCreated.Created(Actor self)
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{
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overlays = self.TraitsImplementing<WithMakeOverlay>().ToArray();
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if (!skipMakeAnimation)
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Forward(self, () => { });
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}
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public void Forward(Actor self, Action onComplete)
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{
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if (token == Actor.InvalidConditionToken)
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token = self.GrantCondition(info.Condition);
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var wsb = wsbs.FirstEnabledConditionalTraitOrDefault();
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if (wsb == null)
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return;
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wsb.PlayCustomAnimation(self, info.Sequence, () =>
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{
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self.World.AddFrameEndTask(w =>
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{
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if (token != Actor.InvalidConditionToken)
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token = self.RevokeCondition(token);
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// TODO: Rewrite this to use a trait notification for save game support
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onComplete();
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});
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});
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foreach (var overlay in overlays)
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overlay.Forward();
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}
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public void Reverse(Actor self, Action onComplete)
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{
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if (token == Actor.InvalidConditionToken)
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token = self.GrantCondition(info.Condition);
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var wsb = wsbs.FirstEnabledConditionalTraitOrDefault();
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if (wsb == null)
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return;
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wsb.PlayCustomAnimationBackwards(self, info.Sequence, () =>
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{
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self.World.AddFrameEndTask(w =>
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{
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if (token != Actor.InvalidConditionToken)
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token = self.RevokeCondition(token);
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// TODO: Rewrite this to use a trait notification for save game support
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onComplete();
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});
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});
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foreach (var overlay in overlays)
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overlay.Reverse();
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}
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public void Reverse(Actor self, Activity activity, bool queued = true)
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{
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Reverse(self, () =>
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{
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// HACK: The actor remains alive and active for one tick before the followup activity
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// (sell/transform/etc) runs. This causes visual glitches that we attempt to minimize
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// by forcing the animation to frame 0 and regranting the make condition.
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// These workarounds will break the actor if the followup activity doesn't dispose it!
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wsbs.FirstEnabledConditionalTraitOrDefault()?.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0);
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token = self.GrantCondition(info.Condition);
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self.QueueActivity(queued, activity);
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});
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foreach (var overlay in overlays)
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overlay.Reverse();
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}
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// TODO: Make this use Forward instead
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void INotifyDeployTriggered.Deploy(Actor self, bool skipMakeAnim)
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{
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var notified = false;
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var notify = self.TraitsImplementing<INotifyDeployComplete>();
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if (skipMakeAnim)
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{
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foreach (var n in notify)
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n.FinishedDeploy(self);
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return;
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}
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foreach (var wsb in wsbs)
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{
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if (wsb.IsTraitDisabled)
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continue;
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wsb.PlayCustomAnimation(self, info.Sequence, () =>
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{
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if (notified)
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return;
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foreach (var n in notify)
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{
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n.FinishedDeploy(self);
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notified = true;
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}
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});
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}
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foreach (var overlay in overlays)
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overlay.Forward();
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}
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// TODO: Make this use Reverse instead
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void INotifyDeployTriggered.Undeploy(Actor self, bool skipMakeAnim)
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{
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var notified = false;
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var notify = self.TraitsImplementing<INotifyDeployComplete>();
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if (skipMakeAnim)
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{
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foreach (var n in notify)
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n.FinishedUndeploy(self);
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return;
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}
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foreach (var wsb in wsbs)
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{
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if (wsb.IsTraitDisabled)
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continue;
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wsb.PlayCustomAnimationBackwards(self, info.Sequence, () =>
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{
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if (notified)
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return;
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foreach (var n in notify)
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{
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n.FinishedUndeploy(self);
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notified = true;
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}
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});
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}
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foreach (var overlay in overlays)
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overlay.Reverse();
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}
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}
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}
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