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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using OpenRA.Graphics;
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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("Sets a custom terrain type for cells that are obscured by back-facing cliffs.",
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"This trait replicates the default CliffBackImpassability=2 behaviour from the TS/RA2 rules.ini.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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sealed class CliffBackImpassabilityLayerInfo : TraitInfo
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{
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public readonly string TerrainType = "Impassable";
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public override object Create(ActorInitializer init) { return new CliffBackImpassabilityLayer(this); }
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}
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sealed class CliffBackImpassabilityLayer : IWorldLoaded
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{
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readonly CliffBackImpassabilityLayerInfo info;
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public CliffBackImpassabilityLayer(CliffBackImpassabilityLayerInfo info)
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{
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this.info = info;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var tileType = w.Map.Rules.TerrainInfo.GetTerrainIndex(info.TerrainType);
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// Units are allowed behind cliffs *only* if they are part of a tunnel portal
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var tunnelPortals = w.WorldActor.Info.TraitInfos<TerrainTunnelInfo>()
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.SelectMany(mti => mti.PortalCells())
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.ToHashSet();
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foreach (var uv in w.Map.AllCells.MapCoords)
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{
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if (tunnelPortals.Contains(uv.ToCPos(w.Map)))
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continue;
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// All the map cells that visually overlap the current cell
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var testCells = w.Map.ProjectedCellsCovering(uv)
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.SelectMany(w.Map.Unproject);
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if (testCells.Any(x => x.V >= uv.V + 4))
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w.Map.CustomTerrain[uv] = tileType;
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}
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}
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}
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}
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