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Backporting Garrison logic from romanovs-vengeance #681
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Author: Devon Dieffenbach (darky) Credit: DnAp (https://github.com/DnAp) - Original PR: OpenRA/OpenRA#12774
Adds garrison art. Make some more buildings garrisonable. Adjusts garrison amount to match original. (McBurger Kong and McRoo don' match in original for some reason, i made Kong have 10 too.) Add proper structure garrisoned/abandoned notification.
Removed -rubble on ^GarrisonableBuilding
flakt and shk shouldn't be Garrisonable.
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This works surprisingly well in-game. To properly attribute someone elses code: use |
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[Desc("Garrisoners can fire their weapons out of fire ports.")] | ||
public class AttackGarrisonedRVInfo : AttackFollowInfo, IRulesetLoaded, Requires<GarrisonableInfo> |
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Please don't duplicate traits. Submit your changes to them first instead: https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.Common/Traits/Attack/AttackGarrisoned.cs
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Really that was a 1:1 port here. It's been way too long (years) since I have really looked into openRA. I have no idea how much impact replacing CargoInfo with GarrisonableInfo would cause here or how much energy not having what almost looks like a dupe Trait would be.
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I see. https://gist.github.com/Mailaender/accd6464cb1b7a12ccad5d75256f1da2/revisions In that case the whole pull request should probably move to https://github.com/OpenRA/OpenRA.
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They rejected the whole PR already... Right now openRA doesn't support multiple cargo types.
While not perfect I think it works quite fine already and keeping it RA2 centric right now allow us to move forward.
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Hmm... Duplication isn't good. Rename it to AttackFromGarrison
or something then at least.
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Surely I can rename it but I just wanted to let you know I might not have the engine knowledge to do any better.
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I also can't think of a clever way of using inheritance. This might be the only way to go.
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What's next then ? What would you like to do and how ?
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This pull request seems to differ from what was initially submitted at OpenRA/OpenRA#12774 so I suggest a new attempt at the engine project. You can rebase a copy to playtest-20200118
type in the commit into https://github.com/OpenRA/ra2/blob/master/mod.config#L7 and keep a test case with the .yaml changes here. See some of my pull requests with Engine Update Required
as reference.
Travis build failed due to :
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Removed useless else condition.
Is it fair to say this one is dead? |
Backported all the Garrison logic from romanovs-vengeance, without custom content. Right now, e1 (GI) and e2 (Conscript) can garrison.
Should address issue #204.
Author: Devon Dieffenbach (darky)
Credit: DnAp (https://github.com/DnAp) - Original PR: OpenRA/OpenRA#12774
TODO: