Remove ability to have a single unit guard itself
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@@ -61,8 +61,9 @@ namespace OpenRA.Mods.RA
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if (target == null || subjects.All(s => s.IsDead()))
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if (target == null || subjects.All(s => s.IsDead()))
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yield break;
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yield break;
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foreach (var actor in subjects)
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foreach (var subject in subjects)
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yield return new Order("Guard", actor, false) { TargetActor = target };
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if (subject != target)
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yield return new Order("Guard", subject, false) { TargetActor = target };
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}
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}
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public void Tick(World world)
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public void Tick(World world)
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@@ -76,10 +77,13 @@ namespace OpenRA.Mods.RA
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public string GetCursor(World world, CPos xy, MouseInput mi)
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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{
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return world.Map.IsInMap(xy)
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if (world.Map.IsInMap(xy))
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&& FriendlyGuardableUnitsAtMouse(world, mi).Any()
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{
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? "guard"
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var targets = FriendlyGuardableUnitsAtMouse(world, mi);
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: "move-blocked";
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if (targets.Any() && (subjects.Count() > 1 || (subjects.Count() == 1 && subjects.First() != targets.First())))
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return "guard";
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}
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return "move-blocked";
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}
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}
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static IEnumerable<Actor> FriendlyGuardableUnitsAtMouse(World world, MouseInput mi)
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static IEnumerable<Actor> FriendlyGuardableUnitsAtMouse(World world, MouseInput mi)
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