Move Shroud.IsTargetable to Player.
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@@ -49,6 +49,8 @@ namespace OpenRA
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public Shroud Shroud;
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public World World { get; private set; }
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readonly IFogVisibilityModifier[] fogVisibilities;
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CountryInfo ChooseCountry(World world, string name, bool requireSelectable = true)
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{
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var selectableCountries = world.Map.Rules.Actors["world"].Traits
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@@ -113,6 +115,9 @@ namespace OpenRA
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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Shroud = PlayerActor.Trait<Shroud>();
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fogVisibilities = PlayerActor.TraitsImplementing<IFogVisibilityModifier>()
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.ToArray();
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// Enable the bot logic on the host
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IsBot = botType != null;
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if (IsBot && Game.IsHost)
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@@ -157,6 +162,19 @@ namespace OpenRA
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return a.Trait<IDefaultVisibility>().IsVisible(a, this);
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}
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public bool CanTargetActor(Actor a)
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{
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if (HasFogVisibility)
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return true;
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, this)))
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return false;
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return a.Trait<IDefaultVisibility>().IsVisible(a, this);
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}
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public bool HasFogVisibility { get { return fogVisibilities.Any(f => f.HasFogVisibility(this)); } }
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#region Scripting interface
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Lazy<ScriptPlayerInterface> luaInterface;
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@@ -33,8 +33,6 @@ namespace OpenRA.Traits
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readonly CellLayer<short> generatedShroudCount;
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readonly CellLayer<bool> explored;
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readonly Lazy<IFogVisibilityModifier[]> fogVisibilities;
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// Cache of visibility that was added, so no matter what crazy trait code does, it
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// can't make us invalid.
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readonly Dictionary<Actor, CPos[]> visibility = new Dictionary<Actor, CPos[]>();
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@@ -62,8 +60,6 @@ namespace OpenRA.Traits
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self.World.ActorAdded += a => { CPos[] shrouded = null; AddShroudGeneration(a, ref shrouded); };
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self.World.ActorRemoved += RemoveShroudGeneration;
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fogVisibilities = Exts.Lazy(() => self.TraitsImplementing<IFogVisibilityModifier>().ToArray());
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shroudEdgeTest = map.Contains;
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isExploredTest = IsExploredCore;
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isVisibleTest = IsVisibleCore;
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@@ -389,22 +385,6 @@ namespace OpenRA.Traits
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}
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}
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public bool IsTargetable(Actor a)
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{
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if (HasFogVisibility())
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return true;
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
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return false;
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return GetVisOrigins(a).Any(IsVisible);
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}
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public bool HasFogVisibility()
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{
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return fogVisibilities.Value.Any(f => f.HasFogVisibility(self.Owner));
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}
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public bool Contains(MPos uv)
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{
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// Check that uv is inside the map area. There is nothing special
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