Issue repair orders to Repairable units via RepairOrderGenerator
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@@ -26,21 +26,35 @@ namespace OpenRA.Mods.Common.Orders
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return OrderInner(world, mi);
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}
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IEnumerable<Order> OrderInner(World world, MouseInput mi)
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static IEnumerable<Order> OrderInner(World world, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.FirstOrDefault(a => !world.FogObscures(a) && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor)
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&& a.TraitsImplementing<RepairableBuilding>().Any(t => !t.IsTraitDisabled));
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if (mi.Button != MouseButton.Left)
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yield break;
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if (underCursor == null)
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yield break;
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.FirstOrDefault(a => a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && !world.FogObscures(a));
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if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>()
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&& underCursor.GetDamageState() > DamageState.Undamaged)
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yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
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}
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if (underCursor == null)
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yield break;
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if (underCursor.GetDamageState() == DamageState.Undamaged)
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yield break;
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// Repair a building.
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if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>())
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yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
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// Test for generic Repairable (used on units).
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var repairable = underCursor.TraitOrDefault<Repairable>();
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if (repairable == null)
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yield break;
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// Find a building to repair at.
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var repairBuilding = repairable.FindRepairBuilding(underCursor);
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if (repairBuilding == null)
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yield break;
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yield return new Order("Repair", underCursor, false) { TargetActor = repairBuilding };
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}
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public void Tick(World world)
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