Merge Mods.RA into Mods.Cnc
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234
OpenRA.Mods.Cnc/Traits/Minelayer.cs
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234
OpenRA.Mods.Cnc/Traits/Minelayer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Cnc.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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public class MinelayerInfo : ITraitInfo
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{
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[ActorReference] public readonly string Mine = "minv";
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[ActorReference] public readonly HashSet<string> RearmBuildings = new HashSet<string> { "fix" };
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public readonly string AmmoPoolName = "primary";
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public readonly WDist MinefieldDepth = new WDist(1536);
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public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
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}
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public class Minelayer : IIssueOrder, IResolveOrder, IRenderAboveShroudWhenSelected, ISync
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{
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/* TODO: [Sync] when sync can cope with arrays! */
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public CPos[] Minefield = null;
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readonly Sprite tile;
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[Sync] CPos minefieldStart;
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public Minelayer(Actor self)
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{
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var tileset = self.World.Map.Tileset.ToLowerInvariant();
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tile = self.World.Map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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yield return new BeginMinefieldOrderTargeter();
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yield return new DeployOrderTargeter("PlaceMine", 5);
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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switch (order.OrderID)
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{
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case "BeginMinefield":
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var start = self.World.Map.CellContaining(target.CenterPosition);
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if (self.World.OrderGenerator is MinefieldOrderGenerator)
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((MinefieldOrderGenerator)self.World.OrderGenerator).AddMinelayer(self, start);
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else
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self.World.OrderGenerator = new MinefieldOrderGenerator(self, start);
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return new Order("BeginMinefield", self, false) { TargetLocation = start };
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case "PlaceMine":
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return new Order("PlaceMine", self, false) { TargetLocation = self.Location };
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default:
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return null;
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}
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "BeginMinefield")
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minefieldStart = order.TargetLocation;
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if (order.OrderString == "PlaceMine")
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{
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minefieldStart = order.TargetLocation;
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Minefield = new CPos[] { order.TargetLocation };
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self.CancelActivity();
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self.QueueActivity(new LayMines(self));
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}
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if (order.OrderString == "PlaceMinefield")
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{
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var movement = self.Trait<IPositionable>();
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Minefield = GetMinefieldCells(minefieldStart, order.TargetLocation,
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self.Info.TraitInfo<MinelayerInfo>().MinefieldDepth)
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.Where(p => movement.CanEnterCell(p, null, false)).ToArray();
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self.CancelActivity();
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self.QueueActivity(new LayMines(self));
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}
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}
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static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, WDist depth)
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{
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var mins = new CPos(Math.Min(start.X, end.X), Math.Min(start.Y, end.Y));
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var maxs = new CPos(Math.Max(start.X, end.X), Math.Max(start.Y, end.Y));
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/* TODO: proper endcaps, if anyone cares (which won't happen unless depth is large) */
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var p = end - start;
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var q = new float2(p.Y, -p.X);
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q = (start != end) ? (1 / q.Length) * q : new float2(1, 0);
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var c = -float2.Dot(q, new float2(start.X, start.Y));
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/* return all points such that |ax + by + c| < depth */
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for (var i = mins.X; i <= maxs.X; i++)
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for (var j = mins.Y; j <= maxs.Y; j++)
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if (Math.Abs(q.X * i + q.Y * j + c) * 1024 < depth.Length)
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yield return new CPos(i, j);
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}
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IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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if (self.Owner != self.World.LocalPlayer || Minefield == null)
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yield break;
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var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
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foreach (var c in Minefield)
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yield return new SpriteRenderable(tile, self.World.Map.CenterOfCell(c),
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WVec.Zero, -511, pal, 1f, true);
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}
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class MinefieldOrderGenerator : IOrderGenerator
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{
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readonly List<Actor> minelayers;
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readonly Sprite tileOk;
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readonly Sprite tileBlocked;
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readonly CPos minefieldStart;
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public MinefieldOrderGenerator(Actor a, CPos xy)
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{
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minelayers = new List<Actor>() { a };
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minefieldStart = xy;
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var tileset = a.World.Map.Tileset.ToLowerInvariant();
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tileOk = a.World.Map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
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tileBlocked = a.World.Map.Rules.Sequences.GetSequence("overlay", "build-invalid").GetSprite(0);
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}
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public void AddMinelayer(Actor a, CPos xy)
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{
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minelayers.Add(a);
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}
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public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button == Game.Settings.Game.MouseButtonPreference.Cancel)
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{
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world.CancelInputMode();
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yield break;
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}
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.Where(a => !world.FogObscures(a))
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.MaxByOrDefault(a => a.Info.HasTraitInfo<SelectableInfo>()
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? a.Info.TraitInfo<SelectableInfo>().Priority : int.MinValue);
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if (mi.Button == Game.Settings.Game.MouseButtonPreference.Action && underCursor == null)
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{
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minelayers.First().World.CancelInputMode();
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foreach (var minelayer in minelayers)
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yield return new Order("PlaceMinefield", minelayer, false) { TargetLocation = cell };
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}
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}
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public void Tick(World world)
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{
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minelayers.RemoveAll(minelayer => !minelayer.IsInWorld || minelayer.IsDead);
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if (!minelayers.Any())
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world.CancelInputMode();
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}
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CPos lastMousePos;
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world)
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{
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var minelayer = minelayers.FirstOrDefault(m => m.IsInWorld && !m.IsDead);
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if (minelayer == null)
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yield break;
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// We get the biggest depth so we cover all cells that mines could be placed on.
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var minefield = GetMinefieldCells(minefieldStart, lastMousePos,
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minelayers.Max(m => m.Info.TraitInfo<MinelayerInfo>().MinefieldDepth));
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var movement = minelayer.Trait<IPositionable>();
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var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
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foreach (var c in minefield)
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{
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var tile = movement.CanEnterCell(c, null, false) && !world.ShroudObscures(c) ? tileOk : tileBlocked;
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yield return new SpriteRenderable(tile, world.Map.CenterOfCell(c),
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WVec.Zero, -511, pal, 1f, true);
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}
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}
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public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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lastMousePos = cell; return "ability"; /* TODO */
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}
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}
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class BeginMinefieldOrderTargeter : IOrderTargeter
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{
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public string OrderID { get { return "BeginMinefield"; } }
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public int OrderPriority { get { return 5; } }
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public bool TargetOverridesSelection(TargetModifiers modifiers) { return true; }
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
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{
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if (target.Type != TargetType.Terrain)
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return false;
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var location = self.World.Map.CellContaining(target.CenterPosition);
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if (!self.World.Map.Contains(location))
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return false;
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cursor = "ability";
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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return !othersAtTarget.Any() && modifiers.HasModifier(TargetModifiers.ForceAttack);
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}
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public bool IsQueued { get; protected set; }
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}
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}
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}
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