Implement enter behaviour for Infiltrates plus other cleanups.
This commit is contained in:
@@ -18,19 +18,17 @@ namespace OpenRA.Mods.RA.Activities
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class Infiltrate : Enter
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class Infiltrate : Enter
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{
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{
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readonly Actor target;
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readonly Actor target;
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readonly Stance validStances;
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readonly Cloak cloak;
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readonly Cloak cloak;
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readonly string notification;
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readonly Infiltrates infiltrates;
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public Infiltrate(Actor self, Actor target, EnterBehaviour enterBehaviour, Stance validStances, string notification)
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: base(self, target, enterBehaviour)
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public Infiltrate(Actor self, Actor target)
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: base(self, target, EnterBehaviour.Dispose)
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{
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{
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this.target = target;
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this.target = target;
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this.validStances = validStances;
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this.notification = notification;
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cloak = self.TraitOrDefault<Cloak>();
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cloak = self.TraitOrDefault<Cloak>();
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infiltrates = self.TraitOrDefault<Infiltrates>();
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}
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}
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protected override void OnInside(Actor self)
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protected override void OnInside(Actor self)
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@@ -39,7 +37,7 @@ namespace OpenRA.Mods.RA.Activities
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return;
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return;
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var stance = self.Owner.Stances[target.Owner];
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var stance = self.Owner.Stances[target.Owner];
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if (!infiltrates.Info.ValidStances.HasStance(stance))
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if (!validStances.HasStance(stance))
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return;
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return;
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if (cloak != null && cloak.Info.UncloakOnInfiltrate)
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if (cloak != null && cloak.Info.UncloakOnInfiltrate)
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@@ -48,10 +46,9 @@ namespace OpenRA.Mods.RA.Activities
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foreach (var t in target.TraitsImplementing<INotifyInfiltrated>())
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foreach (var t in target.TraitsImplementing<INotifyInfiltrated>())
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t.Infiltrated(target, self);
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t.Infiltrated(target, self);
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self.Dispose();
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if (!string.IsNullOrEmpty(notification))
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech",
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if (target.Info.HasTraitInfo<BuildingInfo>())
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notification, self.Owner.Faction.InternalName);
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Game.Sound.PlayToPlayer(self.Owner, "bldginf1.aud");
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}
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}
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}
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}
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}
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}
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@@ -8,22 +8,29 @@
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*/
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*/
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#endregion
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#endregion
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Scripting;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Scripting
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namespace OpenRA.Mods.RA.Scripting
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{
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{
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[ScriptPropertyGroup("Ability")]
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[ScriptPropertyGroup("Ability")]
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public class InfiltrateProperties : ScriptActorProperties
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public class InfiltrateProperties : ScriptActorProperties, Requires<InfiltratesInfo>
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{
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{
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readonly InfiltratesInfo info;
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public InfiltrateProperties(ScriptContext context, Actor self)
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public InfiltrateProperties(ScriptContext context, Actor self)
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: base(context, self)
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: base(context, self)
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{ }
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{
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info = Self.Info.TraitInfo<InfiltratesInfo>();
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}
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[Desc("Infiltrate the target actor.")]
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[Desc("Infiltrate the target actor.")]
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public void Infiltrate(Actor target)
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public void Infiltrate(Actor target)
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{
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{
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Self.QueueActivity(new Infiltrate(Self, target));
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Self.QueueActivity(new Infiltrate(Self, target, info.EnterBehaviour, info.ValidStances, info.Notification));
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}
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}
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}
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}
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}
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}
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@@ -12,6 +12,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -27,21 +28,28 @@ namespace OpenRA.Mods.RA.Traits
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[Desc("What diplomatic stances can be infiltrated by this actor.")]
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[Desc("What diplomatic stances can be infiltrated by this actor.")]
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public readonly Stance ValidStances = Stance.Neutral | Stance.Enemy;
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public readonly Stance ValidStances = Stance.Neutral | Stance.Enemy;
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[Desc("Behaviour when entering the structure.",
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[Desc("Notification to play when a building is infiltrated.")]
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public readonly string Notification = "BuildingInfiltrated";
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public object Create(ActorInitializer init) { return new Infiltrates(this); }
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public object Create(ActorInitializer init) { return new Infiltrates(this); }
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}
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}
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class Infiltrates : IIssueOrder, IResolveOrder, IOrderVoice
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class Infiltrates : IIssueOrder, IResolveOrder, IOrderVoice
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{
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{
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public readonly InfiltratesInfo Info;
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readonly InfiltratesInfo info;
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public Infiltrates(InfiltratesInfo info)
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public Infiltrates(InfiltratesInfo info)
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{
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{
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Info = info;
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this.info = info;
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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public IEnumerable<IOrderTargeter> Orders
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{
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{
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get { yield return new InfiltrationOrderTargeter(Info); }
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get { yield return new InfiltrationOrderTargeter(info); }
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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@@ -79,13 +87,13 @@ namespace OpenRA.Mods.RA.Traits
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else
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else
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targetTypes = order.TargetActor.GetEnabledTargetTypes();
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targetTypes = order.TargetActor.GetEnabledTargetTypes();
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return Info.Types.Overlaps(targetTypes);
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return info.Types.Overlaps(targetTypes);
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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{
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return order.OrderString == "Infiltrate" && IsValidOrder(self, order)
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return order.OrderString == "Infiltrate" && IsValidOrder(self, order)
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? Info.Voice : null;
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? info.Voice : null;
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}
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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@@ -95,14 +103,14 @@ namespace OpenRA.Mods.RA.Traits
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor
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if (target.Type != TargetType.Actor
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|| !Info.Types.Overlaps(target.Actor.GetAllTargetTypes()))
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|| !info.Types.Overlaps(target.Actor.GetAllTargetTypes()))
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return;
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return;
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if (!order.Queued)
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if (!order.Queued)
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self.CancelActivity();
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Infiltrate(self, target.Actor));
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self.QueueActivity(new Infiltrate(self, target.Actor, info.EnterBehaviour, info.ValidStances, info.Notification));
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}
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}
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}
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}
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