fix weird crap in ConstructionYard (badly named: just undeploys)
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@@ -18,79 +18,32 @@
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*/
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*/
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#endregion
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Traits.Activities;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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class ConstructionYardInfo : ITraitInfo
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class ConstructionYardInfo : TraitInfo<ConstructionYard> { }
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public class ConstructionYard : IIssueOrder, IResolveOrder
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{
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{
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public readonly bool AllowUndeploy = true;
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public object Create(Actor self) { return new ConstructionYard(self); }
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}
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public class ConstructionYard : IIssueOrder, IResolveOrder, IMovement
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{
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readonly Actor self;
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public ConstructionYard(Actor self)
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{
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this.self = self;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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{
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if (!self.Info.Traits.Get<ConstructionYardInfo>().AllowUndeploy) return null;
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if (mi.Button == MouseButton.Left) return null;
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor != null)
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if (underCursor == self)
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{
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return new Order("Deploy", self);
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// force-move
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if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null;
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return null;
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if (!self.World.IsActorCrushableByActor(underCursor, self)) return null;
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}
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if (self.traits.GetOrDefault<IMovement>().CanEnterCell(xy))
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return new Order("Move", self, xy);
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else
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return 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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{
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{
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if (order.OrderString == "Move")
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if (order.OrderString == "Deploy")
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{
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{
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new UndeployMcv());
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self.QueueActivity(new UndeployMcv());
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}
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}
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}
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}
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// HACK: This should make reference to an MCV actor, and use of its Mobile trait
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public UnitMovementType GetMovementType() { return UnitMovementType.Wheel; }
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public bool CanEnterCell(int2 a)
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{
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if (!self.World.WorldActor.traits.Get<BuildingInfluence>().CanMoveHere(a)) return false;
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var crushable = true;
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foreach (Actor actor in self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a))
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{
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if (actor == self) continue;
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if (!self.World.IsActorCrushableByActor(actor, self))
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{
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crushable = false;
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break;
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}
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}
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if (!crushable) return false;
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return self.World.Map.IsInMap(a.X, a.Y) &&
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Rules.TerrainTypes[self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])]
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.GetCost(GetMovementType()) < float.PositiveInfinity;
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}
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}
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}
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/* tag trait for "bases": mcv/fact */
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/* tag trait for "bases": mcv/fact */
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