Enable frozen order: EngineerRepair.
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@@ -28,28 +28,58 @@ namespace OpenRA.Mods.RA
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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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{
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{
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if (order.OrderID == "EngineerRepair")
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if (order.OrderID != "EngineerRepair")
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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return null;
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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bool IsValidOrder(Actor self, Order order)
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{
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// Not targeting a frozen actor
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if (order.ExtraData == 0 && order.TargetActor == null)
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return false;
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if (order.ExtraData != 0)
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{
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// Targeted an actor under the fog
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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if (frozenLayer == null)
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return false;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return false;
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return frozen.DamageState > DamageState.Undamaged;
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}
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return order.TargetActor.GetDamageState() > DamageState.Undamaged;
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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 == "EngineerRepair" &&
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return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
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order.TargetActor.GetDamageState() > DamageState.Undamaged) ? "Attack" : null;
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? "Attack" : 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 == "EngineerRepair" &&
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if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
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order.TargetActor.GetDamageState() > DamageState.Undamaged)
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return;
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{
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self.SetTargetLine(Target.FromOrder(order), Color.Yellow);
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var target = self.ResolveFrozenActorOrder(order, Color.Yellow);
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if (target.Type != TargetType.Actor)
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new Enter(order.TargetActor, new RepairBuilding(order.TargetActor)));
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}
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self.SetTargetLine(target, Color.Yellow);
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self.QueueActivity(new Enter(target.Actor, new RepairBuilding(target.Actor)));
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}
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}
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class EngineerRepairOrderTargeter : UnitOrderTargeter
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class EngineerRepairOrderTargeter : UnitOrderTargeter
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@@ -73,8 +103,16 @@ namespace OpenRA.Mods.RA
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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{
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// TODO: Not yet supported
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if (!target.Info.Traits.Contains<EngineerRepairable>())
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return false;
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return false;
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if (self.Owner.Stances[target.Owner] != Stance.Ally)
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return false;
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if (target.DamageState == DamageState.Undamaged)
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cursor = "goldwrench-blocked";
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return true;
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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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