use new orders system in various traits
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@@ -6,47 +6,35 @@
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Effects;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Effects;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.RA
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{
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class EngineerRepairInfo : TraitInfo<EngineerRepair> {}
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class EngineerRepair : IIssueOrder, IResolveOrder, IOrderCursor, IOrderVoice
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class EngineerRepair : IIssueOrder2, IResolveOrder, IOrderVoice
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{
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public int OrderPriority(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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return 5;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button != MouseButton.Right) return null;
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if (underCursor == null) return null;
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if (!CanRepair(self, underCursor)) return null;
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return new Order("EngineerRepair", self, underCursor);
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}
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bool CanRepair(Actor self, Actor a)
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{
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if (!a.HasTrait<Building>()) return false;
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return (self.Owner.Stances[a.Owner] == Stance.Ally);
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}
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public string CursorForOrder(Actor self, Order order)
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{
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if (order.OrderString != "EngineerRepair") return null;
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if (order.TargetActor == null) return null;
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return (order.TargetActor.GetDamageState() == DamageState.Undamaged) ? "goldwrench-blocked" : "goldwrench";
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new EngineerRepairOrderTargeter(); }
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}
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
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{
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if( order.OrderID == "EngineerRepair" )
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return new Order( order.OrderID, self, target.Actor );
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return null;
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "EngineerRepair"
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@@ -71,6 +59,23 @@ namespace OpenRA.Mods.RA
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self.QueueActivity(new Move(order.TargetActor.Location, order.TargetActor));
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self.QueueActivity(new RepairBuilding(order.TargetActor));
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}
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}
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}
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class EngineerRepairOrderTargeter : UnitTraitOrderTargeter<Building>
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{
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public EngineerRepairOrderTargeter()
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: base( "EngineerRepair", 6, "goldwrench", false, true )
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{
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}
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public override bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
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{
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if( !base.CanTargetUnit( self, target, forceAttack, forceMove, ref cursor ) ) return false;
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if( target.GetDamageState() > 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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