use new orders system in various traits
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70
OpenRA.Mods.RA/Orders/UnitOrderTargeter.cs
Executable file
70
OpenRA.Mods.RA/Orders/UnitOrderTargeter.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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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 OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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class UnitOrderTargeter : IOrderTargeter
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{
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readonly string cursor;
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readonly bool targetEnemyUnits, targetAllyUnits;
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public UnitOrderTargeter( string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits )
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{
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this.OrderID = order;
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this.OrderPriority = priority;
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this.cursor = cursor;
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this.targetEnemyUnits = targetEnemyUnits;
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this.targetAllyUnits = targetAllyUnits;
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}
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public string OrderID { get; private set; }
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public int OrderPriority { get; private set; }
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public virtual bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
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{
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if( self == null ) throw new ArgumentNullException( "self" );
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if( target == null ) throw new ArgumentNullException( "target" );
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cursor = this.cursor;
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var playerRelationship = self.Owner.Stances[ target.Owner ];
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if( !forceAttack && playerRelationship == Stance.Ally && !targetAllyUnits ) return false;
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if( !forceAttack && playerRelationship == Stance.Enemy && !targetEnemyUnits ) return false;
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return true;
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}
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public virtual bool CanTargetLocation( Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, ref string cursor )
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{
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return false;
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}
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}
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class UnitTraitOrderTargeter<T> : UnitOrderTargeter
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{
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public UnitTraitOrderTargeter( string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits )
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: base( order, priority, cursor, targetEnemyUnits, targetAllyUnits )
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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.HasTrait<T>() ) return false;
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return true;
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}
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}
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}
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