Move Enter and Repair Building activities, EngineerRepair trait and ActorExts to Mods.Common and extract IgnoresDisguise trait to its own file
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81
OpenRA.Mods.Common/ActorExts.cs
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81
OpenRA.Mods.Common/ActorExts.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 COPYING.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public static class ActorExts
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{
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public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
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{
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var stance = toActor.Owner.Stances[self.Owner];
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if (stance == Stance.Ally)
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return true;
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if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
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return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Ally;
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return stance == Stance.Ally;
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}
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public static bool AppearsHostileTo(this Actor self, Actor toActor)
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{
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var stance = toActor.Owner.Stances[self.Owner];
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if (stance == Stance.Ally)
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return false; /* otherwise, we'll hate friendly disguised spies */
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if (self.EffectiveOwner != null && self.EffectiveOwner.Disguised && !toActor.HasTrait<IgnoresDisguise>())
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return toActor.Owner.Stances[self.EffectiveOwner.Owner] == Stance.Enemy;
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return stance == Stance.Enemy;
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}
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public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLine)
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{
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// Not targeting a frozen actor
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if (order.ExtraData == 0)
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return Target.FromOrder(self.World, order);
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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 Target.Invalid;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return Target.Invalid;
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// Flashes the frozen proxy
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self.SetTargetLine(frozen, targetLine, true);
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// Target is still alive - resolve the real order
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if (frozen.Actor != null && frozen.Actor.IsInWorld)
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return Target.FromActor(frozen.Actor);
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if (!order.Queued)
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self.CancelActivity();
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var move = self.TraitOrDefault<IMove>();
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if (move != null)
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{
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// Move within sight range of the frozen actor
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var sight = self.TraitOrDefault<RevealsShroud>();
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var range = sight != null ? sight.Range : WRange.FromCells(2);
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self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range));
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}
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return Target.Invalid;
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}
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}
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}
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