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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124
OpenRA.Mods.Common/Traits/EngineerRepair.cs
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124
OpenRA.Mods.Common/Traits/EngineerRepair.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.Collections.Generic;
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using System.Drawing;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Can instantly repair other actors, but gets consumed afterwards.")]
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class EngineerRepairInfo : TraitInfo<EngineerRepair> { }
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class EngineerRepair : IIssueOrder, IResolveOrder, IOrderVoice
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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, bool queued)
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{
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if (order.OrderID != "EngineerRepair")
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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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static 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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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "EngineerRepair" && IsValidOrder(self, order)
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? "Attack" : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "EngineerRepair" || !IsValidOrder(self, order))
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return;
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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.SetTargetLine(target, Color.Yellow);
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self.QueueActivity(new RepairBuilding(self, target.Actor));
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}
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class EngineerRepairOrderTargeter : UnitOrderTargeter
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{
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public EngineerRepairOrderTargeter()
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: base("EngineerRepair", 6, "goldwrench", false, true) { }
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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if (!target.HasTrait<EngineerRepairable>())
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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.GetDamageState() == DamageState.Undamaged)
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cursor = "goldwrench-blocked";
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return true;
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}
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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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if (!target.Info.Traits.Contains<EngineerRepairable>())
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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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[Desc("Eligible for instant repair.")]
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class EngineerRepairableInfo : TraitInfo<EngineerRepairable> { }
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class EngineerRepairable { }
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}
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