add IgnoresDisguise; support it in AppearsHostileTo / AppearsFriendlyTo
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@@ -1,61 +1,48 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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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, Player toPlayer)
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{
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if (self.HasTrait<Spy>())
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{
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if (self.Trait<Spy>().Disguised)
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{
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//TODO: check if we can see through disguise
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if ( toPlayer.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Ally)
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return true;
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}
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else
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{
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if (toPlayer.Stances[self.Owner] == Stance.Ally)
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return true;
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}
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return false;
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}
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return toPlayer.Stances[self.Owner] == Stance.Ally;
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static bool IsDisguisedSpy( this Actor a )
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{
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return a.HasTrait<Spy>() && a.Trait<Spy>().Disguised;
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}
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public static bool AppearsHostileTo(this Actor self, Player toPlayer)
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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 (self.IsDisguisedSpy() && !toActor.HasTrait<IgnoresDisguise>())
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if ( toActor.Owner.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Ally)
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return true;
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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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if (self.HasTrait<Spy>())
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{
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if (toPlayer.Stances[self.Owner] == Stance.Ally)
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return false;
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if (self.Trait<Spy>().Disguised)
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{
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//TODO: check if we can see through disguise
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if (toPlayer.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Enemy)
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return true;
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}
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else
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{
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if (toPlayer.Stances[self.Owner] == Stance.Enemy)
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return true;
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}
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return false;
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}
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return toPlayer.Stances[self.Owner] == Stance.Enemy;
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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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return AppearsHostileTo(self, toActor.Owner);
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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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return AppearsFriendlyTo(self, toActor.Owner);
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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.IsDisguisedSpy() && !toActor.HasTrait<IgnoresDisguise>())
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if (toActor.Owner.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Enemy)
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return true;
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return stance == Stance.Enemy;
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}
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}
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}
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@@ -134,4 +134,7 @@ namespace OpenRA.Mods.RA
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return order.OrderString == "Disguise" ? "Attack" : null;
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}
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}
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class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> {}
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class IgnoresDisguise {}
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}
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@@ -25,6 +25,7 @@ DOG:
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CanAttackGround: no
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RenderInfantry:
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IdleAnimations: idle1,idle2
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IgnoresDisguise:
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E1:
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Inherits: ^Infantry
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