Fall back to target cell if there are no valid orders against the target actor.
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@@ -41,7 +41,7 @@ namespace OpenRA.Orders
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var target = TargetForInput(world, xy, mi);
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var target = TargetForInput(world, xy, mi);
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var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
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var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
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var orders = world.Selection.Actors
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var orders = world.Selection.Actors
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.Select(a => OrderForUnit(a, target, actorsAt, mi))
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.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
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.Where(o => o != null)
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.Where(o => o != null)
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.ToList();
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.ToList();
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@@ -73,7 +73,7 @@ namespace OpenRA.Orders
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useSelect = true;
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useSelect = true;
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var ordersWithCursor = world.Selection.Actors
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var ordersWithCursor = world.Selection.Actors
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.Select(a => OrderForUnit(a, target, actorsAt, mi))
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.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
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.Where(o => o != null && o.Cursor != null);
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.Where(o => o != null && o.Cursor != null);
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var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
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var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
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@@ -93,14 +93,19 @@ namespace OpenRA.Orders
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var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
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var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
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var underCursor = world.Selection.Actors.WithHighestSelectionPriority();
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var underCursor = world.Selection.Actors.WithHighestSelectionPriority();
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var o = OrderForUnit(underCursor, target, actorsAt, mi);
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var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
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if (o != null && o.Order.OverrideSelection)
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if (o != null && o.Order.OverrideSelection)
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return false;
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return false;
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return true;
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return true;
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}
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}
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static UnitOrderResult OrderForUnit(Actor self, Target target, List<Actor> actorsAt, MouseInput mi)
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/// <summary>
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/// Returns the most appropriate order for a given actor and target.
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/// First priority is given to orders that interact with the given actors.
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/// Second priority is given to actors in the given cell.
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/// </summary>
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static UnitOrderResult OrderForUnit(Actor self, Target target, List<Actor> actorsAt, CPos xy, MouseInput mi)
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{
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{
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if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action)
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if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action)
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return null;
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return null;
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@@ -122,10 +127,13 @@ namespace OpenRA.Orders
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if (mi.Modifiers.HasModifier(Modifiers.Alt))
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if (mi.Modifiers.HasModifier(Modifiers.Alt))
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modifiers |= TargetModifiers.ForceMove;
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modifiers |= TargetModifiers.ForceMove;
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foreach (var o in self.TraitsImplementing<IIssueOrder>()
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var orders = self.TraitsImplementing<IIssueOrder>()
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.SelectMany(trait => trait.Orders
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.SelectMany(trait => trait.Orders.Select(x => new { Trait = trait, Order = x }))
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.Select(x => new { Trait = trait, Order = x }))
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.OrderByDescending(x => x.Order.OrderPriority);
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.OrderByDescending(x => x.Order.OrderPriority))
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for (var i = 0; i < 2; i++)
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{
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foreach (var o in orders)
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{
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{
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var localModifiers = modifiers;
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var localModifiers = modifiers;
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string cursor = null;
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string cursor = null;
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@@ -133,6 +141,10 @@ namespace OpenRA.Orders
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return new UnitOrderResult(self, o.Order, o.Trait, cursor, target);
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return new UnitOrderResult(self, o.Order, o.Trait, cursor, target);
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}
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}
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// No valid orders, so check for orders against the cell
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target = Target.FromCell(self.World, xy);
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}
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return null;
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return null;
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}
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}
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