Everything is now OpenRA, not OpenRa
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102
OpenRA.Game/Orders/UnitOrderGenerator.cs
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102
OpenRA.Game/Orders/UnitOrderGenerator.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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 System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Orders
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{
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class UnitOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order( World world, int2 xy, MouseInput mi )
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{
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foreach( var unit in Game.controller.selection.Actors )
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{
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var ret = unit.Order( xy, mi );
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if( ret != null )
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yield return ret;
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}
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}
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public void Tick( World world ) {}
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public void Render( World world )
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{
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foreach( var a in Game.controller.selection.Actors )
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world.WorldRenderer.DrawSelectionBox( a, Color.White, true );
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}
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public string GetCursor( World world, int2 xy, MouseInput mi )
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{
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return ChooseCursor(world, mi);
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}
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string ChooseCursor( World world, MouseInput mi )
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{
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var p = Game.controller.MousePosition;
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var c = Order(world, p.ToInt2(), mi)
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.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
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.FirstOrDefault(a => a != null);
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return c ??
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(world.SelectActorsInBox(Game.CellSize * p,
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Game.CellSize * p).Any()
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? "select" : "default");
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}
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string CursorForOrderString(string s, Actor a, int2 location)
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{
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switch (s)
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{
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case "Attack": return "attack";
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case "Heal": return "heal";
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case "C4": return "c4";
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case "Move":
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if (a.traits.GetOrDefault<IMovement>().CanEnterCell(location))
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return "move";
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else
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return "move-blocked";
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case "DeployTransform":
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var depInfo = a.Info.Traits.Get<TransformsOnDeployInfo>();
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var transInfo = Rules.Info[depInfo.TransformsInto];
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if (transInfo.Traits.Contains<BuildingInfo>())
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{
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var bi = transInfo.Traits.Get<BuildingInfo>();
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if (!a.World.CanPlaceBuilding(depInfo.TransformsInto, bi, a.Location + new int2(depInfo.Offset[0], depInfo.Offset[1]), a))
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return "deploy-blocked";
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}
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return "deploy";
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case "Deploy": return "deploy";
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case "Enter": return "enter";
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case "EnterTransport": return "enter";
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case "Deliver": return "enter";
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case "Infiltrate": return "enter";
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case "Capture": return "capture";
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case "Harvest": return "attackmove";
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case "Steal" : return "enter";
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default:
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return null;
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}
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}
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}
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}
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