Everything is now OpenRA, not OpenRa
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72
OpenRA.Game/Traits/Repairable.cs
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72
OpenRA.Game/Traits/Repairable.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;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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{
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class RepairableInfo : ITraitInfo
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{
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public object Create(Actor self) { return new Repairable(self); }
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}
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class Repairable : IIssueOrder, IResolveOrder
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{
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IDisposable reservation;
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public Repairable(Actor self) { }
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button != MouseButton.Right) return null;
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if (underCursor == null) return null;
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if (underCursor.Info.Name == "fix"
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&& underCursor.Owner == self.Owner
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&& !Reservable.IsReserved(underCursor))
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return new Order("Enter", self, underCursor);
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return 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 (reservation != null)
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{
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reservation.Dispose();
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reservation = null;
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}
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if (order.OrderString == "Enter")
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{
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if (Reservable.IsReserved(order.TargetActor))
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return;
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var res = order.TargetActor.traits.GetOrDefault<Reservable>();
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if (res != null) reservation = res.Reserve(self);
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self.CancelActivity();
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self.QueueActivity(new Move(((1 / 24f) * order.TargetActor.CenterLocation).ToInt2(), order.TargetActor));
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self.QueueActivity(new Rearm());
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self.QueueActivity(new Repair(true));
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}
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}
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}
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}
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