move CYard trait and UndeployMCV activity into mod
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@@ -20,6 +20,7 @@
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -63,16 +64,7 @@ namespace OpenRA.Traits
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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}
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/* todo: reimpl this properly */
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var facts = w.Queries.OwnedBy[self.Owner]
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.WithTrait<ConstructionYard>().Select(x => x.Actor);
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var primaryFact = facts.Where(y => y.traits.Get<Production>().IsPrimary);
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var fact = (primaryFact.Count() > 0) ? primaryFact.FirstOrDefault() : facts.FirstOrDefault();
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if (fact != null)
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fact.traits.Get<RenderBuilding>().PlayCustomAnim(fact, "build");
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PlayBuildAnim( self, unit );
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queue.FinishProduction(unit.Category);
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@@ -84,6 +76,20 @@ namespace OpenRA.Traits
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}
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim( Actor self, ActorInfo unit )
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{
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var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
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.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( unit.Category ) )
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.ToList();
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var producer = producers.Where( x => x.Trait.IsPrimary ).Concat( producers )
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.Select( x => x.Actor )
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.FirstOrDefault();
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if( producer != null )
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producer.traits.Get<RenderBuilding>().PlayCustomAnim( producer, "build" );
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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