Move Targetable*, Seeds/StoresResource(s) and two RenderBuilding traits to Mods.Common
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56
OpenRA.Mods.Common/Traits/TargetableUnit.cs
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56
OpenRA.Mods.Common/Traits/TargetableUnit.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor can be targeted.")]
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public class TargetableUnitInfo : ITraitInfo, ITargetableInfo
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{
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[Desc("Target type. Used for filtering (in)valid targets.")]
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public readonly string[] TargetTypes = { };
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public string[] GetTargetTypes() { return TargetTypes; }
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public bool RequiresForceFire = false;
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public virtual object Create(ActorInitializer init) { return new TargetableUnit(init.Self, this); }
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}
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public class TargetableUnit : ITargetable
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{
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readonly TargetableUnitInfo info;
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protected Cloak cloak;
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public TargetableUnit(Actor self, TargetableUnitInfo info)
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{
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this.info = info;
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cloak = self.TraitOrDefault<Cloak>();
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}
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public virtual bool TargetableBy(Actor self, Actor viewer)
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{
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if (cloak == null || !cloak.Cloaked)
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return true;
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return cloak.IsVisible(self, viewer.Owner);
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}
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public virtual string[] TargetTypes { get { return info.TargetTypes; } }
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public virtual IEnumerable<WPos> TargetablePositions(Actor self)
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{
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yield return self.CenterPosition;
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}
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public bool RequiresForceFire { get { return info.RequiresForceFire; } }
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}
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}
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