Move Targetable*, Seeds/StoresResource(s) and two RenderBuilding traits to Mods.Common
This commit is contained in:
@@ -1,41 +0,0 @@
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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.Mods.RA;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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public class TargetableAircraftInfo : TargetableUnitInfo
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{
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public readonly string[] GroundedTargetTypes = { };
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public override object Create(ActorInitializer init) { return new TargetableAircraft(init.Self, this); }
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}
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public class TargetableAircraft : TargetableUnit
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{
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readonly TargetableAircraftInfo info;
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readonly Actor self;
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public TargetableAircraft(Actor self, TargetableAircraftInfo info)
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: base(self, info)
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{
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this.info = info;
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this.self = self;
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}
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public override string[] TargetTypes
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{
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get { return (self.CenterPosition.Z > 0) ? info.TargetTypes
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: info.GroundedTargetTypes; }
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}
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}
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}
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@@ -1,49 +0,0 @@
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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 System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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public class TargetableBuildingInfo : ITraitInfo, ITargetableInfo, Requires<BuildingInfo>
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{
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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 object Create(ActorInitializer init) { return new TargetableBuilding(init.Self, this); }
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}
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public class TargetableBuilding : ITargetable
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{
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readonly TargetableBuildingInfo info;
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readonly Building building;
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public TargetableBuilding(Actor self, TargetableBuildingInfo info)
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{
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this.info = info;
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building = self.Trait<Building>();
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}
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public string[] TargetTypes { get { return info.TargetTypes; } }
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public bool TargetableBy(Actor self, Actor byActor) { return true; }
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public IEnumerable<WPos> TargetablePositions(Actor self)
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{
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return building.OccupiedCells().Select(c => self.World.Map.CenterOfCell(c.First));
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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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@@ -1,87 +0,0 @@
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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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Lets the actor spread resources around it in a circle.")]
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class SeedsResourceInfo : ITraitInfo
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{
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public readonly int Interval = 75;
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public readonly string ResourceType = "Ore";
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public readonly int MaxRange = 100;
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public object Create(ActorInitializer init) { return new SeedsResource(init.Self, this); }
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}
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class SeedsResource : ITick, ISeedableResource
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{
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readonly SeedsResourceInfo info;
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readonly ResourceType resourceType;
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readonly ResourceLayer resLayer;
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public SeedsResource(Actor self, SeedsResourceInfo info)
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{
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this.info = info;
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resourceType = self.World.WorldActor.TraitsImplementing<ResourceType>()
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.FirstOrDefault(t => t.Info.Name == info.ResourceType);
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if (resourceType == null)
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throw new InvalidOperationException("No such resource type `{0}`".F(info.ResourceType));
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resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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}
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int ticks;
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public void Tick(Actor self)
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{
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if (--ticks <= 0)
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{
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Seed(self);
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ticks = info.Interval;
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}
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}
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public void Seed(Actor self)
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{
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var cell = RandomWalk(self.Location, self.World.SharedRandom)
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.Take(info.MaxRange)
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.SkipWhile(p => resLayer.GetResource(p) == resourceType && resLayer.IsFull(p))
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.Cast<CPos?>().FirstOrDefault();
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if (cell != null && resLayer.CanSpawnResourceAt(resourceType, cell.Value))
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resLayer.AddResource(resourceType, cell.Value, 1);
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}
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static IEnumerable<CPos> RandomWalk(CPos p, MersenneTwister r)
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{
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for (;;)
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{
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var dx = r.Next(-1, 2);
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var dy = r.Next(-1, 2);
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if (dx == 0 && dy == 0)
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continue;
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p += new CVec(dx, dy);
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yield return p;
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}
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}
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}
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}
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@@ -1,57 +0,0 @@
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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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.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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