add stance cycling on 'z'
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.RA
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public enum UnitStance { HoldFire, ReturnFire, AttackAnything };
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public class AutoTarget : INotifyIdle, INotifyDamage, ITick
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public class AutoTarget : INotifyIdle, INotifyDamage, ITick, IResolveOrder
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{
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readonly AutoTargetInfo Info;
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readonly AttackBase attack;
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@@ -38,6 +38,12 @@ namespace OpenRA.Mods.RA
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attack = self.Trait<AttackBase>();
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "SetUnitStance")
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stance = (UnitStance)order.TargetLocation.X;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!self.IsIdle) return;
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@@ -27,6 +27,7 @@ namespace OpenRA.Mods.RA.Widgets
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public string StopKey = "s";
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public string ScatterKey = "x";
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public string DeployKey = "f";
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public string StanceCycleKey = "z";
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public string BaseCycleKey = "backspace";
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public readonly OrderManager OrderManager;
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@@ -38,6 +39,7 @@ namespace OpenRA.Mods.RA.Widgets
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public override string GetCursor(int2 pos) { return null; }
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public override Rectangle GetEventBounds() { return Rectangle.Empty; }
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public override bool HandleKeyPress(KeyInput e)
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{
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if (World == null) return false;
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@@ -67,6 +69,9 @@ namespace OpenRA.Mods.RA.Widgets
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if (e.KeyName == DeployKey)
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return PerformDeploy();
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if (e.KeyName == StanceCycleKey)
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return PerformStanceCycle();
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}
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return false;
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@@ -115,6 +120,28 @@ namespace OpenRA.Mods.RA.Widgets
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return true;
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}
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bool PerformStanceCycle()
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{
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var actor = World.Selection.Actors
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.Where(a => a.Owner == World.LocalPlayer)
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.Select(a => Pair.New( a, a.TraitOrDefault<AutoTarget>() ))
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.Where(a => a.Second != null).FirstOrDefault();
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if (actor.First == null)
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return true;
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var stances = (UnitStance[])Enum.GetValues(typeof(UnitStance));
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var nextStance = stances.Concat(stances).SkipWhile(s => s != actor.Second.stance).Skip(1).First();
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PerformKeyboardOrderOnSelection(a =>
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new Order("SetUnitStance", a, false) { TargetLocation = new int2((int)nextStance, 0) });
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Game.Debug( "Unit stance set to: {0}".F(nextStance) );
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return true;
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}
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bool CycleBases()
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{
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var bases = World.ActorsWithTrait<BaseBuilding>()
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