Move everything Repair-related to Mods.Common
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63
OpenRA.Mods.Common/Orders/RepairOrderGenerator.cs
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63
OpenRA.Mods.Common/Orders/RepairOrderGenerator.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 System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public class RepairOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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return OrderInner(world, mi);
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}
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IEnumerable<Order> OrderInner(World world, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.FirstOrDefault(a => !world.FogObscures(a) && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor)
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&& a.TraitsImplementing<RepairableBuilding>().Any(t => !t.IsTraitDisabled));
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if (underCursor == null)
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yield break;
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if (underCursor.Info.Traits.Contains<RepairableBuildingInfo>()
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&& underCursor.GetDamageState() > DamageState.Undamaged)
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yield return new Order("RepairBuilding", world.LocalPlayer.PlayerActor, false) { TargetActor = underCursor };
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}
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}
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public void Tick(World world)
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{
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if (world.LocalPlayer != null &&
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world.LocalPlayer.WinState != WinState.Undefined)
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world.CancelInputMode();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, mi).Any()
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? "repair" : "repair-blocked";
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}
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}
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}
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