more order targeters
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@@ -13,43 +13,55 @@ using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using System.Drawing;
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using System.Collections.Generic;
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using OpenRA.Mods.RA.Orders;
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namespace OpenRA.Mods.RA
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{
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class RepairableNearInfo : TraitInfo<RepairableNear>, ITraitPrerequisite<HealthInfo>
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class RepairableNearInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
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{
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[ActorReference]
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public readonly string[] Buildings = { "spen", "syrd" };
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public object Create( ActorInitializer init ) { return new RepairableNear( init.self ); }
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}
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class RepairableNear : IIssueOrder, IResolveOrder, IOrderCursor
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class RepairableNear : IIssueOrder2, IResolveOrder
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{
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public int OrderPriority(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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readonly Actor self;
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public RepairableNear( Actor self ) { this.self = self; }
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public IEnumerable<IOrderTargeter> Orders
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{
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return 5;
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get
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{
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yield return new EnterBuildingOrderTargeter<Building>( "RepairNear", 5, false, true,
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target => CanRepairAt( target ), _ => ShouldRepair() );
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}
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
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{
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if (mi.Button != MouseButton.Right) return null;
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if (underCursor == null) return null;
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if (underCursor.Owner == self.Owner &&
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self.Info.Traits.Get<RepairableNearInfo>().Buildings.Contains( underCursor.Info.Name ) &&
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self.GetDamageState() > DamageState.Undamaged)
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return new Order("Enter", self, underCursor);
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if( order.OrderID == "RepairNear" )
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return new Order( order.OrderID, self, target.Actor );
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return null;
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}
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public string CursorForOrder(Actor self, Order order)
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bool CanRepairAt( Actor target )
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{
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return (order.OrderString == "Enter") ? "enter" : null;
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return self.Info.Traits.Get<RepairableNearInfo>().Buildings.Contains( target.Info.Name );
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}
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bool ShouldRepair()
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{
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return self.GetDamageState() > DamageState.Undamaged;
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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 == "Enter")
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if (order.OrderString == "RepairNear" && CanRepairAt(order.TargetActor) && ShouldRepair())
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{
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self.CancelActivity();
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self.QueueActivity(new Move(order.TargetActor, 1));
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