more order targeters
This commit is contained in:
@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA
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get
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get
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{
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{
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yield return new EnterBuildingOrderTargeter<Building>( "CaptureBuilding", 5, true, false,
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yield return new EnterBuildingOrderTargeter<Building>( "CaptureBuilding", 5, true, false,
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target => target.Info.Traits.Get<BuildingInfo>().Capturable );
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_ => true, target => target.Info.Traits.Get<BuildingInfo>().Capturable );
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}
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}
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}
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}
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
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{
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{
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get
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get
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{
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{
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yield return new EnterBuildingOrderTargeter<IAcceptOre>( "Deliver", 5, false, true, _ => !IsEmpty );
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yield return new EnterBuildingOrderTargeter<IAcceptOre>( "Deliver", 5, false, true, _ => true, _ => !IsEmpty );
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yield return new HarvestOrderTargeter();
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yield return new HarvestOrderTargeter();
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}
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}
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}
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}
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@@ -8,18 +8,21 @@ namespace OpenRA.Mods.RA.Orders
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{
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{
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class EnterBuildingOrderTargeter<T> : UnitTraitOrderTargeter<T>
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class EnterBuildingOrderTargeter<T> : UnitTraitOrderTargeter<T>
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{
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{
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readonly Func<Actor, bool> canTarget;
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readonly Func<Actor, bool> useEnterCursor;
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readonly Func<Actor, bool> useEnterCursor;
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public EnterBuildingOrderTargeter( string order, int priority, bool targetEnemy, bool targetAlly, Func<Actor, bool> useEnterCursor )
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public EnterBuildingOrderTargeter( string order, int priority, bool targetEnemy, bool targetAlly,
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Func<Actor, bool> canTarget, Func<Actor, bool> useEnterCursor )
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: base( order, priority, "enter", targetEnemy, targetAlly )
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: base( order, priority, "enter", targetEnemy, targetAlly )
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{
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{
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this.canTarget = canTarget;
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this.useEnterCursor = useEnterCursor;
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this.useEnterCursor = useEnterCursor;
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}
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}
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public override bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
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public override bool CanTargetUnit( Actor self, Actor target, bool forceAttack, bool forceMove, ref string cursor )
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{
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{
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if( !base.CanTargetUnit( self, target, forceAttack, forceMove, ref cursor ) ) return false;
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if( !base.CanTargetUnit( self, target, forceAttack, forceMove, ref cursor ) ) return false;
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if( !canTarget( target ) ) return false;
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cursor = useEnterCursor( target ) ? "enter" : "enter-blocked";
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cursor = useEnterCursor( target ) ? "enter" : "enter-blocked";
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return true;
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return true;
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}
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}
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@@ -14,6 +14,8 @@ using OpenRA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Traits.Activities;
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using System.Drawing;
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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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namespace OpenRA.Mods.RA
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{
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{
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@@ -23,53 +25,51 @@ namespace OpenRA.Mods.RA
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public virtual object Create(ActorInitializer init) { return new Repairable(init.self); }
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public virtual object Create(ActorInitializer init) { return new Repairable(init.self); }
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}
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}
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class Repairable : IIssueOrder, IResolveOrder, IOrderCursor, IOrderVoice
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class Repairable : IIssueOrder2, IResolveOrder, IOrderVoice
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{
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{
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Health Health;
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readonly Actor self;
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readonly Health Health;
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public Repairable(Actor self)
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public Repairable(Actor self)
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{
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{
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this.self = self;
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Health = self.Trait<Health>();
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Health = self.Trait<Health>();
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}
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}
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public int OrderPriority(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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public IEnumerable<IOrderTargeter> Orders
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{
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{
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return 5;
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get { yield return new EnterBuildingOrderTargeter<Building>( "Repair", 5, false, true, target => CanRepairAt( target ), _ => CanRepair() ); }
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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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{
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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 (self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains(underCursor.Info.Name)
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target )
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&& underCursor.Owner == self.Owner)
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{
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return new Order("Repair", self, underCursor);
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if( order.OrderID == "Repair" )
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return new Order( order.OrderID, self, target.Actor );
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return null;
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return null;
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}
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}
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bool CanRepair(Actor self)
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bool CanRepairAt( Actor target )
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{
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return self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains( target.Info.Name );
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}
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bool CanRepair()
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{
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{
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var li = self.TraitOrDefault<LimitedAmmo>();
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var li = self.TraitOrDefault<LimitedAmmo>();
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return (Health.DamageState > DamageState.Undamaged || (li != null && !li.FullAmmo()) );
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return (Health.DamageState > DamageState.Undamaged || (li != null && !li.FullAmmo()) );
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}
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}
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public string CursorForOrder(Actor self, Order order)
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{
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if (order.OrderString != "Repair") return null;
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return CanRepair(self) ? "enter" : "enter-blocked";
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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{
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return (order.OrderString == "Repair" && CanRepair(self)) ? "Move" : null;
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return (order.OrderString == "Repair" && CanRepair()) ? "Move" : null;
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}
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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{
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{
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if (order.OrderString == "Repair")
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if (order.OrderString == "Repair")
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{
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{
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if (!CanRepair(self))
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if( !CanRepairAt( order.TargetActor ) || !CanRepair() )
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return;
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return;
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
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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;
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using OpenRA.Traits.Activities;
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using OpenRA.Traits.Activities;
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using System.Drawing;
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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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namespace OpenRA.Mods.RA
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{
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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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{
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[ActorReference]
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[ActorReference]
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public readonly string[] Buildings = { "spen", "syrd" };
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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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}
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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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{
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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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{
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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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}
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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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{
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if (mi.Button != MouseButton.Right) return null;
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if( order.OrderID == "RepairNear" )
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if (underCursor == null) return null;
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return new Order( order.OrderID, self, target.Actor );
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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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return null;
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return null;
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}
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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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{
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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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}
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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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public void ResolveOrder(Actor self, Order order)
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{
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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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{
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new Move(order.TargetActor, 1));
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self.QueueActivity(new Move(order.TargetActor, 1));
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