Tidy TargetableUnit and subclasses.
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@@ -18,16 +18,15 @@ namespace OpenRA.Mods.RA
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{
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public readonly string[] TargetTypes = { };
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public virtual object Create( ActorInitializer init ) { return new TargetableUnit<TargetableUnitInfo>( init.self, this ); }
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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<Info> : ITargetable
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where Info : TargetableUnitInfo
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public class TargetableUnit : ITargetable
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{
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protected readonly Info info;
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protected Cloak Cloak;
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readonly TargetableUnitInfo info;
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protected Cloak cloak;
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public TargetableUnit( Actor self, Info info )
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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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ReceivedCloak(self);
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@@ -36,15 +35,15 @@ namespace OpenRA.Mods.RA
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// Arbitrary units can receive cloak via a crate during gameplay
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public void ReceivedCloak(Actor self)
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{
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Cloak = self.TraitOrDefault<Cloak>();
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cloak = self.TraitOrDefault<Cloak>();
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}
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public virtual bool TargetableBy(Actor self, Actor byActor)
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{
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if (Cloak == null)
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if (cloak == null || !cloak.Cloaked)
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return true;
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if (!Cloak.Cloaked || self.Owner == byActor.Owner || self.Owner.Stances[byActor.Owner] == Stance.Ally)
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if (self.Owner.IsAlliedWith(byActor.Owner))
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return true;
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a => (self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
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