Remove GenericSelectTarget
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@@ -17,16 +17,31 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public class GuardOrderGenerator : GenericSelectTarget
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public class GuardOrderGenerator : UnitOrderGenerator
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{
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readonly string orderName;
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readonly string cursor;
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readonly MouseButton expectedButton;
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IEnumerable<Actor> subjects;
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public GuardOrderGenerator(IEnumerable<Actor> subjects, string order, string cursor, MouseButton button)
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: base(subjects, order, cursor, button) { }
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protected override IEnumerable<Order> OrderInner(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button != ExpectedButton)
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yield break;
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orderName = order;
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this.cursor = cursor;
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expectedButton = button;
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this.subjects = subjects;
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}
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public override IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button != expectedButton)
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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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var target = FriendlyGuardableUnits(world, mi).FirstOrDefault();
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if (target == null)
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yield break;
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@@ -34,7 +49,7 @@ namespace OpenRA.Mods.Common.Orders
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world.CancelInputMode();
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var queued = mi.Modifiers.HasModifier(Modifiers.Shift);
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yield return new Order(OrderName, null, Target.FromActor(target), queued, null, subjects.Where(s => s != target).ToArray());
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yield return new Order(orderName, null, Target.FromActor(target), queued, null, subjects.Where(s => s != target).ToArray());
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}
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public override void SelectionChanged(World world, IEnumerable<Actor> selected)
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@@ -54,9 +69,17 @@ namespace OpenRA.Mods.Common.Orders
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var canGuard = FriendlyGuardableUnits(world, mi)
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.Any(a => multiple || a != subjects.First());
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return canGuard ? Cursor : "move-blocked";
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return canGuard ? cursor : "move-blocked";
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}
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public override bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
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{
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// Custom order generators always override selection
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return true;
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}
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public override bool ClearSelectionOnLeftClick { get { return false; } }
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static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
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{
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return world.ScreenMap.ActorsAtMouse(mi)
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