add ReservableProduction, to start fixing afld behavior.
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -98,6 +98,7 @@
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<Compile Include="Render\RenderBuildingTurreted.cs" />
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<Compile Include="Render\RenderUnit.cs" />
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<Compile Include="Render\RenderUnitTurreted.cs" />
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<Compile Include="ReservableProduction.cs" />
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<Compile Include="SupportPowers\AirstrikePower.cs" />
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<Compile Include="AttackFrontal.cs" />
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<Compile Include="AttackHeli.cs" />
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33
OpenRA.Mods.RA/ReservableProduction.cs
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33
OpenRA.Mods.RA/ReservableProduction.cs
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@@ -0,0 +1,33 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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// a small hack to teach Production about Reservable.
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public class ReservableProductionInfo : ProductionInfo, ITraitPrerequisite<ReservableInfo>
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{
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public override object Create(ActorInitializer init) { return new ReservableProduction(); }
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}
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class ReservableProduction : Production
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{
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public override bool Produce(Actor self, OpenRA.GameRules.ActorInfo producee)
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{
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if (Reservable.IsReserved(self))
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return false;
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return base.Produce(self, producee);
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}
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}
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}
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@@ -556,7 +556,7 @@ HPAD:
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RevealsShroud:
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Range: 5
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Bib:
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Production:
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ReservableProduction:
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SpawnOffset: 0,-4
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Produces: Plane
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BelowUnits:
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@@ -583,7 +583,7 @@ AFLD:
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Armor: heavy
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RevealsShroud:
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Range: 7
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Production:
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ReservableProduction:
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Produces: Plane
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BelowUnits:
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Reservable:
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