some more overloads etc
This commit is contained in:
committed by
Chris Forbes
parent
c313920c7c
commit
981e57bde8
@@ -4,47 +4,57 @@ namespace OpenRA.Mods.RA
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{
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{
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public static class ActorExts
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public static class ActorExts
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{
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{
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public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
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public static bool AppearsFriendlyTo(this Actor self, Player toPlayer)
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{
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{
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if (self.HasTrait<Spy>())
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if (self.HasTrait<Spy>())
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{
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{
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if (self.Trait<Spy>().Disguised)
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if (self.Trait<Spy>().Disguised)
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{
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{
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//TODO: check if we can see through disguise
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//TODO: check if we can see through disguise
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if ( toActor.Owner.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Ally)
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if ( toPlayer.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Ally)
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return true;
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return true;
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}
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}
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else
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else
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{
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{
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if (toActor.Owner.Stances[self.Owner] == Stance.Ally)
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if (toPlayer.Stances[self.Owner] == Stance.Ally)
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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return toActor.Owner.Stances[self.Owner] == Stance.Ally;
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return toPlayer.Stances[self.Owner] == Stance.Ally;
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}
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public static bool AppearsHostileTo(this Actor self, Player toPlayer)
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{
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if (self.HasTrait<Spy>())
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{
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if (toPlayer.Stances[self.Owner] == Stance.Ally)
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return false;
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if (self.Trait<Spy>().Disguised)
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{
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//TODO: check if we can see through disguise
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if (toPlayer.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Enemy)
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return true;
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}
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else
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{
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if (toPlayer.Stances[self.Owner] == Stance.Enemy)
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return true;
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}
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return false;
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}
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return toPlayer.Stances[self.Owner] == Stance.Enemy;
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}
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}
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public static bool AppearsHostileTo(this Actor self, Actor toActor)
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public static bool AppearsHostileTo(this Actor self, Actor toActor)
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{
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{
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if (self.HasTrait<Spy>())
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return AppearsHostileTo(self, toActor.Owner);
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{
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}
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if (toActor.Owner.Stances[self.Owner] == Stance.Ally)
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return false;
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if (self.Trait<Spy>().Disguised)
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public static bool AppearsFriendlyTo(this Actor self, Actor toActor)
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{
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{
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//TODO: check if we can see through disguise
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return AppearsFriendlyTo(self, toActor.Owner);
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if ( toActor.Owner.Stances[self.Trait<Spy>().disguisedAsPlayer] == Stance.Enemy)
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return true;
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}
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else
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{
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if (toActor.Owner.Stances[self.Owner] == Stance.Enemy)
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return true;
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}
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return false;
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}
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return toActor.Owner.Stances[self.Owner] == Stance.Enemy;
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}
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}
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}
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}
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}
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}
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