convert nuke to use generic SelectTarget
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@@ -23,6 +23,7 @@ using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Effects;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits;
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using OpenRA.Orders;
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namespace OpenRA.Mods.RA.SupportPowers
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namespace OpenRA.Mods.RA.SupportPowers
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{
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{
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@@ -39,7 +40,8 @@ namespace OpenRA.Mods.RA.SupportPowers
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator = new SelectTarget();
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Game.controller.orderGenerator =
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new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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}
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}
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@@ -67,38 +69,6 @@ namespace OpenRA.Mods.RA.SupportPowers
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FinishActivate();
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FinishActivate();
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}
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}
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public SelectTarget() { }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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yield return new Order("NuclearMissile", world.LocalPlayer.PlayerActor, xy);
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}
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public void Tick(World world)
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{
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var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<NukeSilo>()
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.Any();
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if (!hasStructure)
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Game.controller.CancelInputMode();
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}
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "nuke"; }
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}
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}
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}
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// tag trait for the building
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// tag trait for the building
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