removed old code
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@@ -1,60 +0,0 @@
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using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class RepairBuilding : IOrderGenerator
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{
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readonly Actor Producer;
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readonly BuildingInfo Building;
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public RepairBuilding(Actor producer, string name)
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{
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Producer = producer;
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Building = (BuildingInfo)Rules.UnitInfo[name];
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var actorBuilding = Game.FindUnits(xy.ToFloat2(), xy.ToFloat2())
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.FirstOrDefault(a => a.traits.Contains<RenderBuilding>());
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yield return new Order("RepairBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
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}
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else // rmb
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{
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Game.world.AddFrameEndTask(_ => { Game.controller.orderGenerator = null; });
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}
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}
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public void Tick()
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{
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//var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem(Rules.UnitCategory[Building.Name]);
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//if (producing == null || producing.Item != Building.Name || producing.RemainingTime != 0)
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//Game.world.AddFrameEndTask(_ => { Game.controller.orderGenerator = null; });
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//const int ticksPerPoint = 15;
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//const int hpPerPoint = 8;
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//int remainingTicks = ticksPerPoint;
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// if (--remainingTicks == 0)
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// {
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// self.Health += hpPerPoint;
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// if (self.Health >= self.Info.Strength)
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// {
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// self.Health = self.Info.Strength;
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// return NextActivity;
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// }
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}
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public void Render()
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{
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//Game.worldRenderer.uiOverlay.DrawBuildingGrid(Building);
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}
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}
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}
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