Add Unit stance hotkeys, remove Cycle Stance hotkey
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@@ -69,8 +69,9 @@ namespace OpenRA.Mods.Common.Widgets
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if (key == ks.DeployKey)
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return PerformDeploy();
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if (key == ks.StanceCycleKey)
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return PerformStanceCycle();
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var stanceKeyIdx = new Hotkey[] { ks.StanceHoldFireKey, ks.StanceReturnFireKey, ks.StanceDefendKey, ks.StanceAttackAnythingKey }.IndexOf(key);
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if (stanceKeyIdx > -1)
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return SetUnitStance((UnitStance)stanceKeyIdx);
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if (key == ks.GuardKey)
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return PerformGuard();
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@@ -129,36 +130,18 @@ namespace OpenRA.Mods.Common.Widgets
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return true;
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}
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bool PerformStanceCycle()
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bool SetUnitStance(UnitStance unitStance)
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{
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var actor = world.Selection.Actors
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.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
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.Select(a => Pair.New(a, a.TraitOrDefault<AutoTarget>()))
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.FirstOrDefault(a => a.Second != null);
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if (actor.First == null)
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return true;
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var ati = actor.First.Info.TraitInfoOrDefault<AutoTargetInfo>();
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if (ati == null || !ati.EnableStances)
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return false;
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var stances = Enum<UnitStance>.GetValues();
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var nextStance = stances.Concat(stances)
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.SkipWhile(s => s != actor.Second.PredictedStance)
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.Skip(1)
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.First();
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PerformKeyboardOrderOnSelection(a =>
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{
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var at = a.TraitOrDefault<AutoTarget>();
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if (at != null)
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at.PredictedStance = nextStance;
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at.PredictedStance = unitStance;
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return new Order("SetUnitStance", a, false) { ExtraData = (uint)nextStance };
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return new Order("SetUnitStance", a, false) { ExtraData = (uint)unitStance };
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});
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Game.AddChatLine(Color.White, "Battlefield Control", "Unit stance set to: {0}".F(nextStance));
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Game.AddChatLine(Color.White, "Battlefield Control", "Unit stance set to: {0}".F(unitStance));
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return true;
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}
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