Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
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102
OpenRA.Mods.RA/Infiltration/Infiltrates.cs
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102
OpenRA.Mods.RA/Infiltration/Infiltrates.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Infiltration
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{
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class InfiltratesInfo : ITraitInfo
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{
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public readonly string[] Types = { };
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public object Create(ActorInitializer init) { return new Infiltrates(this); }
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}
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class Infiltrates : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly InfiltratesInfo info;
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public Infiltrates(InfiltratesInfo info)
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{
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this.info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new TargetTypeOrderTargeter(info.Types, "Infiltrate", 7, "enter", true, false); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "Infiltrate")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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bool IsValidOrder(Actor self, Order order)
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{
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// Not targeting an actor
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if (order.ExtraData == 0 && order.TargetActor == null)
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return false;
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ActorInfo ai;
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if (order.ExtraData != 0)
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{
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// Targeted an actor under the fog
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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if (frozenLayer == null)
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return false;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return false;
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ai = frozen.Info;
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}
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else
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ai = order.TargetActor.Info;
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var i = ai.Traits.GetOrDefault<ITargetableInfo>();
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return i != null && i.GetTargetTypes().Intersect(info.Types).Any();
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Infiltrate" && IsValidOrder(self, order)
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? "Attack" : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "Infiltrate" || !IsValidOrder(self, order))
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return;
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor)
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Enter(target.Actor, new Infiltrate(target.Actor)));
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}
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}
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}
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