Move everything Bridge-related to Mods.Common
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101
OpenRA.Mods.Common/Traits/RepairsBridges.cs
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101
OpenRA.Mods.Common/Traits/RepairsBridges.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 OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Can enter a BridgeHut to trigger a repair.")]
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class RepairsBridgesInfo : TraitInfo<RepairsBridges> { }
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class RepairsBridges : IIssueOrder, IResolveOrder, IOrderVoice
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{
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new RepairBridgeOrderTargeter(); }
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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 == "RepairBridge")
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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return null;
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString != "RepairBridge")
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return null;
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var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
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if (hut == null)
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return null;
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return hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling ? null : "Attack";
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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 == "RepairBridge")
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{
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var hut = order.TargetActor.TraitOrDefault<BridgeHut>();
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if (hut == null)
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return;
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if (hut.BridgeDamageState == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
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return;
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self.SetTargetLine(Target.FromOrder(self.World, order), Color.Yellow);
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self.CancelActivity();
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self.QueueActivity(new RepairBridge(self, order.TargetActor));
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}
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}
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class RepairBridgeOrderTargeter : UnitOrderTargeter
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{
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public RepairBridgeOrderTargeter()
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: base("RepairBridge", 6, "goldwrench", true, true) { }
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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var hut = target.TraitOrDefault<BridgeHut>();
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if (hut == null)
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return false;
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// Require force attack to heal partially damaged bridges to avoid unnecessary cursor noise
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var damage = hut.BridgeDamageState;
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if (!modifiers.HasModifier(TargetModifiers.ForceAttack) && damage != DamageState.Dead)
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return false;
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// Obey force moving onto bridges
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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// Can't repair a bridge that is undamaged, already under repair, or dangling
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if (damage == DamageState.Undamaged || hut.Repairing || hut.Bridge.IsDangling)
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cursor = "goldwrench-blocked";
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return true;
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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// TODO: Bridges don't yet support FrozenUnderFog.
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return false;
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}
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}
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}
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}
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