FIX setup done for Plane/Helicopter
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@@ -9,6 +9,14 @@ namespace OpenRa.Game.Traits
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public IDisposable reservation;
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public Helicopter(Actor self) {}
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// todo: push into data!
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static bool HeliCanEnter(Actor a)
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{
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if (a.Info == Rules.UnitInfo["HPAD"]) return true;
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if (a.Info == Rules.UnitInfo["FIX"]) return true;
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return false;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left) return null;
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@@ -16,7 +24,7 @@ namespace OpenRa.Game.Traits
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if (underCursor == null)
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return new Order("Move", self, null, xy, null);
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if (underCursor.Info == Rules.UnitInfo["HPAD"]
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if (HeliCanEnter(underCursor)
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&& underCursor.Owner == self.Owner
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&& !Reservable.IsReserved(underCursor))
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return new Order("Enter", self, underCursor, int2.Zero, null);
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@@ -54,7 +62,8 @@ namespace OpenRa.Game.Traits
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self.QueueActivity(new HeliFly(order.TargetActor.CenterLocation + offsetVec));
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self.QueueActivity(new Turn(self.Info.InitialFacing));
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self.QueueActivity(new HeliLand(false));
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self.QueueActivity(new Rearm());
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self.QueueActivity(order.TargetActor.Info == Rules.UnitInfo["HPAD"]
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? (IActivity)new Rearm() : new Repair());
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}
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}
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@@ -12,13 +12,21 @@ namespace OpenRa.Game.Traits
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public Plane(Actor self) {}
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// todo: push into data!
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static bool PlaneCanEnter(Actor a)
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{
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if (a.Info == Rules.UnitInfo["AFLD"]) return true;
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if (a.Info == Rules.UnitInfo["FIX"]) return true;
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return false;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor == null)
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return new Order("Move", self, null, xy, null);
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if (underCursor.Info == Rules.UnitInfo["AFLD"]
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if (PlaneCanEnter(underCursor)
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&& underCursor.Owner == self.Owner
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&& !Reservable.IsReserved(underCursor))
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return new Order("Enter", self, underCursor, int2.Zero, null);
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@@ -51,18 +59,12 @@ namespace OpenRa.Game.Traits
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self.CancelActivity();
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self.QueueActivity(new ReturnToBase(self, order.TargetActor));
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self.QueueActivity(new Rearm()); /* todo: something else when it's FIX rather than AFLD */
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self.QueueActivity(order.TargetActor.Info == Rules.UnitInfo["AFLD"]
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? (IActivity)new Rearm() : new Repair());
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}
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}
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public UnitMovementType GetMovementType()
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{
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return UnitMovementType.Fly;
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}
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public bool CanEnterCell(int2 location)
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{
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return true; // Planes can go anywhere (?)
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}
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public UnitMovementType GetMovementType() { return UnitMovementType.Fly; }
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public bool CanEnterCell(int2 location) { return true; }
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}
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}
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