Restructuring orders.
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@@ -4,24 +4,33 @@ using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using IjwFramework.Types;
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using System.Drawing;
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using System.Drawing;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class Controller
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{
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public IOrderGenerator orderGenerator;
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void ApplyOrders(float2 xy, bool left)
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{
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var doVoice = true;
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if (orderGenerator != null)
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foreach (var order in orderGenerator.Order(xy.ToInt2(), left))
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{
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order.Apply(doVoice);
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doVoice = false;
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}
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public IOrderGenerator orderGenerator;
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void ApplyOrders(float2 xy, bool left)
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{
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var doVoice = null as Actor;
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if (orderGenerator != null)
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foreach( var order in orderGenerator.Order( xy.ToInt2(), left ) )
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{
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UnitOrders.ProcessOrder( order );
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if( order.Subject != null && order.Player == Game.LocalPlayer )
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doVoice = order.Subject;
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}
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if( doVoice != null )
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Game.PlaySound( Game.SovietVoices.First.GetNext() + GetVoiceSuffix( doVoice ), false );
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}
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static string GetVoiceSuffix( Actor unit )
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{
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var suffixes = new[] { ".r01", ".r03" };
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return suffixes[ unit.traits.Get<Traits.Mobile>().Voice ];
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}
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float2 dragStart, dragEnd;
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@@ -32,7 +41,7 @@ namespace OpenRa.Game
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if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
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{
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if (!(orderGenerator is PlaceBuilding))
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dragStart = dragEnd = xy;
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dragStart = dragEnd = xy;
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ApplyOrders(xy, true);
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}
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@@ -59,9 +68,9 @@ namespace OpenRa.Game
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/* update the cursor to reflect the thing under us - note this
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* needs to also happen when the *thing* changes, so per-frame hook */
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dragStart = dragEnd = xy;
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}
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if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
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}
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if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
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ApplyOrders(xy, false);
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}
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@@ -84,10 +93,10 @@ namespace OpenRa.Game
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if (uog != null && uog.selection.Count > 0
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&& uog.selection.Any(a => a.traits.Contains<Traits.Mobile>())
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&& uog.selection.All( a => a.Owner == Game.LocalPlayer ))
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{
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var umts = uog.selection.Select(a => a.traits.GetOrDefault<Mobile>())
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.Where(m => m != null)
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.Select(m => m.GetMovementType())
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{
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var umts = uog.selection.Select(a => a.traits.GetOrDefault<Mobile>())
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.Where(m => m != null)
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.Select(m => m.GetMovementType())
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.Distinct();
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if (!umts.Any( umt => Game.IsCellBuildable( dragEnd.ToInt2(), umt ) ))
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