Fix chronoshift + chronotank = crash (Yo Dawg)
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@@ -96,6 +96,7 @@
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<Compile Include="GameRules\VoiceInfo.cs" />
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<Compile Include="Effects\IEffect.cs" />
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<Compile Include="Graphics\Minimap.cs" />
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<Compile Include="Orders\ChronoshiftSelfDestinationOrderGenerator.cs" />
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<Compile Include="Orders\ChronosphereSelectOrderGenerator.cs" />
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<Compile Include="Orders\IOrderSource.cs" />
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<Compile Include="Orders\LocalOrderSource.cs" />
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@@ -304,4 +305,4 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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</Project>
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@@ -0,0 +1,45 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Orders
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{
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class ChronoshiftSelfDestinationOrderGenerator : IOrderGenerator
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{
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public readonly Actor self;
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public ChronoshiftSelfDestinationOrderGenerator(Actor self)
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{
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this.self = self;
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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Game.controller.CancelInputMode();
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yield break;
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}
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yield return new Order("ChronoshiftSelf", self, null, xy, null);
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}
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public void Tick() { }
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public void Render()
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{
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Game.worldRenderer.DrawSelectionBox(self, Color.White, true);
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}
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public Cursor GetCursor(int2 xy, MouseInput mi)
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{
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if (!Game.LocalPlayer.Shroud.IsExplored(xy))
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return Cursor.MoveBlocked;
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var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
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return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked;
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}
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}
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}
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@@ -30,13 +30,17 @@ namespace OpenRa.Game.Traits
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{
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if (order.OrderString == "Deploy")
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{
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self);
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Game.controller.orderGenerator = new ChronoshiftSelfDestinationOrderGenerator(self);
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return;
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}
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var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
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if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
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if (order.OrderString == "ChronoshiftSelf" && movement.CanEnterCell(order.TargetLocation))
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{
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// Cannot chronoshift into unexplored location
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if (!Game.LocalPlayer.Shroud.IsExplored(order.TargetLocation))
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return;
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Game.controller.CancelInputMode();
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self.CancelActivity();
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self.QueueActivity(new Activities.Teleport(order.TargetLocation));
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