Remove order.TargetActor from Repairable.
This commit is contained in:
@@ -92,41 +92,49 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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if (order.OrderString == "Repair")
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if (order.OrderString == "Repair")
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{
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{
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if (!CanRepairAt(order.TargetActor) || (!CanRepair() && !CanRearm()))
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// Repair orders are only valid for own/allied actors,
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// which are guaranteed to never be frozen.
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if (order.Target.Type != TargetType.Actor)
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return;
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return;
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var target = Target.FromOrder(self.World, order);
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if (!CanRepairAt(order.Target.Actor) || (!CanRepair() && !CanRearm()))
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self.SetTargetLine(target, Color.Green);
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return;
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self.SetTargetLine(order.Target, Color.Green);
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self.CancelActivity();
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self.CancelActivity();
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self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, target),
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self.QueueActivity(new WaitForTransport(self, ActivityUtils.SequenceActivities(new MoveAdjacentTo(self, order.Target),
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new CallFunc(() => AfterReachActivities(self, order, movement)))));
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new CallFunc(() => AfterReachActivities(self, order, movement)))));
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TryCallTransport(self, target, new CallFunc(() => AfterReachActivities(self, order, movement)));
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TryCallTransport(self, order.Target, new CallFunc(() => AfterReachActivities(self, order, movement)));
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}
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}
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}
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}
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void AfterReachActivities(Actor self, Order order, IMove movement)
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void AfterReachActivities(Actor self, Order order, IMove movement)
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{
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{
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if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.TraitsImplementing<RepairsUnits>().All(r => r.IsTraitDisabled))
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if (order.Target.Type != TargetType.Actor)
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return;
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var targetActor = order.Target.Actor;
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if (!targetActor.IsInWorld || targetActor.IsDead || targetActor.TraitsImplementing<RepairsUnits>().All(r => r.IsTraitDisabled))
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return;
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return;
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// TODO: This is hacky, but almost every single component affected
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// TODO: This is hacky, but almost every single component affected
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// will need to be rewritten anyway, so this is OK for now.
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// will need to be rewritten anyway, so this is OK for now.
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
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self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(targetActor.CenterPosition), targetActor));
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if (CanRearmAt(order.TargetActor) && CanRearm())
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if (CanRearmAt(targetActor) && CanRearm())
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self.QueueActivity(new Rearm(self));
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self.QueueActivity(new Rearm(self));
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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self.QueueActivity(new Repair(self, order.TargetActor, new WDist(512)));
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self.QueueActivity(new Repair(self, targetActor, new WDist(512)));
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
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var rp = targetActor.TraitOrDefault<RallyPoint>();
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if (rp != null)
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if (rp != null)
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{
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{
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self.QueueActivity(new CallFunc(() =>
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self.QueueActivity(new CallFunc(() =>
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{
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{
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self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
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self.SetTargetLine(Target.FromCell(self.World, rp.Location), Color.Green);
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self.QueueActivity(movement.MoveTo(rp.Location, order.TargetActor));
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self.QueueActivity(movement.MoveTo(rp.Location, targetActor));
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}));
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}));
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}
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}
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}
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}
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