oops; forgot about the mouse buttons
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@@ -16,15 +16,22 @@ namespace OpenRa.Game.Traits.Activities
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public IActivity Tick(Actor self)
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{
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if (target == null || target.IsDead) return NextActivity;
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// todo: don't waste engineers on things that have been captured
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// between order issue time and the time we hit the building.
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if (target.Owner == self.Owner)
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{
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if (target.Health == target.Info.Strength)
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return NextActivity;
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target.Health += EngineerCapture.EngineerDamage;
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}
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else
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{
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target.Health -= EngineerCapture.EngineerDamage;
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if (target.Health <= 0)
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{
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target.Owner = self.Owner;
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target.Health = EngineerCapture.EngineerDamage;
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}
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}
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// the engineer is sacrificed.
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Game.world.AddFrameEndTask(w => w.Remove(self));
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@@ -12,6 +12,7 @@ namespace OpenRa.Game.Traits
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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.Right) return null;
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if (underCursor == null) return null;
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if (underCursor.Owner == self.Owner && !mi.Modifiers.HasModifier(Modifiers.Ctrl)) return null;
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if (!underCursor.traits.Contains<Building>()) return null;
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@@ -8,10 +8,13 @@ namespace OpenRa.Game.Traits
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{
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class EngineerCapture : IOrder
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{
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public const int EngineerDamage = 300;
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public const int EngineerDamage = 300; // todo: push into rules, as a weapon
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public EngineerCapture(Actor self) { }
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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.Right) return null;
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if (underCursor == null) return null;
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if (!underCursor.traits.Contains<Building>()) return null;
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@@ -26,7 +29,7 @@ namespace OpenRa.Game.Traits
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if (order.OrderString == "Enter" || order.OrderString == "Capture")
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{
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self.CancelActivity();
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self.QueueActivity(new Move(order.TargetActor, 2));
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self.QueueActivity(new Move(order.TargetActor, 1));
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self.QueueActivity(new CaptureBuilding(order.TargetActor));
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}
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}
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