Make the ICrushable interface a bit more sane, plus correct defaults for infantry
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@@ -243,9 +243,7 @@ namespace OpenRa.Game
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{
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return a != null &&
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a.traits.WithInterface<ICrushable>()
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.Any(c => c.CrushableBy(umt) &&
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((c.IsCrushableByEnemy() && a.Owner != Game.LocalPlayer) ||
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(c.IsCrushableByFriend() && a.Owner == Game.LocalPlayer)));
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.Any(c => c.IsCrushableBy(umt, a.Owner));
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}
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public static bool IsWater(int2 a)
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@@ -1,7 +1,7 @@
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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 OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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@@ -13,24 +13,15 @@ namespace OpenRa.Game.Traits
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this.self = self;
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}
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public bool IsCrushableByFriend()
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{
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// HACK: should be false
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return true;
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}
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public bool IsCrushableByEnemy()
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{
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// HACK: should be based off crushable tag
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return true;
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}
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public void OnCrush(Actor crusher)
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{
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self.InflictDamage(crusher, self.Health, Rules.WarheadInfo["Crush"]);
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}
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public bool CrushableBy(UnitMovementType umt)
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public bool IsCrushableBy(UnitMovementType umt, Player player)
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{
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if (player == Game.LocalPlayer) return false;
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if (!(self.Info as InfantryInfo).Crushable) return false;
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switch (umt)
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{
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case UnitMovementType.Track: return true;
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@@ -61,9 +61,7 @@ namespace OpenRa.Game.Traits
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interface ICrushable
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{
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bool IsCrushableByFriend();
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bool IsCrushableByEnemy();
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void OnCrush(Actor crusher);
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bool CrushableBy(UnitMovementType umt);
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bool IsCrushableBy(UnitMovementType umt, Player player);
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}
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}
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