Add TransformsInto* traits to trigger construction yard undeploy.
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110
OpenRA.Mods.Common/Traits/Buildings/TransformsIntoRepairable.cs
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110
OpenRA.Mods.Common/Traits/Buildings/TransformsIntoRepairable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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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 OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Add to a building to expose a move cursor that triggers Transforms and issues a repair order to the transformed actor.")]
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public class TransformsIntoRepairableInfo : ConditionalTraitInfo, Requires<TransformsInfo>, Requires<IHealthInfo>
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{
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[ActorReference]
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[FieldLoader.Require]
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public readonly HashSet<string> RepairActors = new HashSet<string> { };
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[VoiceReference]
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public readonly string Voice = "Action";
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public override object Create(ActorInitializer init) { return new TransformsIntoRepairable(this); }
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}
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public class TransformsIntoRepairable : ConditionalTrait<TransformsIntoRepairableInfo>, IIssueOrder, IResolveOrder, IOrderVoice
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{
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Transforms[] transforms;
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IHealth health;
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public TransformsIntoRepairable(TransformsIntoRepairableInfo info)
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: base(info) { }
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protected override void Created(Actor self)
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{
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transforms = self.TraitsImplementing<Transforms>().ToArray();
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health = self.Trait<IHealth>();
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base.Created(self);
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}
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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if (!IsTraitDisabled)
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yield return new EnterAlliedActorTargeter<BuildingInfo>("Repair", 5, CanRepairAt, _ => CanRepair());
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}
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}
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bool CanRepair()
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{
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return health.DamageState > DamageState.Undamaged && transforms.Any(t => !t.IsTraitDisabled && !t.IsTraitPaused);
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}
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bool CanRepairAt(Actor target)
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{
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return Info.RepairActors.Contains(target.Info.Name);
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID == "Repair")
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return new Order(order.OrderID, self, target, queued);
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return null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (IsTraitDisabled || order.OrderString != "Repair")
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return;
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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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if (!CanRepairAt(order.Target.Actor) || !CanRepair())
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return;
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var currentTransform = self.CurrentActivity as Transform;
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var transform = transforms.FirstOrDefault(t => !t.IsTraitDisabled && !t.IsTraitPaused);
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if (transform == null && currentTransform == null)
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return;
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self.SetTargetLine(order.Target, Color.Green);
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var activity = currentTransform ?? transform.GetTransformActivity(self);
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activity.Queue(self, new IssueOrderAfterTransform(order.OrderString, order.Target));
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if (currentTransform == null)
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self.QueueActivity(order.Queued, activity);
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}
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Repair" && !IsTraitDisabled && CanRepair() ? Info.Voice : null;
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}
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}
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}
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