Remove some duplication
This commit is contained in:
@@ -191,20 +191,5 @@ namespace OpenRA
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{
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{
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return new Order("CancelProduction", subject, item);
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return new Order("CancelProduction", subject, item);
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}
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}
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public static Order StartProduction(Player subject, string item, int count)
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{
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return new Order("StartProduction", subject.PlayerActor, new int2( count, 0 ), item );
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}
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public static Order PauseProduction(Player subject, string item, bool pause)
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{
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return new Order("PauseProduction", subject.PlayerActor, new int2( pause ? 1 : 0, 0 ), item);
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}
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public static Order CancelProduction(Player subject, string item)
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{
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return new Order("CancelProduction", subject.PlayerActor, item);
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}
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}
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}
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}
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}
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@@ -290,7 +290,7 @@ namespace OpenRA.Mods.RA
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var unit = ChooseRandomUnitToBuild(category);
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var unit = ChooseRandomUnitToBuild(category);
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if (unit != null)
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if (unit != null)
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{
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{
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Game.IssueOrder(Order.StartProduction(p, unit, 1));
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Game.IssueOrder(Order.StartProduction(queue.self, unit, 1));
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}
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}
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}
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}
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@@ -316,7 +316,7 @@ namespace OpenRA.Mods.RA
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else
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else
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{
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{
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state = BuildState.WaitForProduction;
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state = BuildState.WaitForProduction;
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Game.IssueOrder(Order.StartProduction(p, item, 1));
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Game.IssueOrder(Order.StartProduction(queue.self, item, 1));
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}
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}
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}
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}
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break;
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break;
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@@ -325,7 +325,7 @@ namespace OpenRA.Mods.RA
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if (currentBuilding == null) return; /* let it happen.. */
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if (currentBuilding == null) return; /* let it happen.. */
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else if (currentBuilding.Paused)
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else if (currentBuilding.Paused)
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Game.IssueOrder(Order.PauseProduction(p, currentBuilding.Item, false));
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Game.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
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else if (currentBuilding.Done)
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else if (currentBuilding.Done)
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{
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{
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state = BuildState.WaitForFeedback;
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state = BuildState.WaitForFeedback;
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@@ -336,7 +336,7 @@ namespace OpenRA.Mods.RA
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if (location == null)
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if (location == null)
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{
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{
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Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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Game.IssueOrder(Order.CancelProduction(p, currentBuilding.Item));
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Game.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item));
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}
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}
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else
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else
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{
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{
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