Give EngineerRepair(able) more generic names
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abcdefg30
parent
9b2e291a46
commit
f67b6f6cad
@@ -14,15 +14,15 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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class RepairBuilding : Enter
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class InstantRepair : Enter
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{
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readonly EngineerRepairInfo info;
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readonly InstantlyRepairsInfo info;
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Actor enterActor;
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IHealth enterHealth;
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EngineerRepairable enterEngineerRepariable;
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InstantlyRepairable enterInstantlyRepariable;
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public RepairBuilding(Actor self, in Target target, EngineerRepairInfo info)
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public InstantRepair(Actor self, in Target target, InstantlyRepairsInfo info)
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: base(self, target, info.TargetLineColor)
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{
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this.info = info;
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@@ -32,12 +32,12 @@ namespace OpenRA.Mods.Common.Activities
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{
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enterActor = targetActor;
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enterHealth = targetActor.TraitOrDefault<IHealth>();
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enterEngineerRepariable = targetActor.TraitOrDefault<EngineerRepairable>();
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enterInstantlyRepariable = targetActor.TraitOrDefault<InstantlyRepairable>();
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// Make sure we can still repair the target before entering
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// (but not before, because this may stop the actor in the middle of nowhere)
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var stance = self.Owner.RelationshipWith(enterActor.Owner);
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if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || enterEngineerRepariable == null || enterEngineerRepariable.IsTraitDisabled || !info.ValidRelationships.HasRelationship(stance))
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if (enterHealth == null || enterHealth.DamageState == DamageState.Undamaged || enterInstantlyRepariable == null || enterInstantlyRepariable.IsTraitDisabled || !info.ValidRelationships.HasRelationship(stance))
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{
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Cancel(self, true);
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return false;
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@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Activities
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if (targetActor != enterActor)
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return;
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if (enterEngineerRepariable.IsTraitDisabled)
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if (enterInstantlyRepariable.IsTraitDisabled)
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return;
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if (enterHealth.DamageState == DamageState.Undamaged)
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