#339 heli spawn offset is wrong fixed, and ReservableProduction folded back into Production
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@@ -1,62 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Air
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{
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// a small hack to teach Production about Reservable.
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public class ReservableProductionInfo : ProductionInfo, ITraitPrerequisite<ReservableInfo>
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{
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public override object Create(ActorInitializer init) { return new ReservableProduction(this); }
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}
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class ReservableProduction : Production
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{
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public ReservableProduction(ReservableProductionInfo info) : base(info) {}
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public override bool Produce(Actor self, ActorInfo producee)
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{
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if (Reservable.IsReserved(self))
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return false;
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in self.Info.Traits.WithInterface<ExitInfo>())
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{
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var exit = self.Location + s.ExitCell;
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if (!self.World.WorldActor.Trait<UnitInfluence>().GetUnitsAt( exit ).Any( x => x != self ))
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{
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var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary
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{
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new LocationInit( exit ),
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new OwnerInit( self.Owner ),
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});
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var rp = self.TraitOrDefault<RallyPoint>();
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if( rp != null )
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{
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newUnit.QueueActivity( new HeliFly( Util.CenterOfCell(rp.rallyPoint)) );
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}
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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//Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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return true;
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}
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}
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return false;
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}
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}
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}
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@@ -151,7 +151,6 @@
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<Compile Include="Render\RenderUnit.cs" />
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<Compile Include="Render\RenderUnit.cs" />
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<Compile Include="Render\RenderUnitTurreted.cs" />
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<Compile Include="Render\RenderUnitTurreted.cs" />
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<Compile Include="Buildings\RepairableBuilding.cs" />
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<Compile Include="Buildings\RepairableBuilding.cs" />
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<Compile Include="Air\ReservableProduction.cs" />
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<Compile Include="SupportPowers\AirstrikePower.cs" />
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<Compile Include="SupportPowers\AirstrikePower.cs" />
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<Compile Include="AttackFrontal.cs" />
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<Compile Include="AttackFrontal.cs" />
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<Compile Include="Air\AttackHeli.cs" />
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<Compile Include="Air\AttackHeli.cs" />
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@@ -353,8 +352,4 @@
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copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
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copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
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cd "$(SolutionDir)"</PostBuildEvent>
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cd "$(SolutionDir)"</PostBuildEvent>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<Folder Include="SupportPowers\" />
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<Folder Include="Player\" />
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</ItemGroup>
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</Project>
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</Project>
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@@ -9,10 +9,12 @@
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#endregion
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#endregion
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Air;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA
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{
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{
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@@ -49,54 +51,82 @@ namespace OpenRA.Mods.RA
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var exit = self.Location + exitinfo.ExitCell;
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var exit = self.Location + exitinfo.ExitCell;
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var spawn = self.Trait<IHasLocation>().PxPosition + exitinfo.SpawnOffset;
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var spawn = self.Trait<IHasLocation>().PxPosition + exitinfo.SpawnOffset;
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var mobile = newUnit.Trait<Mobile>();
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var teleportable = newUnit.Trait<ITeleportable>();
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var facing = newUnit.TraitOrDefault<IFacing>();
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var facing = newUnit.TraitOrDefault<IFacing>();
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// Set the physical position of the unit as the exit cell
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// Set the physical position of the unit as the exit cell
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mobile.SetPosition(newUnit,exit);
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teleportable.SetPosition(newUnit,exit);
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var to = Util.CenterOfCell(exit);
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var to = Util.CenterOfCell(exit);
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mobile.PxPosition = spawn;
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teleportable.SetPxPosition(newUnit, spawn);
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if (facing != null)
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if (facing != null)
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facing.Facing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, facing.Facing) : exitinfo.Facing;
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facing.Facing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, facing.Facing) : exitinfo.Facing;
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self.World.Add(newUnit);
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self.World.Add(newUnit);
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// Animate the spawn -> exit transition
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var mobile = newUnit.TraitOrDefault<Mobile>();
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var speed = mobile.MovementSpeedForCell(self, exit);
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if (mobile != null)
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var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0;
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newUnit.QueueActivity(new Drag(spawn, to, length));
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// Log.Write("debug", "length={0} facing={1} exit={2} spawn={3}", length, facing.Facing, exit, spawn);
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// For the target line
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var target = exit;
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var rp = self.TraitOrDefault<RallyPoint>();
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if (rp != null)
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{
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{
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target = rp.rallyPoint;
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// Animate the spawn -> exit transition
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newUnit.QueueActivity(mobile.MoveTo(target, 1));
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var speed = mobile.MovementSpeedForCell(newUnit, exit);
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var length = speed > 0 ? (int)((to - spawn).Length * 3 / speed) : 0;
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newUnit.QueueActivity(new Drag(spawn, to, length));
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}
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}
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var target = MoveToRallyPoint(self, newUnit, exit);
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newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
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newUnit.SetTargetLine(Target.FromCell(target), Color.Green, false);
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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t.UnitProduced(self, newUnit, exit);
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}
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//Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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static int2 MoveToRallyPoint(Actor self, Actor newUnit, int2 exitLocation)
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{
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var rp = self.TraitOrDefault<RallyPoint>();
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if (rp == null)
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return exitLocation;
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var mobile = self.TraitOrDefault<Mobile>();
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if (mobile != null)
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{
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newUnit.QueueActivity(mobile.MoveTo(rp.rallyPoint, 1));
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return rp.rallyPoint;
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}
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// todo: don't talk about HeliFly here.
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var helicopter = self.TraitOrDefault<Helicopter>();
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if (helicopter != null)
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{
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newUnit.QueueActivity(new HeliFly(Util.CenterOfCell(rp.rallyPoint)));
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return rp.rallyPoint;
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}
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return exitLocation;
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}
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}
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public virtual bool Produce(Actor self, ActorInfo producee)
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public virtual bool Produce(Actor self, ActorInfo producee)
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{
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{
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// todo: remove Mobile requirement.
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if (Reservable.IsReserved(self))
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var mobileInfo = producee.Traits.Get<MobileInfo>();
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return false;
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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// pick a spawn/exit point pair
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// pick a spawn/exit point pair
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foreach (var s in self.Info.Traits.WithInterface<ExitInfo>().Shuffle(self.World.SharedRandom))
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var exit = self.Info.Traits.WithInterface<ExitInfo>().Shuffle(self.World.SharedRandom)
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if (mobileInfo.CanEnterCell(self.World, uim, self.Location + s.ExitCell, self, true))
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.FirstOrDefault(e => CanUseExit(self, producee, e));
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if (exit != null)
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{
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{
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DoProduction(self, producee, s);
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DoProduction(self, producee, exit);
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
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{
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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var mobileInfo = producee.Traits.GetOrDefault<MobileInfo>();
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return mobileInfo == null ||
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mobileInfo.CanEnterCell(self.World, uim, self.Location + s.ExitCell, self, true);
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}
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}
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}
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}
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}
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@@ -388,7 +388,7 @@ HPAD:
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Bib:
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Bib:
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Exit@1:
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Exit@1:
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SpawnOffset: 0,-6
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SpawnOffset: 0,-6
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ReservableProduction:
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Production:
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Produces: Plane
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Produces: Plane
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BelowUnits:
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BelowUnits:
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Reservable:
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Reservable:
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@@ -698,7 +698,7 @@ HPAD:
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Exit@1:
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Exit@1:
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SpawnOffset: 0,-6
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SpawnOffset: 0,-6
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ExitCell: 0,0
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ExitCell: 0,0
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ReservableProduction:
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Production:
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Produces: Plane
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Produces: Plane
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PrimaryBuilding:
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PrimaryBuilding:
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BelowUnits:
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BelowUnits:
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@@ -732,7 +732,7 @@ AFLD:
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Exit@1:
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Exit@1:
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SpawnOffset: 0,-4
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SpawnOffset: 0,-4
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ExitCell: 1,1
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ExitCell: 1,1
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ReservableProduction:
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Production:
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Produces: Plane
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Produces: Plane
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PrimaryBuilding:
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PrimaryBuilding:
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BelowUnits:
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BelowUnits:
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