Don't crash on multiple Attack* traits
This is important for actors that use upgrades to switch between attack types.
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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@@ -18,8 +19,11 @@ namespace OpenRA.Mods.Common.Activities
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/* non-turreted attack */
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public class Attack : Activity
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{
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[Flags]
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enum AttackStatus { UnableToAttack, NeedsToTurn, NeedsToMove, Attacking }
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protected readonly Target Target;
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readonly AttackBase attack;
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readonly AttackBase[] attackTraits;
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readonly IMove move;
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readonly IFacing facing;
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readonly IPositionable positionable;
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@@ -27,6 +31,9 @@ namespace OpenRA.Mods.Common.Activities
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WDist minRange;
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WDist maxRange;
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Activity turnActivity;
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Activity moveActivity;
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AttackStatus attackStatus = AttackStatus.UnableToAttack;
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public Attack(Actor self, Target target, bool allowMovement, bool forceAttack)
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{
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@@ -34,7 +41,7 @@ namespace OpenRA.Mods.Common.Activities
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this.forceAttack = forceAttack;
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attack = self.Trait<AttackBase>();
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attackTraits = self.TraitsImplementing<AttackBase>().ToArray();
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facing = self.Trait<IFacing>();
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positionable = self.Trait<IPositionable>();
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@@ -43,9 +50,25 @@ namespace OpenRA.Mods.Common.Activities
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public override Activity Tick(Actor self)
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{
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var ret = InnerTick(self, attack);
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attack.IsAttacking = ret == this;
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return ret;
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turnActivity = moveActivity = null;
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attackStatus = AttackStatus.UnableToAttack;
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foreach (var attack in attackTraits.Where(x => !x.IsTraitDisabled))
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{
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var activity = InnerTick(self, attack);
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attack.IsAttacking = activity == this;
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}
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if (attackStatus.HasFlag(AttackStatus.Attacking))
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return this;
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if (attackStatus.HasFlag(AttackStatus.NeedsToTurn))
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return turnActivity;
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if (attackStatus.HasFlag(AttackStatus.NeedsToMove))
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return moveActivity;
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return NextActivity;
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}
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protected virtual Activity InnerTick(Actor self, AttackBase attack)
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@@ -81,13 +104,21 @@ namespace OpenRA.Mods.Common.Activities
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// Try to move within range, drop the target otherwise
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if (move == null)
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return NextActivity;
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return ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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attackStatus |= AttackStatus.NeedsToMove;
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moveActivity = ActivityUtils.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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return NextActivity;
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}
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var desiredFacing = (Target.CenterPosition - self.CenterPosition).Yaw.Facing;
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if (facing.Facing != desiredFacing)
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return ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
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{
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attackStatus |= AttackStatus.NeedsToTurn;
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turnActivity = ActivityUtils.SequenceActivities(new Turn(self, desiredFacing), this);
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return NextActivity;
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}
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attackStatus |= AttackStatus.Attacking;
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attack.DoAttack(self, Target, armaments);
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return this;
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