Merge pull request #8090 from penev92/bleed_upgradableTraits
Make some traits upgradable.
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@@ -9,6 +9,7 @@
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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@@ -91,43 +92,28 @@ namespace OpenRA.Mods.D2k.Traits
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{
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targetCountdown = Info.TargetRescanInterval;
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var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius);
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var noiseDirection = WVec.Zero;
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foreach (var actor in actorsInRange)
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// If close enough, we don't care about other actors.
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var target = self.World.FindActorsInCircle(self.CenterPosition, Info.IgnoreNoiseAttackRange).FirstOrDefault(x => x.HasTrait<AttractsWorms>());
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if (target != null)
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{
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if (!actor.IsInWorld)
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continue;
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// TODO: Test if we really want to ignore actors that are on rock
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if (!mobile.Value.CanEnterCell(actor.Location, null, false))
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continue;
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var noise = actor.TraitOrDefault<AttractsWorms>();
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if (noise == null)
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continue;
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var distance = actor.CenterPosition - self.CenterPosition;
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var length = distance.Length;
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// Actor is too far to be heard
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if (noise.Info.Range[noise.Info.Range.Length - 1].Range < length)
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continue;
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// If close enough, we don't care about other actors
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if (length <= Info.IgnoreNoiseAttackRange.Range)
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{
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self.CancelActivity();
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attackTrait.Value.ResolveOrder(self, new Order("Attack", actor, true) { TargetActor = actor });
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return;
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}
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var direction = 1024 * distance / length;
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var percentage = noise.GetNoisePercentageAtDistance(length);
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noiseDirection += direction * noise.Info.Intensity * percentage / 100;
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self.CancelActivity();
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attackTrait.Value.ResolveOrder(self, new Order("Attack", target, true) { TargetActor = target });
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return;
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}
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Func<Actor, bool> isValidTarget = a =>
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{
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if (!a.HasTrait<AttractsWorms>())
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return false;
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return mobile.Value.CanEnterCell(a.Location, null, false);
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};
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var actorsInRange = self.World.FindActorsInCircle(self.CenterPosition, Info.MaxSearchRadius)
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.Where(isValidTarget).SelectMany(a => a.TraitsImplementing<AttractsWorms>());
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var noiseDirection = actorsInRange.Aggregate(WVec.Zero, (a, b) => a + b.AttractionAtPosition(self.CenterPosition));
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// No target was found
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if (noiseDirection == WVec.Zero)
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return;
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