Fix the autotarget bug that made turrets uncontrollable in combat
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@@ -164,6 +164,12 @@ namespace OpenRA.Mods.RA
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self.QueueActivity(GetAttackActivity(self, target, allowMove));
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}
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public bool IsReachableTarget(Target target, bool allowMove)
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{
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return HasAnyValidWeapons(target)
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&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (self.HasTrait<IMove>() && allowMove));
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}
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly bool negativeDamage;
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@@ -10,7 +10,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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@@ -25,7 +24,7 @@ namespace OpenRA.Mods.RA
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class AttackTurreted : AttackBase, INotifyBuildComplete, ISync
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{
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protected Target target;
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public Target Target { get; protected set; }
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protected IEnumerable<Turreted> turrets;
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[Sync] protected bool buildComplete;
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@@ -53,8 +52,8 @@ namespace OpenRA.Mods.RA
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public override void Tick(Actor self)
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{
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base.Tick(self);
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DoAttack( self, target );
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IsAttacking = target.IsValid;
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DoAttack(self, Target);
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IsAttacking = Target.IsValid;
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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@@ -67,7 +66,7 @@ namespace OpenRA.Mods.RA
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base.ResolveOrder(self, order);
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if (order.OrderString == "Stop")
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target = Target.Invalid;
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Target = Target.Invalid;
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}
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public virtual void BuildingComplete(Actor self) { buildComplete = true; }
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@@ -97,7 +96,7 @@ namespace OpenRA.Mods.RA
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{
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var range = WRange.FromCells(Math.Max(0, (int)weapon.Weapon.Range - RangeTolerance));
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attack.target = target;
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attack.Target = target;
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if (allowMove && self.HasTrait<Mobile>() && !self.Info.Traits.Get<MobileInfo>().OnRails)
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return Util.SequenceActivities(new Follow(target, range), this);
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}
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@@ -38,6 +38,7 @@ namespace OpenRA.Mods.RA
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{
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readonly AutoTargetInfo Info;
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readonly AttackBase attack;
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readonly AttackTurreted at;
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[Sync] public int nextScanTime = 0;
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public UnitStance stance;
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@@ -52,6 +53,7 @@ namespace OpenRA.Mods.RA
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attack = self.Trait<AttackBase>();
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stance = Info.InitialStance;
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predictedStance = stance;
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at = self.TraitOrDefault<AttackTurreted>();
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -68,7 +70,6 @@ namespace OpenRA.Mods.RA
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if (stance < UnitStance.ReturnFire) return;
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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var attack = self.Trait<AttackBase>();
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if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
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// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
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@@ -78,22 +79,16 @@ namespace OpenRA.Mods.RA
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Aggressor = e.Attacker;
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attack.AttackTarget(Target.FromActor(e.Attacker), false, Info.AllowMovement && stance != UnitStance.Defend);
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if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend))
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Attack(self, e.Attacker);
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}
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public void TickIdle(Actor self)
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{
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if (stance < UnitStance.Defend) return;
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var target = ScanForTarget(self, null);
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if (target != null)
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{
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TargetedActor = target;
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var t = Target.FromActor(target);
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self.SetTargetLine(t, Color.Red, false);
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attack.AttackTarget(t, false, Info.AllowMovement && stance != UnitStance.Defend);
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}
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if (at == null || !at.IsReachableTarget(at.Target, Info.AllowMovement && stance != UnitStance.Defend))
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ScanAndAttack(self);
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}
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public void Tick(Actor self)
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@@ -116,10 +111,15 @@ namespace OpenRA.Mods.RA
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{
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var targetActor = ScanForTarget(self, null);
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if (targetActor != null)
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Attack(self, targetActor);
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}
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void Attack(Actor self, Actor targetActor)
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{
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TargetedActor = targetActor;
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attack.AttackTarget(Target.FromActor(targetActor), false, Info.AllowMovement && stance != UnitStance.Defend);
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}
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var target = Target.FromActor(targetActor);
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self.SetTargetLine(target, Color.Red, false);
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attack.AttackTarget(target, false, Info.AllowMovement && stance != UnitStance.Defend);
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}
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Actor ChooseTarget(Actor self, WRange range)
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