Move Air activities and traits to Activities\Air and Traits\Air, respectively
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64
OpenRA.Mods.RA/Traits/Air/ReturnOnIdle.cs
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64
OpenRA.Mods.RA/Traits/Air/ReturnOnIdle.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Return to a player owned RearmBuildings. If none available, head back to base and circle over it.")]
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class ReturnOnIdleInfo : TraitInfo<ReturnOnIdle> { }
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class ReturnOnIdle : INotifyIdle
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{
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public void TickIdle(Actor self)
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{
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// We're on the ground, let's stay there.
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if (self.CenterPosition.Z == 0)
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return;
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var airfield = ReturnToBase.ChooseAirfield(self, true);
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if (airfield != null)
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{
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self.QueueActivity(new ReturnToBase(self, airfield));
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self.QueueActivity(new ResupplyAircraft());
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}
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else
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{
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// nowhere to land, pick something friendly and circle over it.
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// i'd prefer something we own
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var someBuilding = self.World.ActorsWithTrait<Building>()
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.Select(a => a.Actor)
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.FirstOrDefault(a => a.Owner == self.Owner);
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// failing that, something unlikely to shoot at us
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if (someBuilding == null)
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someBuilding = self.World.ActorsWithTrait<Building>()
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.Select(a => a.Actor)
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.FirstOrDefault(a => self.Owner.Stances[a.Owner] == Stance.Ally);
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if (someBuilding == null)
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{
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// ... going down the garden to eat worms ...
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self.QueueActivity(new FlyOffMap());
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self.QueueActivity(new RemoveSelf());
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return;
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}
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self.QueueActivity(new Fly(self, Target.FromActor(someBuilding)));
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self.QueueActivity(new FlyCircle());
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}
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}
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}
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}
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