Always make sure to be on the host actor when repairing
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@@ -53,11 +53,12 @@ namespace OpenRA.Mods.Cnc.Activities
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if (rearmTarget == null)
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return new Wait(20);
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// Add a CloseEnough range of 512 to the Repair activity in order to ensure that we're at the host actor
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return ActivityUtils.SequenceActivities(
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new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
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movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
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new Rearm(self),
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new Repair(self, rearmTarget),
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new Repair(self, rearmTarget, new WDist(512)),
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this);
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}
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@@ -19,17 +19,14 @@ namespace OpenRA.Mods.Common.Activities
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{
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public class Repair : Activity
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{
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readonly Health health;
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readonly RepairsUnits[] allRepairsUnits;
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readonly Target host;
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readonly WDist closeEnough;
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int remainingTicks;
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Health health;
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bool played = false;
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public Repair(Actor self, Actor host)
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: this(self, host, WDist.Zero) { }
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public Repair(Actor self, Actor host, WDist closeEnough)
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{
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this.host = Target.FromActor(host);
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@@ -391,8 +391,10 @@ namespace OpenRA.Mods.Common.Traits
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var name = a.Info.Name;
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if (Info.RearmBuildings.Contains(name))
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yield return new Rearm(self);
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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if (Info.RepairBuildings.Contains(name))
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yield return new Repair(self, a);
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yield return new Repair(self, a, new WDist(512));
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}
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public void ModifyDeathActorInit(Actor self, TypeDictionary init)
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@@ -114,7 +114,8 @@ namespace OpenRA.Mods.Common.Traits
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if (CanRearmAt(order.TargetActor) && CanRearm())
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self.QueueActivity(new Rearm(self));
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self.QueueActivity(new Repair(self, order.TargetActor));
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// Add a CloseEnough range of 512 to ensure we're at the host actor
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self.QueueActivity(new Repair(self, order.TargetActor, new WDist(512)));
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var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
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if (rp != null)
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