housekeeping
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OpenRA.Game/Traits/AttackBase.cs
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260
OpenRA.Game/Traits/AttackBase.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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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.Effects;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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public class AttackBaseInfo : ITraitInfo
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{
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public readonly string PrimaryWeapon = null;
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public readonly string SecondaryWeapon = null;
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public readonly int Recoil = 0;
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public readonly int[] PrimaryLocalOffset = { };
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public readonly int[] SecondaryLocalOffset = { };
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public readonly int[] PrimaryOffset = { 0, 0 };
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public readonly int[] SecondaryOffset = null;
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public readonly bool MuzzleFlash = false;
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public readonly int FireDelay = 0;
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public virtual object Create(Actor self) { return new AttackBase(self); }
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}
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public class AttackBase : IIssueOrder, IResolveOrder, ITick
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{
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[Sync] public Actor target;
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// time (in frames) until each weapon can fire again.
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[Sync]
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protected int primaryFireDelay = 0;
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[Sync]
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protected int secondaryFireDelay = 0;
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int primaryBurst;
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int secondaryBurst;
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public float primaryRecoil = 0.0f, secondaryRecoil = 0.0f;
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public AttackBase(Actor self)
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{
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var primaryWeapon = self.GetPrimaryWeapon();
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var secondaryWeapon = self.GetSecondaryWeapon();
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primaryBurst = primaryWeapon != null ? primaryWeapon.Burst : 1;
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secondaryBurst = secondaryWeapon != null ? secondaryWeapon.Burst : 1;
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}
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protected virtual bool CanAttack(Actor self)
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{
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if (target == null) return false;
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if ((primaryFireDelay > 0) && (secondaryFireDelay > 0)) return false;
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if (self.traits.WithInterface<IDisable>().Any(d => d.Disabled)) return false;
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return true;
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}
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public bool IsReloading()
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{
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return (primaryFireDelay > 0) || (secondaryFireDelay > 0);
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}
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public virtual void Tick(Actor self)
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{
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if (primaryFireDelay > 0) --primaryFireDelay;
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if (secondaryFireDelay > 0) --secondaryFireDelay;
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primaryRecoil = Math.Max(0f, primaryRecoil - .2f);
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secondaryRecoil = Math.Max(0f, secondaryRecoil - .2f);
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public void DoAttack(Actor self)
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{
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if( !CanAttack( self ) ) return;
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var unit = self.traits.GetOrDefault<Unit>();
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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if (info.PrimaryWeapon != null && CheckFire(self, unit, info.PrimaryWeapon, ref primaryFireDelay,
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info.PrimaryOffset, ref primaryBurst, info.PrimaryLocalOffset))
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{
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primaryRecoil = 1;
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return;
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}
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if (info.SecondaryWeapon != null && CheckFire(self, unit, info.SecondaryWeapon, ref secondaryFireDelay,
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info.SecondaryOffset ?? info.PrimaryOffset, ref secondaryBurst, info.SecondaryLocalOffset))
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{
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if (info.SecondaryOffset != null) secondaryRecoil = 1;
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else primaryRecoil = 1;
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return;
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}
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}
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bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst, int[] localOffset)
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{
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if (fireDelay > 0) return false;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return false;
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var weapon = Rules.Weapons[weaponName.ToLowerInvariant()];
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if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
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if (!Combat.WeaponValidForTarget(weapon, target)) return false;
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var numOffsets = (localOffset.Length + 2) / 3;
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if (numOffsets == 0) numOffsets = 1;
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var localOffsetForShot = burst % numOffsets;
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var thisLocalOffset = localOffset.Skip(3 * localOffsetForShot).Take(3).ToArray();
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var fireOffset = new[] {
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offset.ElementAtOrDefault(0) + thisLocalOffset.ElementAtOrDefault(0),
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offset.ElementAtOrDefault(1) + thisLocalOffset.ElementAtOrDefault(1),
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offset.ElementAtOrDefault(2),
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offset.ElementAtOrDefault(3) };
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if (--burst > 0)
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fireDelay = weapon.BurstDelay;
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else
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{
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fireDelay = weapon.ROF;
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burst = weapon.Burst;
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}
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var destUnit = target.traits.GetOrDefault<Unit>();
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var args = new ProjectileArgs
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{
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weapon = Rules.Weapons[weaponName.ToLowerInvariant()],
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firedBy = self,
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target = target,
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src = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, fireOffset, 0f).ToInt2(),
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srcAltitude = unit != null ? unit.Altitude : 0,
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dest = target.CenterLocation.ToInt2(),
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destAltitude = destUnit != null ? destUnit.Altitude : 0,
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facing = thisLocalOffset.ElementAtOrDefault(2) +
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(self.traits.Contains<Turreted>() ? self.traits.Get<Turreted>().turretFacing :
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unit != null ? unit.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),
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};
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ScheduleDelayedAction( FireDelay( self, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
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{
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if (args.weapon.Projectile != null)
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{
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var projectile = args.weapon.Projectile.Create(args);
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if (projectile != null)
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self.World.Add(projectile);
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if (!string.IsNullOrEmpty(args.weapon.Report))
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Sound.Play(args.weapon.Report + ".aud", self.CenterLocation);
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}
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});
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foreach (var na in self.traits.WithInterface<INotifyAttack>())
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na.Attacking(self);
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return true;
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}
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public virtual int FireDelay( Actor self, AttackBaseInfo info )
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{
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return info.FireDelay;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left || underCursor == null || underCursor.Owner == null) return null;
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if (self == underCursor) return null;
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var isHeal = self.GetPrimaryWeapon().Warheads.First().Damage < 0;
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var forceFire = mi.Modifiers.HasModifier(Modifiers.Ctrl);
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if (isHeal)
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{
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if (underCursor.Owner == null)
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return null;
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if (self.Owner.Stances[ underCursor.Owner ] != Stance.Ally && !forceFire)
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return null;
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if (underCursor.Health >= underCursor.GetMaxHP())
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return null; // don't allow healing of fully-healed stuff!
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}
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else
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if ((self.Owner.Stances[ underCursor.Owner ] != Stance.Enemy) && !forceFire)
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return null;
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if (!Combat.HasAnyValidWeapons(self, underCursor)) return null;
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return new Order(isHeal ? "Heal" : "Attack", self, underCursor);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack" || order.OrderString == "Heal")
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{
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self.CancelActivity();
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QueueAttack(self, order);
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w => w.Add(new FlashTarget(order.TargetActor)));
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}
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else
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target = null;
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}
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protected virtual void QueueAttack(Actor self, Order order)
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{
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = self.GetPrimaryWeapon() ?? self.GetSecondaryWeapon();
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self.QueueActivity(new Activities.Attack(order.TargetActor,
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Math.Max(0, (int)weapon.Range)));
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}
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}
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}
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