Fix target invalidation and reacquisition in fly activities.
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@@ -20,15 +20,27 @@ namespace OpenRA.Mods.Common.Activities
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public class Fly : Activity
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{
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readonly Aircraft aircraft;
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readonly Target target;
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readonly WDist maxRange;
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readonly WDist minRange;
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readonly Color? targetLineColor;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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bool soundPlayed;
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public Fly(Actor self, Target t, WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{
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aircraft = self.Trait<Aircraft>();
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target = t;
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this.targetLineColor = targetLineColor;
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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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else if (initialTargetPosition.HasValue)
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lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
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}
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public Fly(Actor self, Target t, WDist minRange, WDist maxRange,
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@@ -63,14 +75,30 @@ namespace OpenRA.Mods.Common.Activities
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{
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// Refuse to take off if it would land immediately again.
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if (aircraft.ForceLanding)
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{
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Cancel(self);
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return NextActivity;
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}
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if (IsCanceled || !target.IsValidFor(self))
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if (IsCanceled)
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return NextActivity;
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bool targetIsHiddenActor;
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target = target.Recalculate(self.Owner, out targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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lastVisibleTarget = Target.FromTargetPositions(target);
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var oldUseLastVisibleTarget = useLastVisibleTarget;
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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// Update target lines if required
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if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue)
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self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, false);
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// Target is hidden or dead, and we don't have a fallback position to move towards
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if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
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return NextActivity;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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if (!soundPlayed && aircraft.Info.TakeoffSounds.Length > 0 && self.IsAtGroundLevel())
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{
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Game.Sound.Play(SoundType.World, aircraft.Info.TakeoffSounds.Random(self.World.SharedRandom), aircraft.CenterPosition);
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@@ -78,20 +106,20 @@ namespace OpenRA.Mods.Common.Activities
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}
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// Inside the target annulus, so we're done
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var insideMaxRange = maxRange.Length > 0 && target.IsInRange(aircraft.CenterPosition, maxRange);
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var insideMinRange = minRange.Length > 0 && target.IsInRange(aircraft.CenterPosition, minRange);
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var insideMaxRange = maxRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, maxRange);
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var insideMinRange = minRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, minRange);
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if (insideMaxRange && !insideMinRange)
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return NextActivity;
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var d = target.CenterPosition - self.CenterPosition;
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var delta = checkTarget.CenterPosition - self.CenterPosition;
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// The next move would overshoot, so consider it close enough
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var move = aircraft.FlyStep(aircraft.Facing);
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if (d.HorizontalLengthSquared < move.HorizontalLengthSquared)
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if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared)
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return NextActivity;
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// Don't turn until we've reached the cruise altitude
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var desiredFacing = d.Yaw.Facing;
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var desiredFacing = delta.Yaw.Facing;
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var targetAltitude = aircraft.CenterPosition.Z + aircraft.Info.CruiseAltitude.Length - self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition).Length;
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if (aircraft.CenterPosition.Z < targetAltitude)
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desiredFacing = aircraft.Facing;
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