Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
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OpenRA.Mods.Common/Activities/Attack.cs
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80
OpenRA.Mods.Common/Activities/Attack.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 OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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/* non-turreted attack */
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public class Attack : Activity
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{
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protected readonly Target Target;
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readonly AttackBase attack;
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readonly IMove move;
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readonly IFacing facing;
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readonly WRange minRange;
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readonly WRange maxRange;
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readonly IPositionable positionable;
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public Attack(Actor self, Target target, WRange minRange, WRange maxRange, bool allowMovement)
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{
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Target = target;
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this.minRange = minRange;
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this.maxRange = maxRange;
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attack = self.Trait<AttackBase>();
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facing = self.Trait<IFacing>();
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positionable = self.Trait<IPositionable>();
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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}
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public override Activity Tick(Actor self)
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{
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var ret = InnerTick(self, attack);
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attack.IsAttacking = ret == this;
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return ret;
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}
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protected virtual Activity InnerTick(Actor self, AttackBase attack)
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{
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if (IsCanceled)
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return NextActivity;
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var type = Target.Type;
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if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
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return NextActivity;
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if (attack.Info.AttackRequiresEnteringCell && !positionable.CanEnterCell(Target.Actor.Location, null, false))
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return NextActivity;
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// Drop the target if it moves under the shroud / fog.
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// HACK: This would otherwise break targeting frozen actors
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// The problem is that Shroud.IsTargetable returns false (as it should) for
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// frozen actors, but we do want to explicitly target the underlying actor here.
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if (type == TargetType.Actor && !Target.Actor.HasTrait<FrozenUnderFog>() && !self.Owner.Shroud.IsTargetable(Target.Actor))
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return NextActivity;
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// Try to move within range
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if (move != null && (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange)))
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return Util.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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var desiredFacing = Util.GetFacing(Target.CenterPosition - self.CenterPosition, 0);
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if (facing.Facing != desiredFacing)
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return Util.SequenceActivities(new Turn(self, desiredFacing), this);
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attack.DoAttack(self, Target);
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return this;
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}
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}
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}
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