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.
This commit is contained in:
271
OpenRA.Mods.Common/Traits/Attack/AttackBase.cs
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271
OpenRA.Mods.Common/Traits/Attack/AttackBase.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;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public abstract class AttackBaseInfo : ITraitInfo
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{
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[Desc("Armament names")]
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public readonly string[] Armaments = { "primary", "secondary" };
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public readonly string Cursor = "attack";
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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public readonly bool AttackRequiresEnteringCell = false;
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public abstract object Create(ActorInitializer init);
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}
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public abstract class AttackBase : IIssueOrder, IResolveOrder, IOrderVoice, ISync
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{
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[Sync] public bool IsAttacking { get; internal set; }
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public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
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public readonly AttackBaseInfo Info;
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protected Lazy<IFacing> facing;
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protected Lazy<Building> building;
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protected Lazy<IPositionable> positionable;
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protected Func<IEnumerable<Armament>> getArmaments;
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readonly Actor self;
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public AttackBase(Actor self, AttackBaseInfo info)
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{
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this.self = self;
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Info = info;
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var armaments = Exts.Lazy(() => self.TraitsImplementing<Armament>()
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.Where(a => info.Armaments.Contains(a.Info.Name)));
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getArmaments = () => armaments.Value;
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facing = Exts.Lazy(() => self.TraitOrDefault<IFacing>());
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building = Exts.Lazy(() => self.TraitOrDefault<Building>());
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positionable = Exts.Lazy(() => self.Trait<IPositionable>());
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}
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protected virtual bool CanAttack(Actor self, Target target)
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{
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if (!self.IsInWorld)
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return false;
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if (!HasAnyValidWeapons(target))
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return false;
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// Building is under construction or is being sold
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if (building.Value != null && !building.Value.BuildComplete)
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return false;
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if (!target.IsValidFor(self))
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return false;
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if (Armaments.All(a => a.IsReloading))
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return false;
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if (self.IsDisabled())
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return false;
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return true;
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}
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public virtual void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target))
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return;
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foreach (var a in Armaments)
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a.CheckFire(self, facing.Value, target);
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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var armament = Armaments.FirstOrDefault(a => a.Weapon.Warheads.Any(w => (w is DamageWarhead)));
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if (armament == null)
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yield break;
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var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
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yield return new AttackOrderTargeter(this, "Attack", 6, negativeDamage);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order is AttackOrderTargeter)
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{
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switch (target.Type)
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{
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case TargetType.Actor:
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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case TargetType.FrozenActor:
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return new Order("Attack", self, queued) { ExtraData = target.FrozenActor.ID };
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case TargetType.Terrain:
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return new Order("Attack", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
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}
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}
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return null;
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}
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public virtual void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack")
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{
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (!target.IsValidFor(self))
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return;
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self.SetTargetLine(target, Color.Red);
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AttackTarget(target, order.Queued, true);
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Attack" ? "Attack" : null;
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}
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t)
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{
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if (Info.AttackRequiresEnteringCell && !positionable.Value.CanEnterCell(t.Actor.Location, null, false))
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return false;
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return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World, self));
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}
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public WRange GetMaximumRange()
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{
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return Armaments.Select(a => a.Weapon.Range).Append(WRange.Zero).Max();
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}
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public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
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public void AttackTarget(Target target, bool queued, bool allowMove)
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{
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if (!target.IsValidFor(self))
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return;
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if (!queued)
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self.CancelActivity();
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self.QueueActivity(GetAttackActivity(self, target, allowMove));
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}
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public bool IsReachableTarget(Target target, bool allowMove)
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{
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return HasAnyValidWeapons(target)
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&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.HasTrait<IMove>()));
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}
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly bool negativeDamage;
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readonly AttackBase ab;
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public AttackOrderTargeter(AttackBase ab, string order, int priority, bool negativeDamage)
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{
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this.ab = ab;
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this.OrderID = order;
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this.OrderPriority = priority;
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this.negativeDamage = negativeDamage;
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}
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public string OrderID { get; private set; }
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public int OrderPriority { get; private set; }
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bool CanTargetActor(Actor self, Target target, TargetModifiers modifiers, ref string cursor)
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{
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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var a = ab.ChooseArmamentForTarget(target);
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cursor = a != null && !target.IsInRange(self.CenterPosition, a.Weapon.Range)
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? ab.Info.OutsideRangeCursor
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: ab.Info.Cursor;
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if (target.Type == TargetType.Actor && target.Actor == self)
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return false;
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if (!ab.HasAnyValidWeapons(target))
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return false;
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if (modifiers.HasModifier(TargetModifiers.ForceAttack))
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return true;
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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if (target.RequiresForceFire)
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return false;
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var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
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var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
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return self.Owner.Stances[owner] == targetableRelationship;
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}
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bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
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{
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if (!self.World.Map.Contains(location))
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return false;
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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cursor = ab.Info.Cursor;
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if (negativeDamage)
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return false;
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if (!ab.HasAnyValidWeapons(Target.FromCell(self.World, location)))
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return false;
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if (modifiers.HasModifier(TargetModifiers.ForceAttack))
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{
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var maxRange = ab.GetMaximumRange().Range;
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var targetRange = (self.World.Map.CenterOfCell(location) - self.CenterPosition).HorizontalLengthSquared;
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if (targetRange > maxRange * maxRange)
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cursor = ab.Info.OutsideRangeCursor;
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return true;
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}
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return false;
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}
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
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{
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switch (target.Type)
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{
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case TargetType.Actor:
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case TargetType.FrozenActor:
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return CanTargetActor(self, target, modifiers, ref cursor);
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case TargetType.Terrain:
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return CanTargetLocation(self, self.World.Map.CellContaining(target.CenterPosition), othersAtTarget, modifiers, ref cursor);
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default:
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return false;
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}
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}
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public bool IsQueued { get; protected set; }
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}
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}
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}
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