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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69
OpenRA.Mods.Common/Traits/AttackMove.cs
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69
OpenRA.Mods.Common/Traits/AttackMove.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.Collections.Generic;
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using System.Drawing;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.")]
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class AttackMoveInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new AttackMove(init.self, this); }
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}
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class AttackMove : IResolveOrder, IOrderVoice, INotifyIdle, ISync
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{
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[Sync] public CPos _targetLocation { get { return TargetLocation.HasValue ? TargetLocation.Value : CPos.Zero; } }
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public CPos? TargetLocation = null;
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readonly IMove move;
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public AttackMove(Actor self, AttackMoveInfo info)
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{
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move = self.Trait<IMove>();
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString == "AttackMove")
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return "AttackMove";
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return null;
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}
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void Activate(Actor self)
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{
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self.CancelActivity();
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self.QueueActivity(new AttackMoveActivity(self, move.MoveTo(TargetLocation.Value, 1)));
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}
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public void TickIdle(Actor self)
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{
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// This might cause the actor to be stuck if the target location is unreachable
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if (TargetLocation.HasValue && self.Location != TargetLocation.Value)
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Activate(self);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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TargetLocation = null;
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if (order.OrderString == "AttackMove")
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{
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TargetLocation = move.NearestMoveableCell(order.TargetLocation);
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self.SetTargetLine(Target.FromCell(self.World, TargetLocation.Value), Color.Red);
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Activate(self);
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}
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}
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}
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}
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