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/Traits/Wanders.cs
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89
OpenRA.Mods.Common/Traits/Wanders.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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Wanders around aimlessly while idle.")]
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abstract class WandersInfo : ITraitInfo
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{
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public readonly int WanderMoveRadius = 10;
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[Desc("Number of ticks to wait before decreasing the effective move radius.")]
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public readonly int TicksToWaitBeforeReducingMoveRadius = 5;
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[Desc("Mimimum ammount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MinMoveDelayInTicks = 0;
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[Desc("Maximum ammount of ticks the actor will sit idly before starting to wander.")]
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public readonly int MaxMoveDelayInTicks = 0;
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public abstract object Create(ActorInitializer init);
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}
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class Wanders : INotifyIdle, INotifyBecomingIdle
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{
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readonly Actor self;
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readonly WandersInfo info;
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int countdown;
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int ticksIdle;
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int effectiveMoveRadius;
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public Wanders(Actor self, WandersInfo info)
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{
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this.self = self;
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this.info = info;
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effectiveMoveRadius = info.WanderMoveRadius;
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}
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public void OnBecomingIdle(Actor self)
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{
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countdown = self.World.SharedRandom.Next(info.MinMoveDelayInTicks, info.MaxMoveDelayInTicks);
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}
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public void TickIdle(Actor self)
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{
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if (--countdown > 0)
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return;
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var targetPos = PickTargetLocation();
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if (targetPos != CPos.Zero)
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DoAction(self, targetPos);
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}
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CPos PickTargetLocation()
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{
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var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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var targetCell = self.World.Map.CellContaining(target);
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if (!self.World.Map.Contains(targetCell))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % info.TicksToWaitBeforeReducingMoveRadius == 0)
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effectiveMoveRadius--;
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return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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}
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ticksIdle = 0;
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effectiveMoveRadius = info.WanderMoveRadius;
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return targetCell;
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}
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public virtual void DoAction(Actor self, CPos targetPos)
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{
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throw new NotImplementedException("Base class Wanders does not implement method DoAction!");
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}
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}
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}
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