Prevent movement pausing at invalid position.
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@@ -9,6 +9,7 @@
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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 OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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@@ -20,20 +21,18 @@ namespace OpenRA.Mods.Common.Activities
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public class PickupUnit : Activity
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{
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readonly Actor cargo;
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readonly IMove movement;
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readonly Carryall carryall;
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readonly IFacing carryallFacing;
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readonly Carryable carryable;
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readonly IFacing carryableFacing;
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readonly BodyOrientation carryableBody;
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readonly int delay;
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enum PickupState { Intercept, LockCarryable, Pickup }
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// TODO: Expose this to yaml
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readonly WDist targetLockRange = WDist.FromCells(4);
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PickupState state;
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enum PickupState { Intercept, LockCarryable, Pickup }
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PickupState state = PickupState.Intercept;
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public PickupUnit(Actor self, Actor cargo, int delay)
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{
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@@ -43,16 +42,20 @@ namespace OpenRA.Mods.Common.Activities
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carryableFacing = cargo.Trait<IFacing>();
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carryableBody = cargo.Trait<BodyOrientation>();
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movement = self.Trait<IMove>();
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carryall = self.Trait<Carryall>();
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carryallFacing = self.Trait<IFacing>();
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state = PickupState.Intercept;
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ChildHasPriority = false;
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}
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protected override void OnFirstRun(Actor self)
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{
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carryall.ReserveCarryable(self, cargo);
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if (carryall.ReserveCarryable(self, cargo))
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{
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// Fly to the target and wait for it to be locked for pickup
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// These activities will be cancelled and replaced by Land once the target has been locked
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QueueChild(new Fly(self, Target.FromActor(cargo)));
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QueueChild(new FlyIdle(self, tickIdle: false));
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}
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}
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public override bool Tick(Actor self)
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@@ -74,26 +77,21 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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}
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if (carryall.State != Carryall.CarryallState.Reserved)
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return true;
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// Wait until we are near the target before we try to lock it
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var distSq = (cargo.CenterPosition - self.CenterPosition).HorizontalLengthSquared;
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if (state == PickupState.Intercept && distSq <= targetLockRange.LengthSquared)
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state = PickupState.LockCarryable;
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switch (state)
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if (state == PickupState.LockCarryable)
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{
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case PickupState.Intercept:
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QueueChild(movement.MoveWithinRange(Target.FromActor(cargo), WDist.FromCells(4)));
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state = PickupState.LockCarryable;
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return false;
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case PickupState.LockCarryable:
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if (!carryable.LockForPickup(cargo, self))
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Cancel(self);
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state = PickupState.Pickup;
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return false;
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case PickupState.Pickup:
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var lockResponse = carryable.LockForPickup(cargo, self);
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if (lockResponse == LockResponse.Failed)
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Cancel(self);
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else if (lockResponse == LockResponse.Success)
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{
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// Land at the target location
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// Pickup position and facing are now known - swap the fly/wait activity with Land
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ChildActivity.Cancel(self);
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var localOffset = carryall.OffsetForCarryable(self, cargo).Rotate(carryableBody.QuantizeOrientation(self, cargo.Orientation));
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QueueChild(new Land(self, Target.FromActor(cargo), -carryableBody.LocalToWorld(localOffset), carryableFacing.Facing));
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@@ -104,11 +102,13 @@ namespace OpenRA.Mods.Common.Activities
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// Remove our carryable from world
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QueueChild(new AttachUnit(self, cargo));
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QueueChild(new TakeOff(self));
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return false;
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state = PickupState.Pickup;
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}
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}
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return true;
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// Return once we are in the pickup state and the pickup activities have completed
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return TickChild(self) && state == PickupState.Pickup;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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