Move the AI namespace to Mods.Common
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62
OpenRA.Mods.Common/AI/States/ProtectionStates.cs
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62
OpenRA.Mods.Common/AI/States/ProtectionStates.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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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namespace OpenRA.Mods.Common.AI
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{
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class UnitsForProtectionIdleState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner) { owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionAttackState(), true); }
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public void Deactivate(Squad owner) { }
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}
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class UnitsForProtectionAttackState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.TargetIsValid)
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{
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owner.TargetActor = owner.Bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
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if (owner.TargetActor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
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return;
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}
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}
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foreach (var a in owner.Units)
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owner.World.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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}
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public void Deactivate(Squad owner) { }
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}
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class UnitsForProtectionFleeState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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GoToRandomOwnBuilding(owner);
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionIdleState(), true);
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}
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public void Deactivate(Squad owner) { owner.Units.Clear(); }
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}
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}
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