Actors will lose targets and AI won't follow indefinitely
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@@ -8,8 +8,8 @@
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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.Mods.Common.Traits;
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@@ -19,17 +19,35 @@ namespace OpenRA.Mods.Common.Activities
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{
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public class HeliAttack : Activity
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{
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readonly Target target;
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readonly Helicopter helicopter;
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readonly AttackHeli attackHeli;
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readonly AmmoPool[] ammoPools;
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readonly bool attackOnlyVisibleTargets;
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public HeliAttack(Actor self, Target target)
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Target target;
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bool canHideUnderFog;
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protected Target Target
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{
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this.target = target;
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get
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{
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return target;
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}
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private set
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{
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target = value;
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if (target.Type == TargetType.Actor)
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canHideUnderFog = target.Actor.HasTrait<HiddenUnderFog>();
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}
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}
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public HeliAttack(Actor self, Target target, bool attackOnlyVisibleTargets = true)
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{
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Target = target;
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helicopter = self.Trait<Helicopter>();
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attackHeli = self.Trait<AttackHeli>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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}
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public override Activity Tick(Actor self)
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@@ -37,6 +55,16 @@ namespace OpenRA.Mods.Common.Activities
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog
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&& !self.Owner.CanTargetActor(target.Actor))
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{
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var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(target.CenterPosition));
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self.CancelActivity();
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self.SetTargetLine(newTarget, Color.Green);
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return Util.SequenceActivities(new HeliFly(self, newTarget));
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}
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// If all ammo pools are depleted and none reload automatically, return to helipad to reload and then move to next activity
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// TODO: This should check whether there is ammo left that is actually suitable for the target
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if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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