Actors will lose targets and AI won't follow indefinitely
This commit is contained in:
@@ -664,7 +664,7 @@ namespace OpenRA.Mods.Common.AI
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if (protectSq == null)
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if (protectSq == null)
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protectSq = RegisterNewSquad(SquadType.Protection, attacker);
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protectSq = RegisterNewSquad(SquadType.Protection, attacker);
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if (!protectSq.TargetIsValid)
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if (!protectSq.IsTargetValid)
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protectSq.TargetActor = attacker;
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protectSq.TargetActor = attacker;
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if (!protectSq.IsValid)
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if (!protectSq.IsValid)
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@@ -72,11 +72,16 @@ namespace OpenRA.Mods.Common.AI
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set { Target = Target.FromActor(value); }
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set { Target = Target.FromActor(value); }
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}
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}
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public bool TargetIsValid
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public bool IsTargetValid
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{
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{
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get { return Target.IsValidFor(Units.FirstOrDefault()) && !Target.Actor.HasTrait<Husk>(); }
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get { return Target.IsValidFor(Units.FirstOrDefault()) && !Target.Actor.HasTrait<Husk>(); }
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}
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}
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public bool IsTargetVisible
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{
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get { return Bot.Player.PlayerActor.Owner.CanTargetActor(TargetActor); }
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}
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public WPos CenterPosition { get { return Units.Select(u => u.CenterPosition).Average(); } }
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public WPos CenterPosition { get { return Units.Select(u => u.CenterPosition).Average(); } }
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}
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}
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}
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}
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@@ -185,7 +185,7 @@ namespace OpenRA.Mods.Common.AI
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if (!owner.IsValid)
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if (!owner.IsValid)
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return;
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return;
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if (!owner.TargetIsValid)
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if (!owner.IsTargetValid)
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{
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{
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var a = owner.Units.Random(owner.Random);
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var a = owner.Units.Random(owner.Random);
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var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition);
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var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition);
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@@ -30,7 +30,7 @@ namespace OpenRA.Mods.Common.AI
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if (!owner.IsValid)
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if (!owner.IsValid)
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return;
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return;
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if (!owner.TargetIsValid)
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if (!owner.IsTargetValid)
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{
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{
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var t = owner.Bot.FindClosestEnemy(owner.Units.FirstOrDefault().CenterPosition);
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var t = owner.Bot.FindClosestEnemy(owner.Units.FirstOrDefault().CenterPosition);
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if (t == null) return;
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if (t == null) return;
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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.Common.AI
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if (!owner.IsValid)
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if (!owner.IsValid)
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return;
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return;
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if (!owner.TargetIsValid)
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if (!owner.IsTargetValid)
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{
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{
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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if (closestEnemy != null)
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if (closestEnemy != null)
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@@ -127,7 +127,7 @@ namespace OpenRA.Mods.Common.AI
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if (!owner.IsValid)
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if (!owner.IsValid)
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return;
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return;
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if (!owner.TargetIsValid)
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if (!owner.IsTargetValid)
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{
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{
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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var closestEnemy = owner.Bot.FindClosestEnemy(owner.Units.Random(owner.Random).CenterPosition);
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if (closestEnemy != null)
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if (closestEnemy != null)
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@@ -19,6 +19,9 @@ namespace OpenRA.Mods.Common.AI
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class UnitsForProtectionAttackState : GroundStateBase, IState
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class UnitsForProtectionAttackState : GroundStateBase, IState
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{
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{
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public const int BackoffTicks = 4;
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internal int Backoff = BackoffTicks;
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public void Activate(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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public void Tick(Squad owner)
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@@ -26,7 +29,7 @@ namespace OpenRA.Mods.Common.AI
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if (!owner.IsValid)
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if (!owner.IsValid)
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return;
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return;
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if (!owner.TargetIsValid)
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if (!owner.IsTargetValid)
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{
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{
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owner.TargetActor = owner.Bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
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owner.TargetActor = owner.Bot.FindClosestEnemy(owner.CenterPosition, WRange.FromCells(8));
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@@ -37,8 +40,22 @@ namespace OpenRA.Mods.Common.AI
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}
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}
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}
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}
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foreach (var a in owner.Units)
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if (!owner.IsTargetVisible)
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owner.World.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.TargetActor.Location });
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{
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if (Backoff < 0)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState(), true);
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Backoff = BackoffTicks;
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return;
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}
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Backoff--;
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}
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else
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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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}
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}
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public void Deactivate(Squad owner) { }
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public void Deactivate(Squad owner) { }
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@@ -22,6 +22,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly Target target;
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readonly Target target;
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readonly AttackPlane attackPlane;
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readonly AttackPlane attackPlane;
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readonly AmmoPool[] ammoPools;
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readonly AmmoPool[] ammoPools;
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Activity inner;
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Activity inner;
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int ticksUntilTurn;
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int ticksUntilTurn;
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@@ -8,8 +8,8 @@
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*/
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*/
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#endregion
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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.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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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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{
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public class HeliAttack : Activity
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public class HeliAttack : Activity
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{
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{
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readonly Target target;
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readonly Helicopter helicopter;
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readonly Helicopter helicopter;
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readonly AttackHeli attackHeli;
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readonly AttackHeli attackHeli;
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readonly AmmoPool[] ammoPools;
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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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{
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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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helicopter = self.Trait<Helicopter>();
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attackHeli = self.Trait<AttackHeli>();
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attackHeli = self.Trait<AttackHeli>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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}
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}
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public override Activity Tick(Actor self)
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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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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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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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// 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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// 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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if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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@@ -10,6 +10,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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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 System.Linq;
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using OpenRA.Activities;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Pathfinder;
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@@ -27,7 +28,23 @@ namespace OpenRA.Mods.Common.Activities
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readonly DomainIndex domainIndex;
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readonly DomainIndex domainIndex;
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readonly uint movementClass;
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readonly uint movementClass;
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protected Target Target { get; private set; }
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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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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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protected CPos targetPosition;
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protected CPos targetPosition;
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Activity inner;
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Activity inner;
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bool repath;
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bool repath;
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@@ -66,6 +83,17 @@ namespace OpenRA.Mods.Common.Activities
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{
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{
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var targetIsValid = Target.IsValidFor(self);
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var targetIsValid = Target.IsValidFor(self);
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// Target moved under the fog. Move to its last known position.
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if (Target.Type == TargetType.Actor && canHideUnderFog
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&& !self.Owner.CanTargetActor(Target.Actor))
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{
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if (inner != null)
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inner.Cancel(self);
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self.SetTargetLine(Target.FromCell(self.World, targetPosition), Color.Green);
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return Util.RunActivity(self, new AttackMoveActivity(self, mobile.MoveTo(targetPosition, 0)));
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}
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// Inner move order has completed.
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// Inner move order has completed.
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if (inner == null)
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if (inner == null)
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{
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{
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