Use Target range checks in attack activities.
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.Activities
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{
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protected Target Target;
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ITargetable targetable;
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int Range;
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WRange Range;
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bool AllowMovement;
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int nextPathTime;
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@@ -27,7 +27,10 @@ namespace OpenRA.Mods.RA.Activities
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const int delayBetweenPathingAttempts = 20;
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const int delaySpread = 5;
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public Attack(Target target, int range, bool allowMovement)
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public Attack(Target target, WRange range)
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: this(target, range, true) {}
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public Attack(Target target, WRange range, bool allowMovement)
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{
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Target = target;
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if (target.IsActor)
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@@ -37,20 +40,18 @@ namespace OpenRA.Mods.RA.Activities
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AllowMovement = allowMovement;
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}
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public Attack(Target target, int range) : this(target, range, true) {}
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public override Activity Tick( Actor self )
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public override Activity Tick(Actor self)
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{
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var attack = self.Trait<AttackBase>();
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var ret = InnerTick( self, attack );
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attack.IsAttacking = ( ret == this );
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var ret = InnerTick(self, attack);
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attack.IsAttacking = (ret == this);
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return ret;
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}
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protected virtual Activity InnerTick( Actor self, AttackBase attack )
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protected virtual Activity InnerTick(Actor self, AttackBase attack)
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{
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if (IsCanceled) return NextActivity;
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if (IsCanceled)
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return NextActivity;
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if (!Target.IsValid)
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return NextActivity;
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@@ -61,7 +62,7 @@ namespace OpenRA.Mods.RA.Activities
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if (targetable != null && !targetable.TargetableBy(Target.Actor, self))
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return NextActivity;
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if (!Combat.IsInRange(self.CenterLocation, Range, Target))
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if (!Target.IsInRange(self.CenterPosition, Range))
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{
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if (--nextPathTime > 0)
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return this;
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@@ -69,13 +70,13 @@ namespace OpenRA.Mods.RA.Activities
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nextPathTime = self.World.SharedRandom.Next(delayBetweenPathingAttempts - delaySpread,
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delayBetweenPathingAttempts + delaySpread);
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return (AllowMovement) ? Util.SequenceActivities(self.Trait<Mobile>().MoveWithinRange(Target, Range), this) : NextActivity;
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return (AllowMovement) ? Util.SequenceActivities(self.Trait<Mobile>().MoveWithinRange(Target, Range.Range / 1024), this) : NextActivity;
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}
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var desiredFacing = Util.GetFacing(Target.CenterLocation - self.CenterLocation, 0);
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var facing = self.Trait<IFacing>();
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if (facing.Facing != desiredFacing)
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return Util.SequenceActivities( new Turn( desiredFacing ), this );
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return Util.SequenceActivities(new Turn(desiredFacing), this);
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attack.DoAttack(self, Target);
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return this;
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