moved Activity to Actor (from Mobile)
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@@ -18,8 +18,8 @@ namespace OpenRa.Game
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var mobile = order.Subject.traits.GetOrDefault<Mobile>();
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if (mobile != null)
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{
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mobile.Cancel(order.Subject);
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mobile.QueueActivity(new Traits.Activities.Move(order.TargetLocation, 8));
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 8 ) );
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}
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var heli = order.Subject.traits.GetOrDefault<Helicopter>();
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@@ -38,10 +38,10 @@ namespace OpenRa.Game
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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mobile.Cancel(order.Subject);
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order.Subject.CancelActivity(order.Subject);
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if (order.Subject.traits.Contains<AttackTurreted>())
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{
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mobile.QueueActivity(
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order.Subject.QueueActivity(
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new Traits.Activities.Follow(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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@@ -49,7 +49,7 @@ namespace OpenRa.Game
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}
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else
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{
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mobile.QueueActivity(
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order.Subject.QueueActivity(
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new Traits.Activities.Attack(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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}
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@@ -61,25 +61,22 @@ namespace OpenRa.Game
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if( !Game.CanPlaceBuilding( factBuildingInfo, order.Subject.Location - new int2( 1, 1 ), order.Subject, false ) )
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break; /* throw the order on the floor */
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel(order.Subject);
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mobile.QueueActivity( new Traits.Activities.Turn( 96 ) );
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mobile.QueueActivity( new Traits.Activities.DeployMcv() );
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.Turn( 96 ) );
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order.Subject.QueueActivity( new Traits.Activities.DeployMcv() );
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break;
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}
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case "DeliverOre":
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{
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel(order.Subject);
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mobile.QueueActivity(new Traits.Activities.DeliverOre(order.TargetActor));
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.DeliverOre( order.TargetActor ) );
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break;
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}
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case "Harvest":
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{
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel(order.Subject);
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mobile.QueueActivity(new Traits.Activities.Move(order.TargetLocation, 0));
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mobile.QueueActivity(new Traits.Activities.Harvest() );
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order.Subject.CancelActivity( order.Subject );
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order.Subject.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 0 ) );
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order.Subject.QueueActivity( new Traits.Activities.Harvest() );
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break;
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}
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case "PlaceBuilding":
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