Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes Also add a few files I forgot from previous patches
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97
OpenRA.Game/Traits/World/AircraftInfluence.cs
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97
OpenRA.Game/Traits/World/AircraftInfluence.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.Diagnostics;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class AircraftInfluenceInfo : ITraitInfo
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{
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public object Create( ActorInitializer init ) { return new AircraftInfluence( init.world ); }
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}
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public class AircraftInfluence : ITick
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{
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List<Actor>[,] influence;
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Map map;
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public AircraftInfluence( World world )
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{
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map = world.Map;
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influence = new List<Actor>[world.Map.MapSize.X, world.Map.MapSize.Y];
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for (int i = 0; i < world.Map.MapSize.X; i++)
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for (int j = 0; j < world.Map.MapSize.Y; j++)
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influence[ i, j ] = new List<Actor>();
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world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupyAir>() );
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}
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public void Tick( Actor self )
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{
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SanityCheck( self );
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}
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheck( Actor self )
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{
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for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
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for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
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if( influence[ x, y ] != null )
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foreach (var a in influence[ x, y ])
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if (!a.traits.Get<IOccupyAir>().OccupiedAirCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "AIM: Sanity check failed A" );
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foreach( var t in self.World.Queries.WithTraitMultiple<IOccupyAir>() )
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foreach( var cell in t.Trait.OccupiedAirCells() )
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if (!influence[cell.X, cell.Y].Contains(t.Actor))
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throw new InvalidOperationException( "AIM: Sanity check failed B" );
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}
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Actor[] noActors = { };
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public IEnumerable<Actor> GetUnitsAt( int2 a )
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{
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if (!map.IsInMap(a)) return noActors;
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return influence[ a.X, a.Y ];
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}
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public void Add( Actor self, IOccupyAir unit )
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{
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foreach( var c in unit.OccupiedAirCells() )
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influence[c.X, c.Y].Add(self);
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}
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public void Remove( Actor self, IOccupyAir unit )
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{
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if (unit != null)
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foreach (var c in unit.OccupiedAirCells())
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influence[c.X, c.Y].Remove(self);
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}
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public void Update(Actor self, IOccupyAir unit)
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{
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Remove(self, unit);
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if (!self.IsDead) Add(self, unit);
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}
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}
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}
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