Extended IMove for Enter logic
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@@ -660,18 +660,38 @@ namespace OpenRA.Mods.RA.Move
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SetPosition(self, cell, subCell);
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SetVisualPosition(self, pos);
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// Animate transition
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var to = self.World.Map.CenterOfSubCell(cell, subCell);
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var speed = MovementSpeedForCell(self, cell);
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var length = speed > 0 ? (to - pos).Length / speed : 0;
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return VisualMove(self, pos, self.World.Map.CenterOfSubCell(cell, subCell), cell);
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}
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var facing = Util.GetFacing(to - pos, Facing);
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return Util.SequenceActivities(new Turn(facing), new Drag(pos, to, length));
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public Activity MoveToTarget(Actor self, Target target)
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{
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if (target.Type == TargetType.Invalid)
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return null;
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return new MoveAdjacentTo(self, target);
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}
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public Activity MoveIntoTarget(Actor self, Target target)
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{
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if (target.Type == TargetType.Invalid)
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return null;
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return VisualMove(self, self.CenterPosition, target.CenterPosition);
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}
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public bool CanEnterTargetNow(Actor self, Target target)
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{
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return self.Location == self.World.Map.CellContaining(target.CenterPosition) || Util.AdjacentCells(self.World, target).Any(c => c == self.Location);
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}
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public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
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{
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var speed = MovementSpeedForCell(self, self.Location);
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return VisualMove(self, fromPos, toPos, self.Location);
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}
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public Activity VisualMove(Actor self, WPos fromPos, WPos toPos, CPos cell)
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{
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var speed = MovementSpeedForCell(self, cell);
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var length = speed > 0 ? (toPos - fromPos).Length / speed : 0;
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var facing = Util.GetFacing(toPos - fromPos, Facing);
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