make repath much less aggressive while attacking, to fix perf
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@@ -23,6 +23,11 @@ namespace OpenRA.Mods.RA.Activities
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int Range;
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bool AllowMovement;
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int nextPathTime;
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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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{
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Target = target;
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@@ -33,10 +38,7 @@ 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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{
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}
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public Attack(Target target, int range) : this(target, range, true) {}
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public override IActivity Tick( Actor self )
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{
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@@ -56,9 +58,17 @@ 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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return (AllowMovement) ? Util.SequenceActivities(self.Trait<Mobile>().MoveWithinRange(Target, Range), this) : NextActivity;
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if (!Combat.IsInRange(self.CenterLocation, Range, Target))
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{
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if (--nextPathTime > 0)
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return this;
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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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}
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var desiredFacing = Util.GetFacing(Target.CenterLocation - self.CenterLocation, 0);
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if (facing.Facing != desiredFacing)
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