fix MoveAdjacentTo so it doesnt suck so much
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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@@ -20,28 +21,14 @@ namespace OpenRA.Mods.RA.Activities
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{
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readonly Target target;
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public MoveAdjacentTo( Actor target )
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{
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this.target = Target.FromActor(target);
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}
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public MoveAdjacentTo( Target target )
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{
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this.target = target;
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}
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public MoveAdjacentTo( Actor target ) { this.target = Target.FromActor(target); }
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public MoveAdjacentTo( Target target ) { this.target = target; }
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public override Activity Tick( Actor self )
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{
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if( IsCanceled || !target.IsValid) return NextActivity;
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var mobile = self.Trait<Mobile>();
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var cells = new Pair<int2, SubCell>[] {};
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if (target.IsActor)
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cells = target.Actor.OccupiesSpace.OccupiedCells().ToArray();
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if (cells.Length == 0)
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cells = new [] {
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Pair.New(Util.CellContaining(target.CenterLocation), SubCell.FullCell) };
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var ps1 = new PathSearch( self.World, mobile.Info, self.Owner )
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{
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@@ -50,18 +37,17 @@ namespace OpenRA.Mods.RA.Activities
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inReverse = true
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};
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foreach( var cell in cells )
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{
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ps1.AddInitialCell( cell.First );
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if( ( mobile.toCell - cell.First ).LengthSquared <= 2 )
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foreach( var cell in Util.AdjacentCells(target) )
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if (cell == self.Location)
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return NextActivity;
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}
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else
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ps1.AddInitialCell( cell );
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ps1.heuristic = PathSearch.DefaultEstimator( mobile.toCell );
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var ps2 = PathSearch.FromPoint( self.World, mobile.Info, self.Owner, mobile.toCell, Util.CellContaining(target.CenterLocation), true );
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var ret = self.World.WorldActor.Trait<PathFinder>().FindBidiPath( ps1, ps2 );
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if( ret.Count > 0 )
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ret.RemoveAt( 0 );
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return Util.SequenceActivities( mobile.MoveTo( () => ret ), this );
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}
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}
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