planes attacking works; post-attack glitches though
This commit is contained in:
@@ -113,6 +113,7 @@
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<Compile Include="Traits\Activities\Circle.cs" />
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<Compile Include="Traits\Activities\Circle.cs" />
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<Compile Include="Traits\Activities\Demolish.cs" />
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<Compile Include="Traits\Activities\Demolish.cs" />
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<Compile Include="Traits\Activities\Fly.cs" />
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<Compile Include="Traits\Activities\Fly.cs" />
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<Compile Include="Traits\Activities\FlyAttack.cs" />
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<Compile Include="Traits\Activities\FlyTimed.cs" />
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<Compile Include="Traits\Activities\FlyTimed.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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@@ -174,6 +175,7 @@
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<Compile Include="Traits\ATMine.cs" />
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<Compile Include="Traits\ATMine.cs" />
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<Compile Include="Traits\AttackBase.cs" />
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<Compile Include="Traits\AttackBase.cs" />
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<Compile Include="Traits\AttackInfo.cs" />
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<Compile Include="Traits\AttackInfo.cs" />
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<Compile Include="Traits\AttackPlane.cs" />
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<Compile Include="Traits\AttackTurreted.cs" />
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<Compile Include="Traits\AttackTurreted.cs" />
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<Compile Include="Traits\AutoHeal.cs" />
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<Compile Include="Traits\AutoHeal.cs" />
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<Compile Include="Traits\AutoTarget.cs" />
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<Compile Include="Traits\AutoTarget.cs" />
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@@ -16,15 +16,10 @@ namespace OpenRa.Game.Traits.Activities
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public IActivity Tick(Actor self)
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public IActivity Tick(Actor self)
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{
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{
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if (isCanceled) return NextActivity;
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if (isCanceled) return NextActivity;
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var unit = self.traits.Get<Unit>();
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return Util.SequenceActivities(
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return new Fly(Util.CenterOfCell(Cell))
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new Fly(Util.CenterOfCell(Cell)),
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{
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new FlyTimed(50, 20),
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NextActivity =
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this);
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new FlyTimed(50, 20)
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{
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NextActivity = this
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}
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};
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}
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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31
OpenRa.Game/Traits/Activities/FlyAttack.cs
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31
OpenRa.Game/Traits/Activities/FlyAttack.cs
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@@ -0,0 +1,31 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class FlyAttack : IActivity
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{
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public IActivity NextActivity { get; set; }
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Actor Target;
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public FlyAttack(Actor target) { Target = target; }
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public IActivity Tick(Actor self)
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{
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if (Target == null || Target.IsDead) return NextActivity;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return NextActivity;
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return Util.SequenceActivities(
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new Fly(Target.CenterLocation),
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new FlyTimed(50, 20),
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this);
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}
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public void Cancel(Actor self) { Target = null; NextActivity = null; }
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}
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}
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38
OpenRa.Game/Traits/AttackPlane.cs
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38
OpenRa.Game/Traits/AttackPlane.cs
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@@ -0,0 +1,38 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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// yet another ugly trait that does two things:
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// - plane-specific attack order dispatch
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// - forward-facing attack with a tolerance
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class AttackPlane : AttackBase
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{
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const int facingTolerance = 20;
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public AttackPlane(Actor self) : base(self) { }
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (target == null) return;
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var unit = self.traits.Get<Unit>();
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var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, unit.Facing);
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if (Math.Abs(facingToTarget - unit.Facing) % 256 < facingTolerance)
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DoAttack(self);
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}
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protected override void QueueAttack(Actor self, Order order)
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{
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self.QueueActivity(new FlyAttack(order.TargetActor));
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target = order.TargetActor;
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}
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}
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}
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@@ -41,7 +41,7 @@ namespace OpenRa.Game.Traits
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self.QueueActivity( new Traits.Activities.Follow( order.TargetActor,
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self.QueueActivity( new Traits.Activities.Follow( order.TargetActor,
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Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
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Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
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self.traits.Get<AttackTurreted>().target = order.TargetActor;
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target = order.TargetActor;
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}
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}
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bool buildComplete = false;
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bool buildComplete = false;
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@@ -2,6 +2,7 @@
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using System.Linq;
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using System.Linq;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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namespace OpenRa.Game.Traits
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{
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{
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@@ -135,5 +136,11 @@ namespace OpenRa.Game.Traits
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.Product();
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.Product();
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return mi.Speed * modifier;
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return mi.Speed * modifier;
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}
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}
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public static IActivity SequenceActivities(params IActivity[] acts)
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{
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return acts.Reverse().Aggregate((IActivity)null,
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(next, a) => { a.NextActivity = next; return a; });
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}
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}
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}
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}
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}
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@@ -165,13 +165,13 @@ HIND
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[MIG]
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[MIG]
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Description=Mig Attack Plane
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Description=Mig Attack Plane
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BuiltAt=afld
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BuiltAt=afld
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Traits=Unit, Plane, RenderUnit, WithShadow, LimitedAmmo
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Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
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InitialFacing=192
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InitialFacing=192
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LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
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LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
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[YAK]
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[YAK]
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Description=Yak Attack Plane
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Description=Yak Attack Plane
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BuiltAt=afld
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BuiltAt=afld
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Traits=Unit, Plane, RenderUnit, WithShadow, LimitedAmmo
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Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
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InitialFacing=192
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InitialFacing=192
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LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
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LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
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[TRAN]
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[TRAN]
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