Restricted terrain targeting to force-move enter transports
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@@ -23,6 +23,7 @@ namespace OpenRA.Mods.RA.Activities
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readonly IMove move;
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readonly int maxTries = 0;
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readonly bool targetCenter;
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public Target Target { get { return target; } }
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Target target;
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State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
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@@ -31,11 +32,12 @@ namespace OpenRA.Mods.RA.Activities
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Activity inner;
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bool firstApproach = true;
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protected Enter(Actor self, Actor target, int maxTries = 1)
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protected Enter(Actor self, Actor target, int maxTries = 1, bool targetCenter = false)
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{
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this.move = self.Trait<IMove>();
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this.target = Target.FromActor(target);
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this.maxTries = maxTries;
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this.targetCenter = targetCenter;
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}
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// CanEnter(target) should to be true; othwise, Enter may abort.
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@@ -160,7 +162,7 @@ namespace OpenRA.Mods.RA.Activities
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case ReserveStatus.None:
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return State.Done; // No available target -> abort to next activity
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case ReserveStatus.TooFar:
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inner = move.MoveToTarget(self, Target.FromPos(target.CenterPosition)); // Approach
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inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
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return State.ApproachingOrEntering;
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case ReserveStatus.Pending:
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return State.ApproachingOrEntering; // Retry next tick
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