move more combat bits around
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@@ -48,10 +48,10 @@ namespace OpenRA.Mods.RA
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public int[] Offset;
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public Barrel[] Barrels;
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public Weapon(WeaponInfo info, int[] offset, int[] localOffset)
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public Weapon(string weaponName, int[] offset, int[] localOffset)
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{
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Info = info;
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Burst = info.Burst;
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Info = Rules.Weapons[weaponName.ToLowerInvariant()];
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Burst = Info.Burst;
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Offset = offset;
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var barrels = new List<Barrel>();
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@@ -76,6 +76,11 @@ namespace OpenRA.Mods.RA
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if (FireDelay > 0) --FireDelay;
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Recoil = Math.Max(0f, Recoil - .2f);
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}
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public bool IsValidAgainst(Target target)
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{
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return Combat.WeaponValidForTarget(Info, target);
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}
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}
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public class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderCursor, IOrderVoice
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@@ -88,12 +93,12 @@ namespace OpenRA.Mods.RA
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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if (self.GetPrimaryWeapon() != null)
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Weapons.Add(new Weapon(self.GetPrimaryWeapon(),
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if (info.PrimaryWeapon != null)
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Weapons.Add(new Weapon(info.PrimaryWeapon,
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info.PrimaryOffset, info.PrimaryLocalOffset));
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if (self.GetSecondaryWeapon() != null)
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Weapons.Add(new Weapon(self.GetSecondaryWeapon(),
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Weapons.Add(new Weapon(info.SecondaryWeapon,
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info.SecondaryOffset ?? info.PrimaryOffset, info.SecondaryLocalOffset));
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}
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@@ -158,7 +163,7 @@ namespace OpenRA.Mods.RA
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if (w.Info.Range * w.Info.Range * Game.CellSize * Game.CellSize
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< (target.CenterLocation - self.CenterLocation).LengthSquared) return false;
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if (!Combat.WeaponValidForTarget(w.Info, target)) return false;
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if (!w.IsValidAgainst(target)) return false;
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var barrel = w.Barrels[w.Burst % w.Barrels.Length];
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@@ -226,7 +231,7 @@ namespace OpenRA.Mods.RA
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var target = underCursor == null ? Target.FromCell(xy) : Target.FromActor(underCursor);
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var isHeal = self.GetPrimaryWeapon().Warheads.First().Damage < 0;
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var isHeal = Weapons[0].Info.Warheads[0].Damage < 0;
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var forceFire = mi.Modifiers.HasModifier(Modifiers.Ctrl);
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if (isHeal)
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@@ -252,7 +257,7 @@ namespace OpenRA.Mods.RA
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return null;
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}
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if (!Combat.HasAnyValidWeapons(self, target)) return null;
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if (!HasAnyValidWeapons(target)) return null;
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return new Order(isHeal ? "Heal" : "Attack", self, underCursor);
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}
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@@ -308,5 +313,8 @@ namespace OpenRA.Mods.RA
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/* temp hack */
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public float GetPrimaryRecoil() { return Weapons.Count > 0 ? Weapons[0].Recoil : 0; }
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public float GetSecondaryRecoil() { return Weapons.Count > 1 ? Weapons[1].Recoil : 0; }
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public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(t)); }
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public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); }
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}
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}
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA
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bool NeedsNewTarget(Actor self)
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{
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var attack = self.traits.Get<AttackBase>();
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var range = Combat.GetMaximumRange(self);
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var range = attack.GetMaximumRange();
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if (!attack.target.IsValid)
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return true; // he's dead.
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@@ -47,7 +47,8 @@ namespace OpenRA.Mods.RA
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public void Tick(Actor self)
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{
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var range = Combat.GetMaximumRange(self);
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var attack = self.traits.Get<AttackBase>();
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var range = attack.GetMaximumRange();
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if (NeedsNewTarget(self))
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AttackTarget(self, ChooseTarget(self, range));
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@@ -56,12 +57,13 @@ namespace OpenRA.Mods.RA
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Actor ChooseTarget(Actor self, float range)
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{
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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var attack = self.traits.Get<AttackBase>();
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return inRange
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.Where(a => a != self && self.Owner.Stances[a.Owner] == Stance.Ally)
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.Where(a => !a.IsDead())
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.Where(a => a.traits.Contains<Health>() && a.GetDamageState() > DamageState.Undamaged)
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.Where(a => Combat.HasAnyValidWeapons(self, Target.FromActor(a)))
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.OrderBy(a => (a.Location - self.Location).LengthSquared)
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.FirstOrDefault();
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}
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA
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if (--nextScanTime <= 0)
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{
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var attack = self.traits.Get<AttackBase>();
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var range = Combat.GetMaximumRange(self);
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var range = attack.GetMaximumRange();
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if (!attack.target.IsValid ||
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(Util.CellContaining(attack.target.CenterLocation) - self.Location).LengthSquared > range * range)
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@@ -53,10 +53,11 @@ namespace OpenRA.Mods.RA
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Actor ChooseTarget(Actor self, float range)
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{
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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var attack = self.traits.Get<AttackBase>();
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return inRange
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.Where(a => a.Owner != null && self.Owner.Stances[ a.Owner ] == Stance.Enemy)
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.Where(a => Combat.HasAnyValidWeapons(self, Target.FromActor(a)))
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.Where(a => !a.traits.Contains<Cloak>() || !a.traits.Get<Cloak>().Cloaked)
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.OrderBy(a => (a.Location - self.Location).LengthSquared)
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.FirstOrDefault();
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@@ -67,7 +68,8 @@ namespace OpenRA.Mods.RA
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if (!self.IsIdle) return;
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!Combat.HasAnyValidWeapons(self, Target.FromActor(e.Attacker))) return;
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var attack = self.traits.Get<AttackBase>();
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if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker))) return;
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// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
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if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return;
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@@ -176,23 +176,6 @@ namespace OpenRA.Mods.RA
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return true;
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}
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public static bool HasAnyValidWeapons(Actor self, Target target)
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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if (info.PrimaryWeapon != null &&
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WeaponValidForTarget(self.GetPrimaryWeapon(), target)) return true;
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if (info.SecondaryWeapon != null &&
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WeaponValidForTarget(self.GetSecondaryWeapon(), target)) return true;
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return false;
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}
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public static float GetMaximumRange(Actor self)
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{
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return new[] { self.GetPrimaryWeapon(), self.GetSecondaryWeapon() }
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.Where(w => w != null).Max(w => w.Range);
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}
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public static WeaponInfo GetPrimaryWeapon(this Actor self)
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{
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var info = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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