Units that have turrets while deployed now move their turrets back to their initial positions before undeploying
- Tested in TS with all deployable units and did a quick check for obvious issues in TD and RA.
This commit is contained in:
@@ -24,8 +24,24 @@ namespace OpenRA.Mods.Common.Activities
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this.deploy = deploy;
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this.deploy = deploy;
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}
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}
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protected override void OnFirstRun(Actor self)
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{
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var tInfo = self.Info.TraitInfoOrDefault<TurretedInfo>();
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if (tInfo != null)
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QueueChild(new WaitForTurretAlignment(self, tInfo.InitialFacing));
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}
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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if (ChildActivity != null)
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{
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ActivityUtils.RunActivity(self, ChildActivity);
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return this;
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}
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if (IsCanceled)
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return NextActivity;
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IsInterruptible = false; // must DEPLOY from now.
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IsInterruptible = false; // must DEPLOY from now.
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deploy.Undeploy();
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deploy.Undeploy();
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42
OpenRA.Mods.Common/Activities/WaitForTurretAlignment.cs
Normal file
42
OpenRA.Mods.Common/Activities/WaitForTurretAlignment.cs
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@@ -0,0 +1,42 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class WaitForTurretAlignment : Activity
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{
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readonly Turreted turreted;
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readonly int desiredAlignment;
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public WaitForTurretAlignment(Actor self, int desiredAlignment)
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{
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this.turreted = self.Trait<Turreted>();
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this.desiredAlignment = desiredAlignment;
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}
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protected override void OnFirstRun(Actor self)
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{
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turreted.StopAiming(self);
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}
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public override Activity Tick(Actor self)
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{
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turreted.DesiredFacing = desiredAlignment;
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if (turreted.HasAchievedDesiredFacing)
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return NextActivity;
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return this;
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}
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}
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}
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@@ -119,6 +119,7 @@
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<Compile Include="Activities\UnloadCargo.cs" />
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<Compile Include="Activities\UnloadCargo.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="Activities\WaitForTransport.cs" />
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<Compile Include="Activities\WaitForTransport.cs" />
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<Compile Include="Activities\WaitForTurretAlignment.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="ActorExts.cs" />
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<Compile Include="AI\AIUtils.cs" />
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<Compile Include="AI\AIUtils.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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@@ -156,6 +156,12 @@ namespace OpenRA.Mods.Common.Traits
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return HasAchievedDesiredFacing;
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return HasAchievedDesiredFacing;
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}
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}
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public void StopAiming(Actor self)
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{
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if (attack.IsAiming)
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attack.OnStopOrder(self);
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}
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public virtual bool HasAchievedDesiredFacing
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public virtual bool HasAchievedDesiredFacing
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{
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{
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get { return DesiredFacing == null || TurretFacing == DesiredFacing.Value; }
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get { return DesiredFacing == null || TurretFacing == DesiredFacing.Value; }
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