Move ChildActivity handling into base Activity class.
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@@ -39,12 +39,6 @@ namespace OpenRA.Mods.Cnc.Activities
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public override Activity Tick(Actor self)
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{
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if (ChildActivity != null)
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{
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ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
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return this;
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}
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if (IsCanceling)
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return NextActivity;
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@@ -59,16 +53,16 @@ namespace OpenRA.Mods.Cnc.Activities
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return NextActivity;
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// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
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QueueChild(self, new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), true);
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QueueChild(self, movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
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QueueChild(self, new Resupply(self, rearmTarget, new WDist(512)));
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QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget)));
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QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
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QueueChild(new Resupply(self, rearmTarget, new WDist(512)));
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return this;
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}
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if ((minefield == null || minefield.Contains(self.Location)) && ShouldLayMine(self, self.Location))
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{
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LayMine(self);
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QueueChild(self, new Wait(20), true); // A little wait after placing each mine, for show
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QueueChild(new Wait(20)); // A little wait after placing each mine, for show
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return this;
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}
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@@ -80,7 +74,7 @@ namespace OpenRA.Mods.Cnc.Activities
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var p = minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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{
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QueueChild(self, movement.MoveTo(p, 0), true);
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QueueChild(movement.MoveTo(p, 0));
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return this;
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}
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}
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