#25 fixed
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58
OpenRa.Game/Traits/Activities/Attack.cs
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58
OpenRa.Game/Traits/Activities/Attack.cs
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@@ -0,0 +1,58 @@
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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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/* non-turreted attack */
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class Attack : IActivity
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{
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Actor Target;
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int Range;
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public Attack(Actor target, int range)
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{
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Target = target;
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Range = range;
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}
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public IActivity NextActivity { get; set; }
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public void Tick(Actor self, Mobile mobile)
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{
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if (Target.IsDead)
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{
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mobile.InternalSetActivity(NextActivity);
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return;
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}
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if ((Target.Location - self.Location).LengthSquared >= Range * Range)
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{
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mobile.InternalSetActivity(new Move(Target, Range));
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mobile.QueueActivity(this);
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return;
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}
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var desiredFacing = Util.GetFacing((Target.Location - self.Location).ToFloat2(), 0);
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var renderUnit = self.traits.WithInterface<RenderUnit>().First();
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if (Util.QuantizeFacing(mobile.facing, renderUnit.anim.CurrentSequence.Length)
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!= Util.QuantizeFacing(desiredFacing, renderUnit.anim.CurrentSequence.Length))
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{
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mobile.InternalSetActivity(new Turn(desiredFacing));
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mobile.QueueActivity(this);
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return;
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}
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var attack = self.traits.WithInterface<AttackBase>().First();
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attack.target = Target;
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attack.DoAttack(self);
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}
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public void Cancel(Actor self, Mobile mobile)
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{
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mobile.InternalSetActivity(null);
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}
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}
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}
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@@ -5,13 +5,15 @@ using System.Text;
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namespace OpenRa.Game.Traits
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{
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abstract class AttackBase : IOrder, ITick
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class AttackBase : IOrder, ITick
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{
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public Actor target;
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// time (in frames) until each weapon can fire again.
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protected int primaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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protected int secondaryFireDelay = 0;
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public AttackBase(Actor self) { }
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protected bool CanAttack( Actor self )
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{
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@@ -26,7 +28,7 @@ namespace OpenRa.Game.Traits
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if (target != null && target.IsDead) target = null; /* he's dead, jim. */
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}
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protected void DoAttack( Actor self )
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public void DoAttack( Actor self )
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{
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var rut = self.traits.GetOrDefault<RenderUnitTurreted>();
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@@ -79,7 +81,7 @@ namespace OpenRa.Game.Traits
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class AttackTurreted : AttackBase
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{
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public AttackTurreted( Actor self ) { self.traits.Get<Turreted>(); }
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public AttackTurreted( Actor self ) : base(self) { self.traits.Get<Turreted>(); }
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public override void Tick(Actor self)
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{
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