Added attack move
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74
OpenRA.Mods.RA/AttackMoveTrait.cs
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74
OpenRA.Mods.RA/AttackMoveTrait.cs
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using System;
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using System.Drawing;
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using OpenRA.Traits;
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using OpenRA.Effects;
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namespace OpenRA.Mods.RA
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{
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class AttackMoveInfo : TraitInfo<AttackMove>
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{
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//public object Create(ActorInitializer init) { return new AttackMove(init.self); }
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public readonly bool JustMove = false;
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}
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class AttackMove : ITick, IResolveOrder, IOrderVoice
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{
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public bool AttackMoving { get; set; }
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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if (order.OrderString == "AttackMove")
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{
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return "AttackMove";
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}
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "AttackMove")
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{
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self.CancelActivity();
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//if we are just moving, we don't turn on attackmove and this becomes a regular move order
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if (!self.Info.Traits.Get<AttackMoveInfo>().JustMove)
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{
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AttackMoving = true;
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}
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Order newOrder = new Order("Move", order.Subject, order.TargetLocation);
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self.Trait<Mobile>().ResolveOrder(self, newOrder);
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if (self.Owner == self.World.LocalPlayer)
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self.World.AddFrameEndTask(w =>
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{
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if (order.TargetActor != null)
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w.Add(new FlashTarget(order.TargetActor));
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var line = self.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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if (order.TargetActor != null) line.SetTarget(self, Target.FromOrder(order), Color.Red);
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else line.SetTarget(self, Target.FromOrder(order), Color.Red);
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});
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if (self.Owner == self.Owner.World.LocalPlayer)
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self.World.CancelInputMode();
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}
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else
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{
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AttackMoving = false; //cancel attack move state for other orders
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}
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}
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public void Tick(Actor self)
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{
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if (self.Info.Traits.Get<AttackMoveInfo>().JustMove) return;
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if (!self.HasTrait<AttackBase>())
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{
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Game.Debug("AttackMove: {0} has no AttackBase trait".F(self.ToString()));
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return;
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}
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if (!self.IsIdle && (self.HasTrait<AttackMove>() && !(self.Trait<AttackMove>().AttackMoving))) return;
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self.Trait<AttackBase>().ScanAndAttack(self, true);
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}
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}
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}
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