Initial cleanup of AirStates.
This commit is contained in:
@@ -17,66 +17,63 @@ namespace OpenRA.Mods.RA.AI
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{
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abstract class AirStateBase : StateBase
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{
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protected const int missileUnitsMultiplier = 3;
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protected const int MissileUnitMultiplier = 3;
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protected static int CountAntiAirUnits(IEnumerable<Actor> units)
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{
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if (!units.Any())
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return 0;
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int missileUnitsCount = 0;
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var missileUnitsCount = 0;
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foreach (var unit in units)
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{
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if (unit != null && unit.HasTrait<AttackBase>() && !unit.HasTrait<Aircraft>()
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&& !unit.IsDisabled())
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{
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var arms = unit.TraitsImplementing<Armament>();
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foreach (var a in arms)
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{
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if (a.Weapon.ValidTargets.Contains("Air"))
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{
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missileUnitsCount++;
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break;
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}
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}
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}
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return missileUnitsCount;
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}
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}
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//checks the number of anti air enemies around units
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * missileUnitsMultiplier > owner.units.Count);
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return missileUnitsCount;
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}
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protected static Actor FindDefenselessTarget(Squad owner)
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{
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Actor target = null;
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FindSafePlace(owner, out target, true);
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return target == null ? null : target;
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return target;
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}
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protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
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{
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World world = owner.world;
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var world = owner.world;
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detectedEnemyTarget = null;
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int x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
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int y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius;
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var x = (world.Map.MapSize.X % DangerRadius) == 0 ? world.Map.MapSize.X : world.Map.MapSize.X + DangerRadius;
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var y = (world.Map.MapSize.Y % DangerRadius) == 0 ? world.Map.MapSize.Y : world.Map.MapSize.Y + DangerRadius;
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for (int i = 0; i < x; i += DangerRadius * 2)
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for (int j = 0; j < y; j += DangerRadius * 2)
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for (var i = 0; i < x; i += DangerRadius * 2)
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{
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for (var j = 0; j < y; j += DangerRadius * 2)
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{
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CPos pos = new CPos(i, j);
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var pos = new CPos(i, j);
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if (NearToPosSafely(owner, pos.CenterPosition, out detectedEnemyTarget))
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{
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if (needTarget)
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{
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if (detectedEnemyTarget == null)
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continue;
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else
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return pos;
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}
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if (needTarget && detectedEnemyTarget == null)
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continue;
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return pos;
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}
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}
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}
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return null;
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}
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@@ -92,31 +89,28 @@ namespace OpenRA.Mods.RA.AI
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var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(DangerRadius))
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.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
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int missileUnitsCount = 0;
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if (unitsAroundPos.Count > 0)
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if (!unitsAroundPos.Any())
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return true;
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if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.units.Count)
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{
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missileUnitsCount = CountAntiAirUnits(unitsAroundPos);
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if (missileUnitsCount * missileUnitsMultiplier < owner.units.Count)
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{
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detectedEnemyTarget = unitsAroundPos.Random(owner.random);
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return true;
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}
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else
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return false;
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detectedEnemyTarget = unitsAroundPos.Random(owner.random);
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return true;
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}
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return true;
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return false;
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}
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protected static bool FullAmmo(Actor a)
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{
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var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
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return (limitedAmmo != null && limitedAmmo.FullAmmo());
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return limitedAmmo != null && limitedAmmo.FullAmmo();
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}
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protected static bool HasAmmo(Actor a)
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{
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var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
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return (limitedAmmo != null && limitedAmmo.HasAmmo());
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return limitedAmmo != null && limitedAmmo.HasAmmo();
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}
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protected static bool IsReloadable(Actor a)
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@@ -126,16 +120,30 @@ namespace OpenRA.Mods.RA.AI
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protected static bool IsRearm(Actor a)
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{
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if (a.GetCurrentActivity() == null) return false;
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if (a.GetCurrentActivity().GetType() == typeof(OpenRA.Mods.RA.Activities.Rearm) ||
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a.GetCurrentActivity().GetType() == typeof(ResupplyAircraft) ||
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(a.GetCurrentActivity().NextActivity != null &&
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(a.GetCurrentActivity().NextActivity.GetType() == typeof(OpenRA.Mods.RA.Activities.Rearm) ||
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a.GetCurrentActivity().NextActivity.GetType() == typeof(ResupplyAircraft)))
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)
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var activity = a.GetCurrentActivity();
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if (activity == null)
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return false;
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var type = activity.GetType();
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if (type == typeof(OpenRA.Mods.RA.Activities.Rearm) || type == typeof(ResupplyAircraft))
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return true;
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var next = activity.NextActivity;
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if (next == null)
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return false;
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var nextType = next.GetType();
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if (nextType == typeof(OpenRA.Mods.RA.Activities.Rearm) || nextType == typeof(ResupplyAircraft))
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return true;
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return false;
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}
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// Checks the number of anti air enemies around units
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.units.Count);
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}
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}
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class AirIdleState : AirStateBase, IState
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@@ -156,11 +164,9 @@ namespace OpenRA.Mods.RA.AI
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var e = FindDefenselessTarget(owner);
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if (e == null)
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return;
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else
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{
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owner.Target = e;
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owner.fsm.ChangeState(owner, new AirAttackState(), true);
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}
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owner.Target = e;
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owner.fsm.ChangeState(owner, new AirAttackState(), true);
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}
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public void Deactivate(Squad owner) { }
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@@ -198,6 +204,7 @@ namespace OpenRA.Mods.RA.AI
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{
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if (BusyAttack(a))
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continue;
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if (!IsReloadable(a))
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{
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if (!HasAmmo(a))
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@@ -207,9 +214,11 @@ namespace OpenRA.Mods.RA.AI
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owner.world.IssueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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if (IsRearm(a))
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continue;
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}
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if (owner.Target.HasTrait<ITargetable>() && CanAttackTarget(a, owner.Target))
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owner.world.IssueOrder(new Order("Attack", a, false) { TargetActor = owner.Target });
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}
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@@ -229,16 +238,19 @@ namespace OpenRA.Mods.RA.AI
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foreach (var a in owner.units)
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{
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if (!IsReloadable(a))
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if (!FullAmmo(a))
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// TODO: This looks wrong - don't we want IsReloadable non-negated?
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if (!IsReloadable(a) && !FullAmmo(a))
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{
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if (IsRearm(a))
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continue;
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owner.world.IssueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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owner.world.IssueOrder(new Order("Move", a, false) { TargetLocation = RandomBuildingLocation(owner) });
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}
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owner.fsm.ChangeState(owner, new AirIdleState(), true);
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}
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