moved AutoTarget/AutoHeal to ra
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90
OpenRA.Mods.RA/AutoTarget.cs
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90
OpenRA.Mods.RA/AutoTarget.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class AutoTargetInfo : TraitInfo<AutoTarget>
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{
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public readonly float ScanTimeAverage = 2f;
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public readonly float ScanTimeSpread = .5f;
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}
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class AutoTarget : ITick, INotifyDamage
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{
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[Sync]
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int nextScanTime = 0;
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void AttackTarget(Actor self, Actor target)
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{
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var attack = self.traits.Get<AttackBase>();
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if (target != null)
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attack.ResolveOrder(self, new Order("Attack", self, target));
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}
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public void Tick(Actor self)
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{
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if (!self.IsIdle) return;
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if (--nextScanTime <= 0)
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{
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var attack = self.traits.Get<AttackBase>();
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var range = Util.GetMaximumRange(self);
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if (attack.target == null ||
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(attack.target.Location - self.Location).LengthSquared > range * range)
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AttackTarget(self, ChooseTarget(self, range));
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var info = self.Info.Traits.Get<AutoTargetInfo>();
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nextScanTime = (int)(25 * (info.ScanTimeAverage +
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(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
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}
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}
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Actor ChooseTarget(Actor self, float range)
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{
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange
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.Where(a => a.Owner != null && self.Owner.Stances[ a.Owner ] == Stance.Enemy)
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.Where(a => Combat.HasAnyValidWeapons(self, a))
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.Where(a => !a.traits.Contains<Cloak>() || !a.traits.Get<Cloak>().Cloaked)
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.OrderBy(a => (a.Location - self.Location).LengthSquared)
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.FirstOrDefault();
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!self.IsIdle) return;
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!Combat.HasAnyValidWeapons(self, e.Attacker)) return;
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// don't retaliate against own units force-firing on us. it's usually not what the player wanted.
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if (self.Owner.Stances[e.Attacker.Owner] == Stance.Ally) return;
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if (e.Damage < 0) return; // don't retaliate against healers
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AttackTarget(self, e.Attacker);
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}
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}
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}
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