Rework airstrike flare and camera spawning.
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@@ -23,48 +23,34 @@ namespace OpenRA.Mods.RA
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[Desc("Armament name")]
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public readonly string Guns = "secondary";
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public readonly int FacingTolerance = 2;
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public readonly WRange VisionRange = WRange.FromCells(10);
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public override object Create(ActorInitializer init) { return new AttackBomber(init.self, this); }
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}
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class AttackBomber : AttackBase, ISync, INotifyKilled
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class AttackBomber : AttackBase, ISync, INotifyRemovedFromWorld
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{
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AttackBomberInfo info;
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Actor camera;
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[Sync] Target target;
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[Sync] bool inAttackRange;
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public event Action<Actor> OnRemovedFromWorld = self => { };
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public event Action<Actor> OnEnteredAttackRange = self => { };
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public event Action<Actor> OnExitedAttackRange = self => { };
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public AttackBomber(Actor self, AttackBomberInfo info)
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: base(self, info)
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{
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this.info = info;
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this.camera = null;
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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var facing = self.TraitOrDefault<IFacing>();
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var cp = self.CenterPosition;
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var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
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// Provide vision
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if (this.camera == null &&
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target.IsInRange(self.CenterPosition, this.info.VisionRange))
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{
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this.camera = self.World.CreateActor("camera", new TypeDictionary
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{
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new LocationInit(target.CenterPosition.ToCPos()),
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new OwnerInit(self.Owner),
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});
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}
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else if (this.camera != null &&
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!target.IsInRange(self.CenterPosition, this.info.VisionRange))
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{
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self.World.Remove(this.camera);
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this.camera = null;
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}
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var wasInAttackRange = inAttackRange;
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inAttackRange = false;
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// Bombs drop anywhere in range
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Bombs))
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@@ -72,39 +58,43 @@ namespace OpenRA.Mods.RA
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if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
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continue;
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a.CheckFire(self, this, facing, bombTarget);
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inAttackRange = true;
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a.CheckFire(self, this, facing.Value, bombTarget);
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}
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// Guns only fire when approaching the target
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var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, facing.Facing);
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if (Math.Abs(facingToTarget - facing.Facing) % 256 > info.FacingTolerance)
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return;
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
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var f = facing.Value.Facing;
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var facingToTarget = Util.GetFacing(target.CenterPosition - self.CenterPosition, f);
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if (Math.Abs(facingToTarget - f) % 256 <= info.FacingTolerance)
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{
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if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
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continue;
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foreach (var a in Armaments.Where(a => a.Info.Name == info.Guns))
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{
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if (!target.IsInRange(self.CenterPosition, a.Weapon.Range))
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continue;
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var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(facing.Facing)));
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a.CheckFire(self, this, facing, t);
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var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(f)));
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inAttackRange = true;
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a.CheckFire(self, this, facing.Value, t);
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}
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}
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if (inAttackRange && !wasInAttackRange)
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OnEnteredAttackRange(self);
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if (!inAttackRange && wasInAttackRange)
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OnExitedAttackRange(self);
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}
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public void SetTarget(WPos pos) { target = Target.FromPos(pos); }
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public void Killed(Actor self, AttackInfo e)
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public void RemovedFromWorld(Actor self)
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{
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if (this.camera != null)
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{
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self.World.Remove(this.camera);
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this.camera = null;
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}
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OnRemovedFromWorld(self);
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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// TODO: Player controlled units want this too!
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throw new NotImplementedException("CarpetBomb requires a scripted target");
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throw new NotImplementedException("AttackBomber requires a scripted target");
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}
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}
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}
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