First step in the attack mechanism's refactor.
Enabled firing multiple armaments at a target simultaneously. Each armament defines own cursor for targeting. The force attack modifier influences armament choice for target. Autotargeting modified to handle firing multiple armaments simultaneously. As a consequence, healers (medics) no longer require separate Heal activity and AttackMedic and AutoHeal traits.
This commit is contained in:
@@ -23,8 +23,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Armament names")]
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public readonly string[] Armaments = { "primary", "secondary" };
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public readonly string Cursor = "attack";
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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public readonly string Cursor = null;
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public readonly string OutsideRangeCursor = null;
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[Desc("Does the attack type require the attacker to enter the target's cell?")]
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public readonly bool AttackRequiresEnteringCell = false;
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@@ -39,6 +40,9 @@ namespace OpenRA.Mods.Common.Traits
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public abstract class AttackBase : UpgradableTrait<AttackBaseInfo>, IIssueOrder, IResolveOrder, IOrderVoice, ISync
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{
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readonly string attackOrderName = "Attack";
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readonly string forceAttackOrderName = "ForceAttack";
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[Sync] public bool IsAttacking { get; internal set; }
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public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
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@@ -88,12 +92,12 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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}
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public virtual void DoAttack(Actor self, Target target)
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public virtual void DoAttack(Actor self, Target target, IEnumerable<Armament> armaments = null)
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{
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if (!CanAttack(self, target))
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if (armaments == null && !CanAttack(self, target))
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return;
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foreach (var a in Armaments)
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foreach (var a in armaments ?? Armaments)
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a.CheckFire(self, facing.Value, target);
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}
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@@ -109,7 +113,7 @@ namespace OpenRA.Mods.Common.Traits
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yield break;
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var negativeDamage = (armament.Weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead).Damage < 0;
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yield return new AttackOrderTargeter(this, "Attack", 6, negativeDamage);
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yield return new AttackOrderTargeter(this, 6, negativeDamage);
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}
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}
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@@ -120,11 +124,11 @@ namespace OpenRA.Mods.Common.Traits
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switch (target.Type)
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{
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case TargetType.Actor:
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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case TargetType.FrozenActor:
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return new Order("Attack", self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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case TargetType.Terrain:
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return new Order("Attack", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
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return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
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}
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}
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@@ -133,23 +137,46 @@ namespace OpenRA.Mods.Common.Traits
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public virtual void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack")
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var forceAttack = order.OrderString == forceAttackOrderName;
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if (forceAttack || order.OrderString == attackOrderName)
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{
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (!target.IsValidFor(self))
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return;
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self.SetTargetLine(target, Color.Red);
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AttackTarget(target, order.Queued, true);
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AttackTarget(target, order.Queued, true, forceAttack);
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}
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}
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static Target TargetFromOrder(Actor self, Order order)
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{
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// Not targeting a frozen actor
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if (order.ExtraData == 0)
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return Target.FromOrder(self.World, order);
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// Targeted an actor under the fog
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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if (frozenLayer == null)
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return Target.Invalid;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return Target.Invalid;
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// Target is still alive - resolve the real order
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if (frozen.Actor != null && frozen.Actor.IsInWorld)
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return Target.FromActor(frozen.Actor);
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return Target.Invalid;
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Attack" ? Info.Voice : null;
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return order.OrderString == attackOrderName || order.OrderString == forceAttackOrderName ? Info.Voice : null;
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}
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack);
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public bool HasAnyValidWeapons(Target t)
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{
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@@ -183,9 +210,30 @@ namespace OpenRA.Mods.Common.Traits
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.Append(WDist.Zero).Max();
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}
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public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World, self)); }
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// Enumerates all armaments, that this actor possesses, that can be used against Target t
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public IEnumerable<Armament> ChooseArmamentsForTarget(Target t, bool forceAttack, bool onlyEnabled = true)
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{
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// If force-fire is not used, and the target requires force-firing or the target is
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// terrain or invalid, no armaments can be used
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if (!forceAttack && (t.RequiresForceFire || t.Type == TargetType.Terrain || t.Type == TargetType.Invalid))
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return Enumerable.Empty<Armament>();
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public void AttackTarget(Target target, bool queued, bool allowMove)
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// Get target's owner; in case of terrain or invalid target there will be no problems
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// with owner == null since forceFire will have to be true in this part of the method
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// (short-circuiting in the logical expression below)
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var owner = null as Player;
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if (t.Type == TargetType.FrozenActor)
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owner = t.FrozenActor.Owner;
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else if (t.Type == TargetType.Actor)
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owner = t.Actor.Owner;
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return Armaments.Where(a => (!a.IsTraitDisabled || !onlyEnabled) &&
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a.Weapon.IsValidAgainst(t, self.World, self) &&
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(owner == null || (forceAttack ? a.Info.ForceTargetStances : a.Info.TargetStances)
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.HasStance(self.Owner.Stances[owner])));
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}
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public void AttackTarget(Target target, bool queued, bool allowMove, bool forceAttack = false)
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{
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if (self.IsDisabled() || IsTraitDisabled)
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return;
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@@ -196,7 +244,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!queued)
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self.CancelActivity();
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self.QueueActivity(GetAttackActivity(self, target, allowMove));
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self.QueueActivity(GetAttackActivity(self, target, allowMove, forceAttack));
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}
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public bool IsReachableTarget(Target target, bool allowMove)
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@@ -207,15 +255,13 @@ namespace OpenRA.Mods.Common.Traits
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly bool negativeDamage;
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readonly AttackBase ab;
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public AttackOrderTargeter(AttackBase ab, string order, int priority, bool negativeDamage)
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public AttackOrderTargeter(AttackBase ab, int priority, bool negativeDamage)
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{
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this.ab = ab;
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this.OrderID = order;
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this.OrderID = ab.attackOrderName;
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this.OrderPriority = priority;
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this.negativeDamage = negativeDamage;
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}
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public string OrderID { get; private set; }
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@@ -226,30 +272,23 @@ namespace OpenRA.Mods.Common.Traits
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{
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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var a = ab.ChooseArmamentForTarget(target);
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cursor = a != null && !target.IsInRange(self.CenterPosition, a.MaxRange())
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? ab.Info.OutsideRangeCursor
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: ab.Info.Cursor;
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if (target.Type == TargetType.Actor && target.Actor == self)
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return false;
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if (!ab.HasAnyValidWeapons(target))
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return false;
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if (modifiers.HasModifier(TargetModifiers.ForceAttack))
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return true;
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if (modifiers.HasModifier(TargetModifiers.ForceMove))
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return false;
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if (target.RequiresForceFire)
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var forceAttack = modifiers.HasModifier(TargetModifiers.ForceAttack);
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var a = ab.ChooseArmamentsForTarget(target, forceAttack).FirstOrDefault();
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if (a == null)
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return false;
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var targetableRelationship = negativeDamage ? Stance.Ally : Stance.Enemy;
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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var owner = target.Type == TargetType.FrozenActor ? target.FrozenActor.Owner : target.Actor.Owner;
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return self.Owner.Stances[owner] == targetableRelationship;
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if (!forceAttack)
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return true;
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OrderID = ab.forceAttackOrderName;
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return true;
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}
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bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
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@@ -259,24 +298,21 @@ namespace OpenRA.Mods.Common.Traits
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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cursor = ab.Info.Cursor;
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if (negativeDamage)
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// Targeting the terrain is only possible with force-attack modifier
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if (modifiers.HasModifier(TargetModifiers.ForceMove) || !modifiers.HasModifier(TargetModifiers.ForceAttack))
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return false;
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if (!ab.HasAnyValidWeapons(Target.FromCell(self.World, location)))
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var target = Target.FromCell(self.World, location);
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var a = ab.ChooseArmamentsForTarget(target, true).FirstOrDefault();
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if (a == null)
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return false;
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if (modifiers.HasModifier(TargetModifiers.ForceAttack))
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{
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var targetRange = (self.World.Map.CenterOfCell(location) - self.CenterPosition).HorizontalLengthSquared;
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if (targetRange > ab.GetMaximumRange().LengthSquared)
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cursor = ab.Info.OutsideRangeCursor;
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cursor = !target.IsInRange(self.CenterPosition, a.MaxRange())
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? ab.Info.OutsideRangeCursor ?? a.Info.OutsideRangeCursor
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: ab.Info.Cursor ?? a.Info.Cursor;
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return true;
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}
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return false;
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OrderID = ab.forceAttackOrderName;
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return true;
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}
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public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
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