Add Wanders trait and make AttackWander inherit that
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@@ -8,56 +8,30 @@
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*/
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*/
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#endregion
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#endregion
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using OpenRA.Activities;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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namespace OpenRA.Mods.RA.Traits
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{
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{
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[Desc("Will AttackMove to a random location within MoveRadius when idle.",
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[Desc("Will AttackMove to a random location within MoveRadius when idle.",
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"This conflicts with player orders and should only be added to animal creeps.")]
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"This conflicts with player orders and should only be added to animal creeps.")]
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class AttackWanderInfo : ITraitInfo, Requires<AttackMoveInfo>
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class AttackWanderInfo : WandersInfo, Requires<AttackMoveInfo>
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{
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{
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public readonly int WanderMoveRadius = 10;
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public override object Create(ActorInitializer init) { return new AttackWander(init.self, this); }
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[Desc("Number of ticks to wait until decreasing the effective move radius.")]
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public readonly int MoveReductionRadiusScale = 5;
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public object Create(ActorInitializer init) { return new AttackWander(init.self, this); }
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}
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}
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class AttackWander : INotifyIdle
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class AttackWander : Wanders
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{
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{
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readonly AttackMove attackMove;
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readonly AttackMove attackMove;
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readonly AttackWanderInfo info;
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int ticksIdle;
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int effectiveMoveRadius;
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public AttackWander(Actor self, AttackWanderInfo info)
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public AttackWander(Actor self, AttackWanderInfo info)
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: base(self, info)
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{
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{
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this.info = info;
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effectiveMoveRadius = info.WanderMoveRadius;
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attackMove = self.TraitOrDefault<AttackMove>();
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attackMove = self.TraitOrDefault<AttackMove>();
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}
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}
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public void TickIdle(Actor self)
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public override void DoAction(Actor self, CPos targetPos)
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{
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{
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var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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attackMove.ResolveOrder(self, new Order("AttackMove", self, false) { TargetLocation = targetPos });
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var targetCell = self.World.Map.CellContaining(target);
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if (!self.World.Map.Contains(targetCell))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % info.MoveReductionRadiusScale == 0)
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effectiveMoveRadius--;
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return; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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}
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attackMove.ResolveOrder(self, new Order("AttackMove", self, false) { TargetLocation = targetCell });
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ticksIdle = 0;
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effectiveMoveRadius = info.WanderMoveRadius;
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}
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}
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}
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}
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}
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}
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@@ -79,6 +79,7 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Activities\CaptureActor.cs" />
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<Compile Include="Activities\CaptureActor.cs" />
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<Compile Include="Traits\Wanders.cs" />
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<Compile Include="Activities\Hunt.cs" />
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<Compile Include="Activities\Hunt.cs" />
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<Compile Include="Activities\Air\FallToEarth.cs" />
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<Compile Include="Activities\Air\FallToEarth.cs" />
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<Compile Include="Activities\Air\Fly.cs" />
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<Compile Include="Activities\Air\Fly.cs" />
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79
OpenRA.Mods.RA/Traits/Wanders.cs
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79
OpenRA.Mods.RA/Traits/Wanders.cs
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@@ -0,0 +1,79 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Wanders around aimlesly when idle.")]
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abstract class WandersInfo : ITraitInfo
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{
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public readonly int WanderMoveRadius = 10;
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[Desc("Number of ticks to wait until decreasing the effective move radius.")]
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public readonly int MoveReductionRadiusScale = 5;
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public abstract object Create(ActorInitializer init);
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}
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class Wanders : INotifyAddedToWorld, INotifyBecomingIdle
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{
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readonly Actor self;
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readonly WandersInfo info;
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int ticksIdle;
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int effectiveMoveRadius;
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public Wanders(Actor self, WandersInfo info)
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{
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this.self = self;
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this.info = info;
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effectiveMoveRadius = info.WanderMoveRadius;
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}
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public void AddedToWorld(Actor self)
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{
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OnBecomingIdle(self);
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}
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public void OnBecomingIdle(Actor self)
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{
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var targetPos = PickTargetLocation();
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if (targetPos != CPos.Zero)
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DoAction(self, targetPos);
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}
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CPos PickTargetLocation()
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{
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var target = self.CenterPosition + new WVec(0, -1024 * effectiveMoveRadius, 0).Rotate(WRot.FromFacing(self.World.SharedRandom.Next(255)));
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var targetCell = self.World.Map.CellContaining(target);
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if (!self.World.Map.Contains(targetCell))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % info.MoveReductionRadiusScale == 0)
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effectiveMoveRadius--;
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return CPos.Zero; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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}
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ticksIdle = 0;
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effectiveMoveRadius = info.WanderMoveRadius;
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return targetCell;
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}
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public virtual void DoAction(Actor self, CPos targetPos)
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{
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throw new NotImplementedException("Base class Wanders does not implement method DoAction!");
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}
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}
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}
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