Use Target range checks in AutoTarget and dependencies.
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA.Air
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var desiredFacing = Util.GetFacing(dist, aircraft.Facing);
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aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.ROT);
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if (!Combat.IsInRange(self.CenterLocation, attack.GetMaximumRange(), target))
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if (!target.IsInRange(self.CenterPosition, attack.GetMaximumRange()))
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aircraft.TickMove(PSubPos.PerPx * aircraft.MovementSpeed, desiredFacing);
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attack.DoAttack( self, target );
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@@ -140,7 +140,7 @@ namespace OpenRA.Mods.RA
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.IsValidAgainst(self.World, t)); }
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public float GetMaximumRange() { return Armaments.Select(a => a.Weapon.Range).Aggregate(0f, Math.Max); }
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public WRange GetMaximumRange() { return new WRange((int)(1024*Armaments.Max(a => a.Weapon.Range))); }
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public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.IsValidAgainst(self.World, t)); }
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
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public void TickIdle(Actor self)
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{
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var attack = self.Trait<AttackBase>();
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, (int)(Game.CellSize * attack.GetMaximumRange()));
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var inRange = self.World.FindUnitsInCircle(self.CenterPosition, attack.GetMaximumRange());
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var target = inRange
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.Where(a => a != self && a.AppearsFriendlyTo(self))
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@@ -87,8 +87,9 @@ namespace OpenRA.Mods.RA
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var target = ScanForTarget(self, null);
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if (target != null)
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{
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self.SetTargetLine(Target.FromActor(target), Color.Red, false);
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attack.AttackTarget(Target.FromActor(target), false, Info.AllowMovement && stance != UnitStance.Defend);
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var t = Target.FromActor(target);
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self.SetTargetLine(t, Color.Red, false);
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attack.AttackTarget(t, false, Info.AllowMovement && stance != UnitStance.Defend);
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}
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}
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@@ -100,9 +101,8 @@ namespace OpenRA.Mods.RA
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public Actor ScanForTarget(Actor self, Actor currentTarget)
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{
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var range = Info.ScanRadius > 0 ? Info.ScanRadius : attack.GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
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var range = Info.ScanRadius > 0 ? WRange.FromCells(Info.ScanRadius) : attack.GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
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if (nextScanTime <= 0)
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return ChooseTarget(self, range);
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@@ -116,11 +116,10 @@ namespace OpenRA.Mods.RA
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attack.AttackTarget(Target.FromActor(targetActor), false, Info.AllowMovement && stance != UnitStance.Defend);
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}
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Actor ChooseTarget(Actor self, float range)
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Actor ChooseTarget(Actor self, WRange range)
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{
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nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, (int)(Game.CellSize * range));
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var inRange = self.World.FindUnitsInCircle(self.CenterPosition, range);
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if (self.Owner.HasFogVisibility())
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{
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@@ -47,9 +47,11 @@ namespace OpenRA.Mods.RA
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if (self.Owner != self.World.LocalPlayer)
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return;
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// Hack: Convert world coords to cells
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var pxRange = self.Trait<AttackBase>().GetMaximumRange().Range / 1024f;
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wr.DrawRangeCircleWithContrast(
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Color.FromArgb(128, Color.Yellow),
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self.CenterLocation.ToFloat2(), self.Trait<AttackBase>().GetMaximumRange(),
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self.CenterLocation.ToFloat2(), pxRange,
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Color.FromArgb(96, Color.Black),
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1);
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}
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