wired up so it actually works
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@@ -114,6 +114,7 @@
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<Compile Include="Traits\Activities\Demolish.cs" />
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<Compile Include="Traits\Activities\Fly.cs" />
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<Compile Include="Traits\Activities\FlyTimed.cs" />
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<Compile Include="Traits\Activities\HeliAttack.cs" />
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<Compile Include="Traits\Activities\HeliFly.cs" />
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<Compile Include="Traits\Activities\HeliLand.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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@@ -175,6 +176,7 @@
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<Compile Include="Traits\APMine.cs" />
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<Compile Include="Traits\ATMine.cs" />
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<Compile Include="Traits\AttackBase.cs" />
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<Compile Include="Traits\AttackHeli.cs" />
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<Compile Include="Traits\AttackInfo.cs" />
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<Compile Include="Traits\AttackTurreted.cs" />
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<Compile Include="Traits\AutoHeal.cs" />
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52
OpenRa.Game/Traits/Activities/HeliAttack.cs
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52
OpenRa.Game/Traits/Activities/HeliAttack.cs
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@@ -0,0 +1,52 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class HeliAttack : IActivity
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{
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Actor target;
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const int CruiseAltitude = 20;
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public HeliAttack( Actor target ) { this.target = target; }
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public IActivity NextActivity { get; set; }
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public IActivity Tick(Actor self)
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{
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if (target == null || target.IsDead)
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return NextActivity;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return NextActivity;
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var unit = self.traits.Get<Unit>();
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if (unit.Altitude != CruiseAltitude)
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{
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unit.Altitude += Math.Sign(CruiseAltitude - unit.Altitude);
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return this;
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}
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var range = Rules.WeaponInfo[ self.Info.Primary ].Range;
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var dist = target.CenterLocation - self.CenterLocation;
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var desiredFacing = Util.GetFacing(dist, unit.Facing);
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Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
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if (!float2.WithinEpsilon(float2.Zero, dist, range * Game.CellSize))
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{
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var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
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self.CenterLocation += (rawSpeed / dist.Length) * dist;
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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}
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/* todo: maintain seperation wrt other helis */
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return this;
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}
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public void Cancel(Actor self) { target = null; NextActivity = null; }
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}
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}
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35
OpenRa.Game/Traits/AttackHeli.cs
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35
OpenRa.Game/Traits/AttackHeli.cs
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@@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class AttackHeli : AttackBase
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{
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public AttackHeli(Actor self) : base(self) { }
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const int facingTolerance = 20;
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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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if (target == null) return;
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var unit = self.traits.Get<Unit>();
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var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, unit.Facing);
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if (Math.Abs(facingToTarget - unit.Facing) % 256 < facingTolerance)
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DoAttack(self);
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}
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protected override void QueueAttack(Actor self, Order order)
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{
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self.CancelActivity();
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self.QueueActivity(new HeliAttack(order.TargetActor));
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target = order.TargetActor;
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// todo: fly home
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}
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}
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}
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@@ -185,14 +185,14 @@ LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
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[HELI]
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Description=Longbow
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
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Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
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PrimaryOffset=0,0,0,-2
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InitialFacing=20
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LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
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[HIND]
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Description=Hind
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
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Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
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InitialFacing=20
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LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
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