wired up so it actually works
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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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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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