381 lines
13 KiB
C#
381 lines
13 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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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 OpenRA.Activities;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor will follow units until in range to attack them.")]
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public class AttackFollowInfo : AttackBaseInfo
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{
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[Desc("Automatically acquire and fire on targets of opportunity when not actively attacking.")]
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public readonly bool OpportunityFire = true;
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[Desc("Keep firing on targets even after attack order is cancelled")]
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public readonly bool PersistentTargeting = true;
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[Desc("Range to stay away from min and max ranges to give some leeway if the target starts moving.")]
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public readonly WDist RangeMargin = WDist.FromCells(1);
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public override object Create(ActorInitializer init) { return new AttackFollow(init.Self, this); }
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}
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public class AttackFollow : AttackBase, INotifyOwnerChanged, IDisableAutoTarget, INotifyStanceChanged
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{
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public new readonly AttackFollowInfo Info;
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public Target RequestedTarget { get; private set; }
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public Target OpportunityTarget { get; private set; }
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Mobile mobile;
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AutoTarget autoTarget;
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bool requestedForceAttack;
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Activity requestedTargetPresetForActivity;
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bool opportunityForceAttack;
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bool opportunityTargetIsPersistentTarget;
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public void SetRequestedTarget(in Target target, bool isForceAttack = false)
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{
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RequestedTarget = target;
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requestedForceAttack = isForceAttack;
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requestedTargetPresetForActivity = null;
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}
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public void ClearRequestedTarget()
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{
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if (Info.PersistentTargeting)
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{
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OpportunityTarget = RequestedTarget;
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opportunityForceAttack = requestedForceAttack;
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opportunityTargetIsPersistentTarget = true;
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}
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RequestedTarget = Target.Invalid;
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requestedTargetPresetForActivity = null;
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}
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public AttackFollow(Actor self, AttackFollowInfo info)
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: base(self, info)
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{
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Info = info;
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}
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protected override void Created(Actor self)
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{
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mobile = self.TraitOrDefault<Mobile>();
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autoTarget = self.TraitOrDefault<AutoTarget>();
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base.Created(self);
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}
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protected bool CanAimAtTarget(Actor self, in Target target, bool forceAttack)
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{
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if (target.Type == TargetType.Actor && !target.Actor.CanBeViewedByPlayer(self.Owner))
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return false;
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if (target.Type == TargetType.FrozenActor && !target.FrozenActor.IsValid)
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return false;
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var pos = self.CenterPosition;
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var armaments = ChooseArmamentsForTarget(target, forceAttack);
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foreach (var a in armaments)
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if (target.IsInRange(pos, a.MaxRange()) && (a.Weapon.MinRange == WDist.Zero || !target.IsInRange(pos, a.Weapon.MinRange)))
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if (TargetInFiringArc(self, target, Info.FacingTolerance))
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return true;
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return false;
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}
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protected override void Tick(Actor self)
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{
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if (IsTraitDisabled)
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{
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RequestedTarget = OpportunityTarget = Target.Invalid;
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opportunityTargetIsPersistentTarget = false;
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}
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if (requestedTargetPresetForActivity != null)
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{
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// RequestedTarget was set by OnQueueAttackActivity in preparation for a queued activity
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// requestedTargetPresetForActivity will be cleared once the activity starts running and calls UpdateRequestedTarget
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if (self.CurrentActivity != null && self.CurrentActivity.NextActivity == requestedTargetPresetForActivity)
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{
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RequestedTarget = RequestedTarget.Recalculate(self.Owner, out _);
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}
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// Requested activity has been canceled
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else
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ClearRequestedTarget();
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}
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// Can't fire on anything
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if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
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return;
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if (RequestedTarget.Type != TargetType.Invalid)
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{
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IsAiming = CanAimAtTarget(self, RequestedTarget, requestedForceAttack);
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if (IsAiming)
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DoAttack(self, RequestedTarget);
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}
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else
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{
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IsAiming = false;
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if (OpportunityTarget.Type != TargetType.Invalid)
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IsAiming = CanAimAtTarget(self, OpportunityTarget, opportunityForceAttack);
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if (!IsAiming && Info.OpportunityFire && autoTarget != null &&
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!autoTarget.IsTraitDisabled && autoTarget.Stance >= UnitStance.Defend)
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{
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OpportunityTarget = autoTarget.ScanForTarget(self, false, false);
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opportunityForceAttack = false;
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opportunityTargetIsPersistentTarget = false;
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if (OpportunityTarget.Type != TargetType.Invalid)
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IsAiming = CanAimAtTarget(self, OpportunityTarget, opportunityForceAttack);
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}
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if (IsAiming)
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DoAttack(self, OpportunityTarget);
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}
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base.Tick(self);
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}
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public override Activity GetAttackActivity(Actor self, AttackSource source, in Target newTarget, bool allowMove, bool forceAttack, Color? targetLineColor = null)
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{
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return new AttackActivity(self, newTarget, allowMove, forceAttack, targetLineColor);
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}
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public override void OnResolveAttackOrder(Actor self, Activity activity, in Target target, bool queued, bool forceAttack)
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{
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// We can improve responsiveness for turreted actors by preempting
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// the last order (usually a move) and setting the target immediately
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if (!queued)
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{
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RequestedTarget = target;
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requestedForceAttack = forceAttack;
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requestedTargetPresetForActivity = activity;
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}
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}
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public override void OnStopOrder(Actor self)
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{
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RequestedTarget = OpportunityTarget = Target.Invalid;
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opportunityTargetIsPersistentTarget = false;
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base.OnStopOrder(self);
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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RequestedTarget = OpportunityTarget = Target.Invalid;
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opportunityTargetIsPersistentTarget = false;
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}
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bool IDisableAutoTarget.DisableAutoTarget(Actor self)
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{
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return RequestedTarget.Type != TargetType.Invalid ||
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(opportunityTargetIsPersistentTarget && OpportunityTarget.Type != TargetType.Invalid);
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}
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void INotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
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{
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// Cancel opportunity targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
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if (newStance > oldStance || opportunityForceAttack)
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return;
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if (OpportunityTarget.Type == TargetType.Actor)
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{
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var a = OpportunityTarget.Actor;
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if (!autoTarget.HasValidTargetPriority(self, a.Owner, a.GetEnabledTargetTypes()))
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OpportunityTarget = Target.Invalid;
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}
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else if (OpportunityTarget.Type == TargetType.FrozenActor)
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{
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var fa = OpportunityTarget.FrozenActor;
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if (!autoTarget.HasValidTargetPriority(self, fa.Owner, fa.TargetTypes))
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OpportunityTarget = Target.Invalid;
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}
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}
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class AttackActivity : Activity, IActivityNotifyStanceChanged
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{
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readonly AttackFollow attack;
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readonly RevealsShroud[] revealsShroud;
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readonly IMove move;
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readonly bool forceAttack;
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readonly Color? targetLineColor;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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WDist lastVisibleMaximumRange;
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WDist lastVisibleMinimumRange;
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BitSet<TargetableType> lastVisibleTargetTypes;
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Player lastVisibleOwner;
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bool wasMovingWithinRange;
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bool hasTicked;
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public AttackActivity(Actor self, in Target target, bool allowMove, bool forceAttack, Color? targetLineColor = null)
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{
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attack = self.Trait<AttackFollow>();
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move = allowMove ? self.TraitOrDefault<IMove>() : null;
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revealsShroud = self.TraitsImplementing<RevealsShroud>().ToArray();
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this.target = target;
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this.forceAttack = forceAttack;
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this.targetLineColor = targetLineColor;
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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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{
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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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lastVisibleMaximumRange = attack.GetMaximumRangeVersusTarget(target);
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lastVisibleMinimumRange = attack.GetMinimumRangeVersusTarget(target);
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if (target.Type == TargetType.Actor)
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{
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lastVisibleOwner = target.Actor.Owner;
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lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
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}
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else if (target.Type == TargetType.FrozenActor)
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{
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lastVisibleOwner = target.FrozenActor.Owner;
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lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
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}
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}
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}
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public override bool Tick(Actor self)
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{
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if (IsCanceling)
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return true;
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// Check that AttackFollow hasn't cancelled the target by modifying attack.Target
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// Having both this and AttackFollow modify that field is a horrible hack.
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if (hasTicked && attack.RequestedTarget.Type == TargetType.Invalid)
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return true;
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if (attack.IsTraitPaused)
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return false;
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target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
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attack.SetRequestedTarget(target, forceAttack);
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hasTicked = true;
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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{
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleMaximumRange = attack.GetMaximumRangeVersusTarget(target);
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lastVisibleMinimumRange = attack.GetMinimumRange();
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lastVisibleOwner = target.Actor.Owner;
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lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes();
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var leeway = attack.Info.RangeMargin.Length;
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if (leeway != 0 && move != null && target.Actor.Info.HasTraitInfo<IMoveInfo>())
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{
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var preferMinRange = Math.Min(lastVisibleMinimumRange.Length + leeway, lastVisibleMaximumRange.Length);
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var preferMaxRange = Math.Max(lastVisibleMaximumRange.Length - leeway, lastVisibleMinimumRange.Length);
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lastVisibleMaximumRange = new WDist((lastVisibleMaximumRange.Length - leeway).Clamp(preferMinRange, preferMaxRange));
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}
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}
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// The target may become hidden in the same tick the AttackActivity constructor is called,
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// causing lastVisible* to remain uninitialized.
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// Fix the fallback values based on the frozen actor properties
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else if (target.Type == TargetType.FrozenActor && !lastVisibleTarget.IsValidFor(self))
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{
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleMaximumRange = attack.GetMaximumRangeVersusTarget(target);
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lastVisibleOwner = target.FrozenActor.Owner;
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lastVisibleTargetTypes = target.FrozenActor.TargetTypes;
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}
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var maxRange = lastVisibleMaximumRange;
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var minRange = lastVisibleMinimumRange;
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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// Most actors want to be able to see their target before shooting
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if (target.Type == TargetType.FrozenActor && !attack.Info.TargetFrozenActors && !forceAttack)
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{
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var rs = revealsShroud
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.Where(Exts.IsTraitEnabled)
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.MaxByOrDefault(s => s.Range);
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// Default to 2 cells if there are no active traits
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var sightRange = rs != null ? rs.Range : WDist.FromCells(2);
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if (sightRange < maxRange)
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maxRange = sightRange;
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}
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// If we are ticking again after previously sequencing a MoveWithRange then that move must have completed
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// Either we are in range and can see the target, or we've lost track of it and should give up
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if (wasMovingWithinRange && targetIsHiddenActor)
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return true;
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// Target is hidden or dead, and we don't have a fallback position to move towards
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if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
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return true;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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// We've reached the required range - if the target is visible and valid then we wait
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// otherwise if it is hidden or dead we give up
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if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange))
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{
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if (useLastVisibleTarget)
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return true;
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return false;
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}
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// We can't move into range, so give up
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if (move == null || maxRange == WDist.Zero || maxRange < minRange)
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return true;
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wasMovingWithinRange = true;
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QueueChild(move.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition));
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return false;
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}
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protected override void OnLastRun(Actor self)
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{
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// Cancel the requested target, but keep firing on it while in range
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attack.ClearRequestedTarget();
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}
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void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance)
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{
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// Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting
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if (newStance > oldStance || forceAttack)
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return;
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// If lastVisibleTarget is invalid we could never view the target in the first place, so we just drop it here too
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if (!lastVisibleTarget.IsValidFor(self) || !autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes))
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attack.ClearRequestedTarget();
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (targetLineColor != null)
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yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
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}
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}
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}
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}
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