- Rename Bits<T> to BitSet<T>. - Implement set based helpers for BitSet<T>. - When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage. - Fix FieldLoader to trim input values when generating a BitSet<T>. - Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
269 lines
6.3 KiB
C#
269 lines
6.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.AI
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{
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abstract class AirStateBase : StateBase
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{
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static readonly BitSet<TargetableType> AirTargetTypes = new BitSet<TargetableType>("Air");
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protected const int MissileUnitMultiplier = 3;
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protected static int CountAntiAirUnits(IEnumerable<Actor> units)
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{
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if (!units.Any())
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return 0;
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var missileUnitsCount = 0;
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foreach (var unit in units)
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{
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if (unit == null || unit.Info.HasTraitInfo<AircraftInfo>())
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continue;
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foreach (var ab in unit.TraitsImplementing<AttackBase>())
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{
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if (ab.IsTraitDisabled || ab.IsTraitPaused)
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continue;
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foreach (var a in ab.Armaments)
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{
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if (a.Weapon.IsValidTarget(AirTargetTypes))
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{
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missileUnitsCount++;
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break;
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}
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}
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}
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}
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return missileUnitsCount;
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}
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protected static Actor FindDefenselessTarget(Squad owner)
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{
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Actor target = null;
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FindSafePlace(owner, out target, true);
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return target;
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}
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protected static CPos? FindSafePlace(Squad owner, out Actor detectedEnemyTarget, bool needTarget)
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{
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var map = owner.World.Map;
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var dangerRadius = owner.Bot.Info.DangerScanRadius;
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detectedEnemyTarget = null;
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var x = (map.MapSize.X % dangerRadius) == 0 ? map.MapSize.X : map.MapSize.X + dangerRadius;
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var y = (map.MapSize.Y % dangerRadius) == 0 ? map.MapSize.Y : map.MapSize.Y + dangerRadius;
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for (var i = 0; i < x; i += dangerRadius * 2)
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{
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for (var j = 0; j < y; j += dangerRadius * 2)
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{
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var pos = new CPos(i, j);
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if (NearToPosSafely(owner, map.CenterOfCell(pos), out detectedEnemyTarget))
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{
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if (needTarget && detectedEnemyTarget == null)
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continue;
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return pos;
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}
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}
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}
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return null;
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc)
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{
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Actor a;
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return NearToPosSafely(owner, loc, out a);
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}
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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{
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detectedEnemyTarget = null;
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var dangerRadius = owner.Bot.Info.DangerScanRadius;
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var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (!unitsAroundPos.Any())
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return true;
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if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
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{
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detectedEnemyTarget = unitsAroundPos.Random(owner.Random);
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return true;
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}
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return false;
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}
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protected static bool FullAmmo(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.FullAmmo());
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}
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protected static bool HasAmmo(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.HasAmmo());
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}
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protected static bool ReloadsAutomatically(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.AutoReloads);
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}
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protected static bool IsRearm(Actor a)
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{
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if (a.IsIdle)
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return false;
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var activity = a.CurrentActivity;
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var type = activity.GetType();
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if (type == typeof(Rearm) || type == typeof(ResupplyAircraft))
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return true;
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var next = activity.NextActivity;
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if (next == null)
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return false;
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var nextType = next.GetType();
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if (nextType == typeof(Rearm) || nextType == typeof(ResupplyAircraft))
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return true;
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return false;
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}
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// Checks the number of anti air enemies around units
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protected virtual bool ShouldFlee(Squad owner)
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{
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return base.ShouldFlee(owner, enemies => CountAntiAirUnits(enemies) * MissileUnitMultiplier > owner.Units.Count);
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}
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}
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class AirIdleState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (ShouldFlee(owner))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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var e = FindDefenselessTarget(owner);
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if (e == null)
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return;
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owner.TargetActor = e;
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owner.FuzzyStateMachine.ChangeState(owner, new AirAttackState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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class AirAttackState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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if (!owner.IsTargetValid)
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{
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var a = owner.Units.Random(owner.Random);
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var closestEnemy = owner.Bot.FindClosestEnemy(a.CenterPosition);
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if (closestEnemy != null)
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owner.TargetActor = closestEnemy;
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else
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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}
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if (!NearToPosSafely(owner, owner.TargetActor.CenterPosition))
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{
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owner.FuzzyStateMachine.ChangeState(owner, new AirFleeState(), true);
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return;
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}
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foreach (var a in owner.Units)
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{
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if (BusyAttack(a))
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continue;
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if (!ReloadsAutomatically(a))
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{
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if (IsRearm(a))
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continue;
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if (!HasAmmo(a))
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{
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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}
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if (CanAttackTarget(a, owner.TargetActor))
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owner.Bot.QueueOrder(new Order("Attack", a, Target.FromActor(owner.TargetActor), false));
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}
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}
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public void Deactivate(Squad owner) { }
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}
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class AirFleeState : AirStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner)
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{
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if (!owner.IsValid)
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return;
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foreach (var a in owner.Units)
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{
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if (!ReloadsAutomatically(a) && !FullAmmo(a))
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{
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if (IsRearm(a))
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continue;
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owner.Bot.QueueOrder(new Order("ReturnToBase", a, false));
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continue;
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}
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owner.Bot.QueueOrder(new Order("Move", a, Target.FromCell(owner.World, RandomBuildingLocation(owner)), false));
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}
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owner.FuzzyStateMachine.ChangeState(owner, new AirIdleState(), true);
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}
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public void Deactivate(Squad owner) { }
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}
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}
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