Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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49
OpenRA.Mods.Common/Activities/Hunt.cs
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49
OpenRA.Mods.Common/Activities/Hunt.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class Hunt : Activity
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{
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readonly IEnumerable<Actor> targets;
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readonly IMove move;
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public Hunt(Actor self)
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{
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move = self.Trait<IMove>();
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var attack = self.Trait<AttackBase>();
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targets = self.World.ActorsHavingTrait<Huntable>().Where(
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a => self != a && !a.IsDead && a.IsInWorld && a.AppearsHostileTo(self)
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&& a.IsTargetableBy(self) && attack.HasAnyValidWeapons(Target.FromActor(a)));
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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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var targetActor = targets.ClosestToWithPathFrom(self);
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if (targetActor == null)
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return false;
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// We want to keep 2 cells of distance from the target to prevent the pathfinder from thinking the target position is blocked.
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QueueChild(new AttackMoveActivity(self, () => move.MoveWithinRange(Target.FromCell(self.World, targetActor.Location), WDist.FromCells(2))));
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QueueChild(new Wait(25));
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return false;
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}
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}
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}
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