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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108
OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs
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108
OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.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;
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using System.Collections.Generic;
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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 AttackMoveActivity : Activity
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{
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readonly Func<Activity> getMove;
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readonly bool isAssaultMove;
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readonly AutoTarget autoTarget;
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readonly AttackMove attackMove;
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bool runningMoveActivity = false;
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int token = Actor.InvalidConditionToken;
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Target target = Target.Invalid;
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public AttackMoveActivity(Actor self, Func<Activity> getMove, bool assaultMoving = false)
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{
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this.getMove = getMove;
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autoTarget = self.TraitOrDefault<AutoTarget>();
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attackMove = self.TraitOrDefault<AttackMove>();
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isAssaultMove = assaultMoving;
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ChildHasPriority = false;
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}
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protected override void OnFirstRun(Actor self)
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{
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if (attackMove == null || autoTarget == null)
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{
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QueueChild(getMove());
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return;
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}
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if (isAssaultMove)
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token = self.GrantCondition(attackMove.Info.AssaultMoveCondition);
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else
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token = self.GrantCondition(attackMove.Info.AttackMoveCondition);
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}
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public override bool Tick(Actor self)
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{
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if (IsCanceling || attackMove == null || autoTarget == null)
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return TickChild(self);
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// We are currently not attacking, so scan for new targets.
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if (ChildActivity == null || runningMoveActivity)
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{
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// Use the standard ScanForTarget rate limit while we are running the move activity to save performance.
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// Override the rate limit if our attack activity has completed so we can immediately acquire a new target instead of moving.
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target = autoTarget.ScanForTarget(self, autoTarget.AllowMove, true, !runningMoveActivity);
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// Cancel the current move activity and queue attack activities if we find a new target.
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if (target.Type != TargetType.Invalid)
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{
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runningMoveActivity = false;
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ChildActivity?.Cancel(self);
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foreach (var ab in autoTarget.ActiveAttackBases)
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QueueChild(ab.GetAttackActivity(self, AttackSource.AttackMove, target, autoTarget.AllowMove, false));
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}
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// Continue with the move activity (or queue a new one) when there are no targets.
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if (ChildActivity == null)
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{
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runningMoveActivity = true;
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QueueChild(getMove());
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}
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}
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// If the move activity finished, we have reached our destination and there are no more enemies on our path.
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return TickChild(self) && runningMoveActivity;
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}
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protected override void OnLastRun(Actor self)
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{
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if (token != Actor.InvalidConditionToken)
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token = self.RevokeCondition(token);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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if (ChildActivity != null)
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return ChildActivity.GetTargets(self);
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return Target.None;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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foreach (var n in getMove().TargetLineNodes(self))
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yield return n;
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}
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}
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}
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