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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OpenRA.Mods.Common/Scripting/Properties/MobileProperties.cs
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72
OpenRA.Mods.Common/Scripting/Properties/MobileProperties.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 OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("Movement")]
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public class MobileProperties : ScriptActorProperties, Requires<MobileInfo>
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{
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readonly Mobile mobile;
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public MobileProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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mobile = self.Trait<Mobile>();
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}
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[ScriptActorPropertyActivity]
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[Desc("Moves within the cell grid. closeEnough defines an optional range " +
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"(in cells) that will be considered close enough to complete the activity.")]
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public void Move(CPos cell, int closeEnough = 0)
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{
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Self.QueueActivity(new Move(Self, cell, WDist.FromCells(closeEnough)));
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}
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[ScriptActorPropertyActivity]
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[Desc("Moves within the cell grid, ignoring lane biases.")]
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public void ScriptedMove(CPos cell)
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{
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Self.QueueActivity(new Move(Self, cell));
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}
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[ScriptActorPropertyActivity]
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[Desc("Moves from outside the world into the cell grid.")]
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public void MoveIntoWorld(CPos cell)
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{
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var pos = Self.CenterPosition;
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mobile.SetPosition(Self, cell);
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mobile.SetCenterPosition(Self, pos);
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Self.QueueActivity(mobile.ReturnToCell(Self));
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}
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[ScriptActorPropertyActivity]
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[Desc("Leave the current position in a random direction.")]
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public void Scatter()
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{
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Self.QueueActivity(false, new Nudge(Self));
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}
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[ScriptActorPropertyActivity]
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[Desc("Move to and enter the transport.")]
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public void EnterTransport(Actor transport)
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{
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Self.QueueActivity(new RideTransport(Self, Target.FromActor(transport), null));
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}
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[Desc("Whether the actor can move (false if immobilized).")]
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public bool IsMobile => !mobile.IsTraitDisabled && !mobile.IsTraitPaused;
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}
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}
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