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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#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.Linq;
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namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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{
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sealed class UnitsForProtectionIdleState : GroundStateBase, IState
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{
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public void Activate(Squad owner) { }
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public void Tick(Squad owner) { owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionAttackState()); }
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public void Deactivate(Squad owner) { }
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}
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sealed class UnitsForProtectionAttackState : GroundStateBase, IState
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{
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public const int BackoffTicks = 4;
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internal int Backoff = BackoffTicks;
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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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var leader = Leader(owner);
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if (!owner.IsTargetValid(leader))
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{
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var target = owner.SquadManager.FindClosestEnemy(leader, WDist.FromCells(owner.SquadManager.Info.ProtectionScanRadius));
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owner.SetActorToTarget(target);
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if (target.Actor == null)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState());
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return;
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}
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}
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owner.Bot.QueueOrder(new Order("AttackMove", null, owner.Target, false, groupedActors: owner.Units.ToArray()));
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if (!owner.IsTargetVisible)
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{
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if (Backoff < 0)
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{
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionFleeState());
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Backoff = BackoffTicks;
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return;
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}
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Backoff--;
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}
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else
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{
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Backoff = BackoffTicks;
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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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sealed class UnitsForProtectionFleeState : GroundStateBase, 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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GoToRandomOwnBuilding(owner);
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owner.FuzzyStateMachine.ChangeState(owner, new UnitsForProtectionIdleState());
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}
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public void Deactivate(Squad owner) { owner.SquadManager.UnregisterSquad(owner); }
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}
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}
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