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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>
2026-01-10 21:46:54 +08:00

50 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Hunt : Activity
{
readonly IEnumerable<Actor> targets;
readonly IMove move;
public Hunt(Actor self)
{
move = self.Trait<IMove>();
var attack = self.Trait<AttackBase>();
targets = self.World.ActorsHavingTrait<Huntable>().Where(
a => self != a && !a.IsDead && a.IsInWorld && a.AppearsHostileTo(self)
&& a.IsTargetableBy(self) && attack.HasAnyValidWeapons(Target.FromActor(a)));
}
public override bool Tick(Actor self)
{
if (IsCanceling)
return true;
var targetActor = targets.ClosestToWithPathFrom(self);
if (targetActor == null)
return false;
// We want to keep 2 cells of distance from the target to prevent the pathfinder from thinking the target position is blocked.
QueueChild(new AttackMoveActivity(self, () => move.MoveWithinRange(Target.FromCell(self.World, targetActor.Location), WDist.FromCells(2))));
QueueChild(new Wait(25));
return false;
}
}
}