Move unwanted AttackBase logic to the individual Armaments.
This commit is contained in:
@@ -47,13 +47,15 @@ namespace OpenRA.Mods.RA
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public object Create(ActorInitializer init) { return new Armament(init.self, this); }
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public object Create(ActorInitializer init) { return new Armament(init.self, this); }
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}
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}
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public class Armament : ITick
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public class Armament : ITick, IExplodeModifier
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{
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{
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public readonly ArmamentInfo Info;
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public readonly ArmamentInfo Info;
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public readonly WeaponInfo Weapon;
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public readonly WeaponInfo Weapon;
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public readonly Barrel[] Barrels;
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public readonly Barrel[] Barrels;
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Lazy<Turreted> Turret;
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Lazy<Turreted> Turret;
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Lazy<IBodyOrientation> Coords;
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Lazy<IBodyOrientation> Coords;
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Lazy<LimitedAmmo> limitedAmmo;
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public WRange Recoil;
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public WRange Recoil;
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public int FireDelay { get; private set; }
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public int FireDelay { get; private set; }
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@@ -66,6 +68,7 @@ namespace OpenRA.Mods.RA
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// We can't resolve these until runtime
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// We can't resolve these until runtime
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Turret = Lazy.New(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
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Turret = Lazy.New(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
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Coords = Lazy.New(() => self.Trait<IBodyOrientation>());
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Coords = Lazy.New(() => self.Trait<IBodyOrientation>());
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limitedAmmo = Lazy.New(() => self.TraitOrDefault<LimitedAmmo>());
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Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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Burst = Weapon.Burst;
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Burst = Weapon.Burst;
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@@ -94,17 +97,34 @@ namespace OpenRA.Mods.RA
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if (FireDelay > 0)
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if (FireDelay > 0)
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--FireDelay;
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--FireDelay;
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Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range));
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Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range));
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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}
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// Note: facing is only used by the legacy positioning code
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// Note: facing is only used by the legacy positioning code
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// The world coordinate model uses Actor.Orientation
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// The world coordinate model uses Actor.Orientation
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public void CheckFire(Actor self, AttackBase attack, IFacing facing, Target target)
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public void CheckFire(Actor self, IFacing facing, Target target)
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{
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{
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if (FireDelay > 0)
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if (FireDelay > 0)
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return;
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return;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo.Value != null && !limitedAmmo.Value.HasAmmo())
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return;
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return;
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if (!target.IsInRange(self.CenterPosition, Weapon.Range))
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if (!target.IsInRange(self.CenterPosition, Weapon.Range))
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@@ -134,7 +154,7 @@ namespace OpenRA.Mods.RA
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GuidedTarget = target
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GuidedTarget = target
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};
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};
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attack.ScheduleDelayedAction(Info.FireDelay, () =>
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ScheduleDelayedAction(Info.FireDelay, () =>
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{
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{
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if (args.Weapon.Projectile != null)
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if (args.Weapon.Projectile != null)
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{
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{
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@@ -162,6 +182,7 @@ namespace OpenRA.Mods.RA
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}
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}
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public bool IsReloading { get { return FireDelay > 0; } }
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public bool IsReloading { get { return FireDelay > 0; } }
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public bool ShouldExplode(Actor self) { return !IsReloading; }
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public WVec MuzzleOffset(Actor self, Barrel b)
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public WVec MuzzleOffset(Actor self, Barrel b)
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{
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{
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.RA
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public abstract object Create(ActorInitializer init);
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public abstract object Create(ActorInitializer init);
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}
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}
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public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
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public abstract class AttackBase : IIssueOrder, IResolveOrder, IOrderVoice, ISync
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{
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{
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[Sync] public bool IsAttacking { get; internal set; }
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[Sync] public bool IsAttacking { get; internal set; }
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@@ -35,7 +35,6 @@ namespace OpenRA.Mods.RA
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protected Lazy<IFacing> facing;
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protected Lazy<IFacing> facing;
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Lazy<IEnumerable<Armament>> armaments;
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Lazy<IEnumerable<Armament>> armaments;
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protected IEnumerable<Armament> Armaments { get { return armaments.Value; } }
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protected IEnumerable<Armament> Armaments { get { return armaments.Value; } }
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public AttackBase(Actor self, AttackBaseInfo info)
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public AttackBase(Actor self, AttackBaseInfo info)
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{
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{
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@@ -63,38 +62,13 @@ namespace OpenRA.Mods.RA
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return true;
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return true;
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}
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}
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public bool ShouldExplode(Actor self) { return !IsReloading(); }
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public bool IsReloading() { return Armaments.Any(a => a.IsReloading); }
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public virtual void Tick(Actor self)
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{
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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internal void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public virtual void DoAttack(Actor self, Target target)
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public virtual void DoAttack(Actor self, Target target)
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{
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{
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if (!CanAttack(self, target))
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if (!CanAttack(self, target))
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return;
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return;
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foreach (var a in Armaments)
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foreach (var a in Armaments)
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a.CheckFire(self, this, facing.Value, target);
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a.CheckFire(self, facing.Value, target);
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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public IEnumerable<IOrderTargeter> Orders
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@@ -41,12 +41,10 @@ namespace OpenRA.Mods.RA
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charges = aci.MaxCharges;
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charges = aci.MaxCharges;
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}
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}
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public override void Tick(Actor self)
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public void Tick(Actor self)
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{
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{
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if (--timeToRecharge <= 0)
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if (--timeToRecharge <= 0)
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charges = aci.MaxCharges;
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charges = aci.MaxCharges;
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base.Tick(self);
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}
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA
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var facing = self.TraitOrDefault<IFacing>();
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var facing = self.TraitOrDefault<IFacing>();
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foreach (var a in Armaments)
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foreach (var a in Armaments)
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a.CheckFire(self, this, facing, target);
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a.CheckFire(self, facing, target);
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if (target.Actor != null)
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if (target.Actor != null)
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target.Actor.ChangeOwner(self.Owner);
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target.Actor.ChangeOwner(self.Owner);
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
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public override object Create(ActorInitializer init) { return new AttackTurreted(init.self, this); }
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public override object Create(ActorInitializer init) { return new AttackTurreted(init.self, this); }
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}
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}
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class AttackTurreted : AttackBase, INotifyBuildComplete, ISync
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class AttackTurreted : AttackBase, ITick, INotifyBuildComplete, ISync
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{
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{
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public Target Target { get; protected set; }
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public Target Target { get; protected set; }
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protected IEnumerable<Turreted> turrets;
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protected IEnumerable<Turreted> turrets;
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@@ -53,9 +53,8 @@ namespace OpenRA.Mods.RA
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return base.CanAttack(self, target);
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return base.CanAttack(self, target);
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}
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}
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public override void Tick(Actor self)
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public void Tick(Actor self)
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{
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{
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base.Tick(self);
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DoAttack(self, Target);
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DoAttack(self, Target);
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IsAttacking = Target.IsValidFor(self);
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IsAttacking = Target.IsValidFor(self);
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}
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}
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA
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public override object Create(ActorInitializer init) { return new AttackBomber(init.self, this); }
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public override object Create(ActorInitializer init) { return new AttackBomber(init.self, this); }
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}
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}
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class AttackBomber : AttackBase, ISync, INotifyRemovedFromWorld
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class AttackBomber : AttackBase, ITick, ISync, INotifyRemovedFromWorld
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{
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{
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AttackBomberInfo info;
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AttackBomberInfo info;
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[Sync] Target target;
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[Sync] Target target;
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@@ -43,10 +43,8 @@ namespace OpenRA.Mods.RA
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this.info = info;
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this.info = info;
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}
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}
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public override void Tick(Actor self)
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public void Tick(Actor self)
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{
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{
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base.Tick(self);
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var cp = self.CenterPosition;
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var cp = self.CenterPosition;
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var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
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var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
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var wasInAttackRange = inAttackRange;
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var wasInAttackRange = inAttackRange;
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@@ -59,7 +57,7 @@ namespace OpenRA.Mods.RA
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continue;
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continue;
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inAttackRange = true;
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inAttackRange = true;
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a.CheckFire(self, this, facing.Value, bombTarget);
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a.CheckFire(self, facing.Value, bombTarget);
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}
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}
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// Guns only fire when approaching the target
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// Guns only fire when approaching the target
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@@ -74,7 +72,7 @@ namespace OpenRA.Mods.RA
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var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(f)));
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var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(f)));
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inAttackRange = true;
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inAttackRange = true;
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a.CheckFire(self, this, facing.Value, t);
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a.CheckFire(self, facing.Value, t);
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}
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}
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}
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}
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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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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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* as published by the Free Software Foundation. For more information,
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@@ -8,25 +8,39 @@
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*/
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*/
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#endregion
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.RA.Render
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{
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{
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class RenderUnitReloadInfo : RenderUnitInfo
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class RenderUnitReloadInfo : RenderUnitInfo, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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{
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{
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public override object Create(ActorInitializer init) { return new RenderUnitReload(init.self); }
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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public override object Create(ActorInitializer init) { return new RenderUnitReload(init.self, this); }
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}
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}
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class RenderUnitReload : RenderUnit
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class RenderUnitReload : RenderUnit
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{
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{
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public RenderUnitReload(Actor self)
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readonly AttackBase attack;
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: base(self) { }
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readonly Armament armament;
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public RenderUnitReload(Actor self, RenderUnitReloadInfo info)
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: base(self)
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{
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attack = self.Trait<AttackBase>();
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armament = self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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}
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public override void Tick(Actor self)
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public override void Tick(Actor self)
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{
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{
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var attack = self.TraitOrDefault<AttackBase>();
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var sequence = (armament.IsReloading ? "empty-" : "") + (attack.IsAttacking ? "aim" : "idle");
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if (sequence != anim.CurrentSequence.Name)
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anim.ReplaceAnim(sequence);
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if (attack != null)
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anim.ReplaceAnim((attack.IsReloading() ? "empty-" : "")
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+ (attack.IsAttacking ? "aim" : "idle"));
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base.Tick(self);
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base.Tick(self);
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}
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}
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}
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}
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Reference in New Issue
Block a user