move Weapon & friends into own file
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@@ -36,77 +36,6 @@ namespace OpenRA.Mods.RA
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public virtual object Create(ActorInitializer init) { return new AttackBase(init.self); }
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}
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public class Barrel { public int2 Position; public int Facing; /* relative to turret */ }
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public class Turret
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{
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public float Recoil = 0.0f; // remaining recoil fraction
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public int2 UnitSpacePosition; // where, in the unit's local space.
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public int2 ScreenSpacePosition; // screen-space hack to make things line up good.
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public Turret(int[] offset)
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{
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ScreenSpacePosition = offset.AbsOffset().ToInt2();
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UnitSpacePosition = offset.RelOffset().ToInt2();
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}
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}
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public class Weapon
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{
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public WeaponInfo Info;
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public int FireDelay = 0; // time (in frames) until the weapon can fire again
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public int Burst = 0; // burst counter
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public Barrel[] Barrels; // where projectiles are spawned, in local turret space.
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public Turret Turret; // where this weapon is mounted
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public Weapon(string weaponName, Turret turret, int[] localOffset)
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{
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Info = Rules.Weapons[weaponName.ToLowerInvariant()];
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Burst = Info.Burst;
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Turret = turret;
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var barrels = new List<Barrel>();
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for (var i = 0; i < localOffset.Length / 3; i++)
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barrels.Add(new Barrel
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{
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Position = new int2(localOffset[3 * i], localOffset[3 * i + 1]),
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Facing = localOffset[3 * i + 2]
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});
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// if no barrels specified, the default is "turret position; turret facing".
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if (barrels.Count == 0)
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barrels.Add(new Barrel { Position = int2.Zero, Facing = 0 });
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Barrels = barrels.ToArray();
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}
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public bool IsReloading { get { return FireDelay > 0; } }
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public void Tick()
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{
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if (FireDelay > 0) --FireDelay;
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Turret.Recoil = Math.Max(0f, Turret.Recoil - .2f);
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}
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public bool IsValidAgainst(Target target)
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{
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return Combat.WeaponValidForTarget(Info, target);
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}
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public void FiredShot()
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{
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Turret.Recoil = 1;
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if (--Burst > 0)
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FireDelay = Info.BurstDelay;
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else
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{
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FireDelay = Info.ROF;
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Burst = Info.Burst;
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}
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}
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}
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public class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderCursor, IOrderVoice
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{
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public Target target;
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