split recoil into PrimaryRecoil/SecondaryRecoil; make recovery rate configurable per turret; #1069
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@@ -25,15 +25,19 @@ namespace OpenRA.Mods.RA
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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 float Recoil = 0.0f; // remaining recoil
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public float RecoilRecovery = 0.2f; // recoil recovery rate
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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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public Turret(int[] offset, float recoilRecovery)
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{
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ScreenSpacePosition = offset.AbsOffset().ToInt2();
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UnitSpacePosition = offset.RelOffset().ToInt2();
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RecoilRecovery = recoilRecovery;
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}
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public Turret(int[] offset) : this(offset, 0) {}
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}
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public class Weapon
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@@ -41,15 +45,17 @@ namespace OpenRA.Mods.RA
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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 int Recoil = 0;
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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 -- possibly shared
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public Weapon(string weaponName, Turret turret, int[] localOffset)
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public Weapon(string weaponName, Turret turret, int[] localOffset, int recoil)
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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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Recoil = recoil;
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var barrels = new List<Barrel>();
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for (var i = 0; i < localOffset.Length / 5; i++)
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@@ -72,7 +78,7 @@ namespace OpenRA.Mods.RA
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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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Turret.Recoil = Math.Max(0f, Turret.Recoil - Turret.RecoilRecovery);
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}
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public bool IsValidAgainst(World world, Target target)
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@@ -85,7 +91,7 @@ namespace OpenRA.Mods.RA
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public void FiredShot()
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{
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Turret.Recoil = 1;
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Turret.Recoil = this.Recoil;
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if (--Burst > 0)
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FireDelay = Info.BurstDelay;
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