added AttackTurreted.
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@@ -1,53 +1,58 @@
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game
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{
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class World
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{
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List<Actor> actors = new List<Actor>();
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{
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List<Actor> actors = new List<Actor>();
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List<Bullet> bullets = new List<Bullet>();
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List<Action<World>> frameEndActions = new List<Action<World>>();
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readonly Game game;
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int lastTime = Environment.TickCount;
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const int timestep = 40;
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readonly Game game;
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int lastTime = Environment.TickCount;
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const int timestep = 40;
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public World(Game game) { this.game = game; }
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public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
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public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
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public void Add(Bullet b) { bullets.Add(b); }
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public World(Game game) { this.game = game; }
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public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
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public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
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public void Add(Bullet b) { bullets.Add(b); }
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public void Remove(Bullet b) { bullets.Remove(b); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public void ResetTimer()
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{
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lastTime = Environment.TickCount;
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}
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public void Update()
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{
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int t = Environment.TickCount;
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int dt = t - lastTime;
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if( dt >= timestep )
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{
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{
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lastTime += timestep;
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foreach( var a in actors )
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a.Tick(game, timestep);
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foreach (var b in bullets)
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b.Tick(game, timestep);
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foreach( var a in actors )
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a.Tick(game, timestep);
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foreach (var b in bullets)
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b.Tick(game, timestep);
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Renderer.waterFrame += 0.00125f * timestep;
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}
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foreach (Action<World> a in frameEndActions) a(this);
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frameEndActions.Clear();
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}
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public IEnumerable<Actor> Actors { get { return actors; } }
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}
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public IEnumerable<Actor> Actors { get { return actors; } }
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public IEnumerable<Bullet> Bullets { get { return bullets; } }
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}
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}
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