Weapons are now defined with the Armament trait and turret parameters live in Turreted. This has the side effect of allowing any number and distribution of weapons and turrets.
56 lines
1.5 KiB
C#
Executable File
56 lines
1.5 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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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* 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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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderUnitTurretedInfo : RenderUnitInfo, Requires<TurretedInfo>, Requires<AttackBaseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderUnitTurreted(init.self); }
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}
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class RenderUnitTurreted : RenderUnit
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{
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public RenderUnitTurreted(Actor self)
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: base(self)
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{
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var facing = self.Trait<IFacing>();
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var turreted = self.TraitsImplementing<Turreted>();
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var i = 0;
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foreach (var t in turreted)
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{
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var turret = t;
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var anim = new Animation(GetImage(self), () => turret.turretFacing);
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anim.Play("turret");
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anims.Add("turret_{0}".F(i++), new AnimationWithOffset(anim,
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() => turret.PxPosition(self, facing).ToFloat2() + RecoilOffset(self, turret), null));
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}
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}
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float2 RecoilOffset(Actor self, Turreted t)
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{
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var a = self.TraitsImplementing<Armament>()
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.OrderByDescending(w => w.Recoil)
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.FirstOrDefault(w => w.Info.Turret == t.info.Turret);
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if (a == null)
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return float2.Zero;
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return a.RecoilPxOffset(self, t.turretFacing).ToFloat2();
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}
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}
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}
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