287 lines
8.3 KiB
C#
287 lines
8.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class TurretedInfo : PausableConditionalTraitInfo, Requires<BodyOrientationInfo>, IActorPreviewInitInfo, IEditorActorOptions
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{
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public readonly string Turret = "primary";
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[Desc("Speed at which the turret turns.")]
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public readonly int TurnSpeed = 255;
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public readonly int InitialFacing = 0;
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[Desc("Number of ticks before turret is realigned. (-1 turns off realignment)")]
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public readonly int RealignDelay = 40;
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[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Facing to use for actor previews (map editor, color picker, etc)")]
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public readonly int PreviewFacing = 96;
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[Desc("Display order for the turret facing slider in the map editor")]
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public readonly int EditorTurretFacingDisplayOrder = 4;
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IEnumerable<ActorInit> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
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{
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yield return new TurretFacingInit(this, PreviewFacing);
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}
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IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
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{
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yield return new EditorActorSlider("Turret", EditorTurretFacingDisplayOrder, 0, 255, 8,
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actor =>
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{
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var init = actor.GetInitOrDefault<TurretFacingInit>(this);
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if (init != null)
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return init.Value;
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var facingInit = actor.GetInitOrDefault<FacingInit>(this);
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if (facingInit != null)
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return facingInit.Value;
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return InitialFacing;
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},
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(actor, value) =>
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{
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actor.RemoveInit<TurretFacingsInit>();
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actor.ReplaceInit(new TurretFacingInit(this, (int)value), this);
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});
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}
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public override object Create(ActorInitializer init) { return new Turreted(init, this); }
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}
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public class Turreted : PausableConditionalTrait<TurretedInfo>, ITick, IDeathActorInitModifier, IActorPreviewInitModifier
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{
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AttackTurreted attack;
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IFacing facing;
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BodyOrientation body;
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[Sync]
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public int QuantizedFacings = 0;
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[Sync]
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public int TurretFacing = 0;
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public int? DesiredFacing;
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int realignTick = 0;
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// For subclasses that want to move the turret relative to the body
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protected WVec localOffset = WVec.Zero;
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public WVec Offset { get { return Info.Offset + localOffset; } }
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public string Name { get { return Info.Turret; } }
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public static Func<int> TurretFacingFromInit(IActorInitializer init, TurretedInfo info)
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{
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return TurretFacingFromInit(init, info, info.InitialFacing, info.Turret);
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}
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public static Func<int> TurretFacingFromInit(IActorInitializer init, TraitInfo info, int defaultFacing, string turret = null)
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{
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if (turret != null)
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{
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Func<int> getFacing;
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var dynamicTurretFacingsInit = init.GetOrDefault<DynamicTurretFacingsInit>();
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if (dynamicTurretFacingsInit != null && dynamicTurretFacingsInit.Value.TryGetValue(turret, out getFacing))
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return getFacing;
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int facing;
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var turretFacingsInit = init.GetOrDefault<TurretFacingsInit>();
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if (turretFacingsInit != null && turretFacingsInit.Value.TryGetValue(turret, out facing))
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return () => facing;
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}
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var turretFacingInit = init.GetOrDefault<TurretFacingInit>(info);
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if (turretFacingInit != null)
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{
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var facing = turretFacingInit.Value;
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return () => facing;
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}
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var dynamicFacingInit = init.GetOrDefault<DynamicFacingInit>();
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if (dynamicFacingInit != null)
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return dynamicFacingInit.Value;
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var facingInit = init.GetOrDefault<FacingInit>();
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if (facingInit != null)
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{
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var facing = facingInit.Value;
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return () => facing;
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}
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return () => defaultFacing;
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}
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public Turreted(ActorInitializer init, TurretedInfo info)
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: base(info)
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{
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TurretFacing = TurretFacingFromInit(init, Info)();
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}
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protected override void Created(Actor self)
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{
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base.Created(self);
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attack = self.TraitsImplementing<AttackTurreted>().SingleOrDefault(at => ((AttackTurretedInfo)at.Info).Turrets.Contains(Info.Turret));
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facing = self.TraitOrDefault<IFacing>();
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body = self.Trait<BodyOrientation>();
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}
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void ITick.Tick(Actor self)
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{
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Tick(self);
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}
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protected virtual void Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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// NOTE: FaceTarget is called in AttackTurreted.CanAttack if the turret has a target.
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if (attack != null)
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{
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// Only realign while not attacking anything
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if (attack.IsAiming)
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return;
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if (realignTick < Info.RealignDelay)
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realignTick++;
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else if (Info.RealignDelay > -1)
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DesiredFacing = null;
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MoveTurret();
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}
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else
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{
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realignTick = 0;
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MoveTurret();
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}
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}
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void MoveTurret()
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{
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var df = DesiredFacing ?? (facing != null ? facing.Facing.Facing : TurretFacing);
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TurretFacing = Util.TickFacing(TurretFacing, df, Info.TurnSpeed);
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}
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public bool FaceTarget(Actor self, Target target)
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{
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if (IsTraitDisabled || IsTraitPaused || attack == null || attack.IsTraitDisabled || attack.IsTraitPaused)
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return false;
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var pos = self.CenterPosition;
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var targetPos = attack.GetTargetPosition(pos, target);
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var delta = targetPos - pos;
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DesiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : TurretFacing;
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MoveTurret();
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return HasAchievedDesiredFacing;
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}
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public virtual bool HasAchievedDesiredFacing
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{
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get { return DesiredFacing == null || TurretFacing == DesiredFacing.Value; }
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}
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// Turret offset in world-space
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public WVec Position(Actor self)
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{
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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return body.LocalToWorld(Offset.Rotate(bodyOrientation));
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}
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// Orientation in world-space
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public WRot WorldOrientation(Actor self)
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{
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// Hack: turretFacing is relative to the world, so subtract the body yaw
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var world = WRot.FromYaw(WAngle.FromFacing(TurretFacing));
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if (QuantizedFacings == 0)
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return world;
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// Quantize orientation to match a rendered sprite
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// Implies no pitch or yaw
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return WRot.FromYaw(body.QuantizeFacing(world.Yaw, QuantizedFacings));
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}
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public void ModifyDeathActorInit(Actor self, TypeDictionary init)
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{
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var facings = init.GetOrDefault<TurretFacingsInit>();
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if (facings == null)
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{
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facings = new TurretFacingsInit(new Dictionary<string, int>());
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init.Add(facings);
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}
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if (!facings.Value.ContainsKey(Name))
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facings.Value.Add(Name, TurretFacing);
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}
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void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
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{
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var facings = inits.GetOrDefault<DynamicTurretFacingsInit>();
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if (facings == null)
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{
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facings = new DynamicTurretFacingsInit(new Dictionary<string, Func<int>>());
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inits.Add(facings);
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}
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Func<int> bodyFacing = () => facing.Facing.Facing;
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var dynamicFacing = inits.GetOrDefault<DynamicFacingInit>();
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var staticFacing = inits.GetOrDefault<FacingInit>();
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if (dynamicFacing != null)
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bodyFacing = dynamicFacing.Value;
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else if (staticFacing != null)
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bodyFacing = () => staticFacing.Value;
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// Freeze the relative turret facing to its current value
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var facingOffset = TurretFacing - bodyFacing();
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facings.Value.Add(Name, () => bodyFacing() + facingOffset);
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}
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protected override void TraitDisabled(Actor self)
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{
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if (attack != null && attack.IsAiming)
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attack.OnStopOrder(self);
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}
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}
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public class TurretFacingInit : ValueActorInit<int>
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{
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public TurretFacingInit(TraitInfo info, int value)
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: base(info, value) { }
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public TurretFacingInit(string instanceName, int value)
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: base(instanceName, value) { }
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public TurretFacingInit(int value)
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: base(value) { }
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}
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public class TurretFacingsInit : ValueActorInit<Dictionary<string, int>>, ISingleInstanceInit
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{
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public TurretFacingsInit(Dictionary<string, int> value)
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: base(value) { }
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}
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public class DynamicTurretFacingsInit : ValueActorInit<Dictionary<string, Func<int>>>, ISingleInstanceInit
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{
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public DynamicTurretFacingsInit(Dictionary<string, Func<int>> value)
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: base(value) { }
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}
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}
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