Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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98
OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
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98
OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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sealed class WithGunboatBodyInfo : WithSpriteBodyInfo, Requires<BodyOrientationInfo>, Requires<IFacingInfo>, Requires<TurretedInfo>
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{
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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[SequenceReference]
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public readonly string LeftSequence = "left";
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[SequenceReference]
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public readonly string RightSequence = "right";
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[SequenceReference]
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public readonly string WakeLeftSequence = "wake-left";
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[SequenceReference]
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public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
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}
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sealed class WithGunboatBody : WithSpriteBody, ITick
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{
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readonly WithGunboatBodyInfo info;
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readonly Animation wake;
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readonly IFacing facing;
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readonly Turreted turret;
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static Func<WAngle> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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return () => turreted.WorldOrientation.Yaw;
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}
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public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
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: base(init, info, MakeTurretFacingFunc(init.Self))
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{
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this.info = info;
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var rs = init.Self.Trait<RenderSprites>();
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facing = init.Self.Trait<IFacing>();
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var name = rs.GetImage(init.Self);
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turret = init.Self.TraitsImplementing<Turreted>()
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.First(t => t.Name == info.Turret);
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wake = new Animation(init.World, name);
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wake.PlayRepeating(info.WakeLeftSequence);
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rs.Add(new AnimationWithOffset(wake, null, null, -87));
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}
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protected override void TraitEnabled(Actor self)
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{
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base.TraitEnabled(self);
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turret.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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}
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void ITick.Tick(Actor self)
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{
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if (facing.Facing.Angle <= 512)
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{
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var left = NormalizeSequence(self, info.LeftSequence);
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if (DefaultAnimation.CurrentSequence.Name != left)
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DefaultAnimation.ReplaceAnim(left);
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if (wake.CurrentSequence.Name != info.WakeLeftSequence)
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wake.ReplaceAnim(info.WakeLeftSequence);
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}
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else
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{
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var right = NormalizeSequence(self, info.RightSequence);
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if (DefaultAnimation.CurrentSequence.Name != right)
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DefaultAnimation.ReplaceAnim(right);
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if (wake.CurrentSequence.Name != info.WakeRightSequence)
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wake.ReplaceAnim(info.WakeRightSequence);
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}
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}
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}
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}
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