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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51
OpenRA.Mods.Common/Traits/Attack/AttackTurreted.cs
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51
OpenRA.Mods.Common/Traits/Attack/AttackTurreted.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.Collections.Immutable;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor has a visual turret used to attack.")]
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public class AttackTurretedInfo : AttackFollowInfo, Requires<TurretedInfo>
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{
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[Desc("Turret names")]
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public readonly ImmutableArray<string> Turrets = ["primary"];
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public override object Create(ActorInitializer init) { return new AttackTurreted(init.Self, this); }
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}
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public class AttackTurreted : AttackFollow
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{
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protected Turreted[] turrets;
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public AttackTurreted(Actor self, AttackTurretedInfo info)
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: base(self, info)
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{
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turrets = self.TraitsImplementing<Turreted>().Where(t => info.Turrets.Contains(t.Info.Turret)).ToArray();
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}
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protected override bool CanAttack(Actor self, in Target target)
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{
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if (target.Type == TargetType.Invalid)
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return false;
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// Don't break early from this loop - we want to bring all turrets to bear!
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var turretReady = false;
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foreach (var t in turrets)
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if (t.FaceTarget(self, target))
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turretReady = true;
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return turretReady && base.CanAttack(self, target);
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}
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}
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}
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