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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OpenRA.Mods.Common/Traits/AutoTargetPriority.cs
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OpenRA.Mods.Common/Traits/AutoTargetPriority.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 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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[Desc("Specifies the target types and relative priority used by AutoTarget to decide what to target.")]
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public class AutoTargetPriorityInfo : ConditionalTraitInfo, Requires<AutoTargetInfo>
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{
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[Desc("Target types that can be AutoTargeted.")]
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public readonly BitSet<TargetableType> ValidTargets = new("Ground", "Water", "Air");
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[Desc("Target types that can't be AutoTargeted.", "Overrules ValidTargets.")]
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public readonly BitSet<TargetableType> InvalidTargets;
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[Desc("Relationships between actor's and target's owner needed for AutoTargeting.")]
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public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Ally | PlayerRelationship.Neutral | PlayerRelationship.Enemy;
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[Desc("ValidTargets with larger priorities will be AutoTargeted before lower priorities.")]
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public readonly int Priority = 1;
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public override object Create(ActorInitializer init) { return new AutoTargetPriority(this); }
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}
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public class AutoTargetPriority : ConditionalTrait<AutoTargetPriorityInfo>
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{
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public AutoTargetPriority(AutoTargetPriorityInfo info)
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: base(info) { }
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}
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}
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