Cancel Rearm activity when the host goes away.

This also ensures that the first reload tick always
takes the correct amount of time.
This commit is contained in:
Paul Chote
2018-05-28 11:59:50 +01:00
committed by reaperrr
parent ba8eac0e38
commit 10aaa8eea8

View File

@@ -26,37 +26,44 @@ namespace OpenRA.Mods.Common.Activities
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.AutoReloads).ToArray();
}
protected override void OnFirstRun(Actor self)
{
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
// HACK: this really shouldn't be managed from here
foreach (var pool in ammoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
var needsReloading = false;
// HACK: check if we are on the helipad/airfield/etc.
var hostBuilding = self.World.ActorMap.GetActorsAt(self.Location)
.FirstOrDefault(a => a.Info.HasTraitInfo<BuildingInfo>());
if (hostBuilding == null || !hostBuilding.IsInWorld)
return NextActivity;
var complete = true;
foreach (var pool in ammoPools)
{
if (pool.FullAmmo())
continue;
needsReloading = true;
Reload(self, pool);
if (!pool.FullAmmo())
{
Reload(self, hostBuilding, pool);
complete = false;
}
}
return needsReloading ? this : NextActivity;
return complete ? NextActivity : this;
}
void Reload(Actor self, AmmoPool ammoPool)
void Reload(Actor self, Actor hostBuilding, AmmoPool ammoPool)
{
if (--ammoPool.RemainingTicks == 0)
if (--ammoPool.RemainingTicks <= 0)
{
// HACK to check if we are on the helipad/airfield/etc.
var hostBuilding = self.World.ActorMap.GetActorsAt(self.Location)
.FirstOrDefault(a => a.Info.HasTraitInfo<BuildingInfo>());
if (hostBuilding == null || !hostBuilding.IsInWorld)
return;
foreach (var host in hostBuilding.TraitsImplementing<INotifyRearm>())
host.Rearming(hostBuilding, self);