Make Armament elements as overridable as possible
To allow downstream mods to ship customised Armament-derivatives.
This commit is contained in:
@@ -107,8 +107,8 @@ namespace OpenRA.Mods.Common.Traits
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public WDist Recoil;
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public int FireDelay { get; private set; }
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public int Burst { get; private set; }
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public int FireDelay { get; protected set; }
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public int Burst { get; protected set; }
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public Armament(Actor self, ArmamentInfo info)
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: base(info)
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@@ -134,12 +134,12 @@ namespace OpenRA.Mods.Common.Traits
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Barrels = barrels.ToArray();
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}
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public WDist MaxRange()
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public virtual WDist MaxRange()
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{
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return new WDist(Util.ApplyPercentageModifiers(Weapon.Range.Length, rangeModifiers));
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}
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public void Created(Actor self)
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public virtual void Created(Actor self)
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{
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turret = self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == Info.Turret);
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ammoPool = self.TraitsImplementing<AmmoPool>().FirstOrDefault(la => la.Info.Name == Info.AmmoPoolName);
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@@ -147,7 +147,7 @@ namespace OpenRA.Mods.Common.Traits
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rangeModifiers = self.TraitsImplementing<IRangeModifier>().ToArray().Select(m => m.GetRangeModifier());
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}
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public void Tick(Actor self)
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public virtual void Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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@@ -168,7 +168,7 @@ namespace OpenRA.Mods.Common.Traits
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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void ScheduleDelayedAction(int t, Action a)
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protected void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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@@ -178,7 +178,7 @@ namespace OpenRA.Mods.Common.Traits
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// Note: facing is only used by the legacy positioning code
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// The world coordinate model uses Actor.Orientation
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public Barrel CheckFire(Actor self, IFacing facing, Target target)
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public virtual Barrel CheckFire(Actor self, IFacing facing, Target target)
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{
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if (IsReloading)
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return null;
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@@ -260,11 +260,12 @@ namespace OpenRA.Mods.Common.Traits
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return barrel;
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}
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public bool IsReloading { get { return FireDelay > 0 || IsTraitDisabled; } }
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public bool ShouldExplode(Actor self) { return !IsReloading; }
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public bool OutOfAmmo { get { return ammoPool != null && !ammoPool.Info.SelfReloads && !ammoPool.HasAmmo(); } }
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public virtual bool OutOfAmmo { get { return ammoPool != null && !ammoPool.Info.SelfReloads && !ammoPool.HasAmmo(); } }
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public virtual bool IsReloading { get { return FireDelay > 0 || IsTraitDisabled; } }
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public virtual bool AllowExplode { get { return !IsReloading; } }
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bool IExplodeModifier.ShouldExplode(Actor self) { return AllowExplode; }
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public WVec MuzzleOffset(Actor self, Barrel b)
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public virtual WVec MuzzleOffset(Actor self, Barrel b)
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{
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var bodyOrientation = coords.QuantizeOrientation(self, self.Orientation);
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var localOffset = b.Offset + new WVec(-Recoil, WDist.Zero, WDist.Zero);
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@@ -281,7 +282,7 @@ namespace OpenRA.Mods.Common.Traits
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return coords.LocalToWorld(localOffset.Rotate(bodyOrientation));
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}
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public WRot MuzzleOrientation(Actor self, Barrel b)
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public virtual WRot MuzzleOrientation(Actor self, Barrel b)
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{
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var orientation = turret != null ? turret.WorldOrientation(self) :
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coords.QuantizeOrientation(self, self.Orientation);
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