Move AmmoPool RemainingTicks reset to Rearmable
This is a better place to do this than the Resupply activity.
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@@ -135,13 +135,6 @@ namespace OpenRA.Mods.Common.Activities
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actualResupplyStarted = true;
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foreach (var notifyResupply in notifyResupplies)
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notifyResupply.BeforeResupply(host.Actor, self, activeResupplyTypes);
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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// HACK: this really shouldn't be managed from here
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if (activeResupplyTypes.HasFlag(ResupplyType.Rearm))
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foreach (var pool in rearmable.RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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}
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if (activeResupplyTypes.HasFlag(ResupplyType.Repair))
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new Rearmable(this); }
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}
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public class Rearmable : INotifyCreated
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public class Rearmable : INotifyCreated, INotifyResupply
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{
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public readonly RearmableInfo Info;
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@@ -43,5 +43,18 @@ namespace OpenRA.Mods.Common.Traits
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{
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RearmableAmmoPools = self.TraitsImplementing<AmmoPool>().Where(p => Info.AmmoPools.Contains(p.Info.Name)).ToArray();
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}
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void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types)
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{
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if (!types.HasFlag(ResupplyType.Rearm))
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return;
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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foreach (var pool in RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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}
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void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types) { }
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}
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}
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