Move AmmoPool RemainingTicks reset to Rearmable

This is a better place to do this than the Resupply activity.
This commit is contained in:
reaperrr
2019-06-25 02:50:34 +02:00
committed by Paul Chote
parent f71912f337
commit 1bb988512f
2 changed files with 14 additions and 8 deletions

View File

@@ -135,13 +135,6 @@ namespace OpenRA.Mods.Common.Activities
actualResupplyStarted = true;
foreach (var notifyResupply in notifyResupplies)
notifyResupply.BeforeResupply(host.Actor, self, activeResupplyTypes);
// 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
if (activeResupplyTypes.HasFlag(ResupplyType.Rearm))
foreach (var pool in rearmable.RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
if (activeResupplyTypes.HasFlag(ResupplyType.Repair))

View File

@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
public object Create(ActorInitializer init) { return new Rearmable(this); }
}
public class Rearmable : INotifyCreated
public class Rearmable : INotifyCreated, INotifyResupply
{
public readonly RearmableInfo Info;
@@ -43,5 +43,18 @@ namespace OpenRA.Mods.Common.Traits
{
RearmableAmmoPools = self.TraitsImplementing<AmmoPool>().Where(p => Info.AmmoPools.Contains(p.Info.Name)).ToArray();
}
void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types)
{
if (!types.HasFlag(ResupplyType.Rearm))
return;
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
foreach (var pool in RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types) { }
}
}