Refactors LimitedAmmo to AmmoPool.

Removes Reloads trait.

This enables adding multiple AmmoPools via @ differentiators and
Name which adds the possibility to assign each armament to a specific
ammo pool.

Furthermore, this moves all Reloads functionality onto AmmoPool.

Now a combination of all three is possible on a single actor: no limited
ammo, limited ammo that can reload on its own, and limited ammo which
needs to be reloaded at a rearm actor.

Additionally moves RearmSound from Minelayer to AmmoPool.
This commit is contained in:
reaperrr
2015-01-04 19:52:07 +01:00
parent d631d8b780
commit 38d5163062
23 changed files with 337 additions and 255 deletions

View File

@@ -8,6 +8,8 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
@@ -18,30 +20,38 @@ namespace OpenRA.Mods.Common.Activities
public class FlyAttack : Activity
{
readonly Target target;
readonly AttackPlane attackPlane;
readonly IEnumerable<AmmoPool> ammoPools;
Activity inner;
int ticksUntilTurn = 50;
public FlyAttack(Target target) { this.target = target; }
public FlyAttack(Actor self, Target target)
{
this.target = target;
attackPlane = self.TraitOrDefault<AttackPlane>();
ammoPools = self.TraitsImplementing<AmmoPool>();
}
public override Activity Tick(Actor self)
{
if (!target.IsValidFor(self))
return NextActivity;
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
// Move to the next activity only if all ammo pools are depleted and none reload automatically
// TODO: This should check whether there is ammo left that is actually suitable for the target
if (ammoPools != null && ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
return NextActivity;
var attack = self.TraitOrDefault<AttackPlane>();
if (attack != null)
attack.DoAttack(self, target);
if (attackPlane != null)
attackPlane.DoAttack(self, target);
if (inner == null)
{
if (IsCanceled)
return NextActivity;
if (target.IsInRange(self.CenterPosition, attack.Armaments.Select(a => a.Weapon.MinRange).Min()))
// TODO: This should fire each weapon at its maximum range
if (target.IsInRange(self.CenterPosition, attackPlane.Armaments.Select(a => a.Weapon.MinRange).Min()))
inner = Util.SequenceActivities(new FlyTimed(ticksUntilTurn), new Fly(self, target), new FlyTimed(ticksUntilTurn));
else
inner = Util.SequenceActivities(new Fly(self, target), new FlyTimed(ticksUntilTurn));

View File

@@ -8,6 +8,9 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
@@ -16,21 +19,29 @@ namespace OpenRA.Mods.Common.Activities
{
public class HeliAttack : Activity
{
Target target;
public HeliAttack(Target target) { this.target = target; }
readonly Target target;
readonly Helicopter helicopter;
readonly AttackHeli attackHeli;
readonly IEnumerable<AmmoPool> ammoPools;
public HeliAttack(Actor self, Target target)
{
this.target = target;
helicopter = self.Trait<Helicopter>();
attackHeli = self.Trait<AttackHeli>();
ammoPools = self.TraitsImplementing<AmmoPool>();
}
public override Activity Tick(Actor self)
{
if (IsCanceled || !target.IsValidFor(self))
return NextActivity;
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
var reloads = self.TraitOrDefault<Reloads>();
if (limitedAmmo != null && !limitedAmmo.HasAmmo() && reloads == null)
// If all ammo pools are depleted and none reload automatically, return to helipad to reload and then move to next activity
// TODO: This should check whether there is ammo left that is actually suitable for the target
if (ammoPools != null && ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
return Util.SequenceActivities(new HeliReturn(), NextActivity);
var helicopter = self.Trait<Helicopter>();
var attack = self.Trait<AttackHeli>();
var dist = target.CenterPosition - self.CenterPosition;
// Can rotate facing while ascending
@@ -41,10 +52,12 @@ namespace OpenRA.Mods.Common.Activities
return this;
// Fly towards the target
if (!target.IsInRange(self.CenterPosition, attack.GetMaximumRange()))
// TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
// and the weapon with the longest range is out of ammo
if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRange()))
helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
attack.DoAttack(self, target);
attackHeli.DoAttack(self, target);
return this;
}

View File

@@ -8,53 +8,64 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Rearm : Activity
{
readonly LimitedAmmo limitedAmmo;
int ticksPerPip = 25 * 2;
int remainingTicks = 25 * 2;
string sound = null;
readonly IEnumerable<AmmoPool> ammoPools;
readonly Dictionary<AmmoPool, int> ammoPoolsReloadTimes;
public Rearm(Actor self, string sound = null)
public Rearm(Actor self)
{
limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null)
ticksPerPip = limitedAmmo.ReloadTimePerAmmo();
remainingTicks = ticksPerPip;
this.sound = sound;
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.Info.SelfReloads);
if (ammoPools == null)
return;
ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadTicks);
}
public override Activity Tick(Actor self)
{
if (IsCanceled || limitedAmmo == null)
if (IsCanceled || ammoPoolsReloadTimes == null)
return NextActivity;
if (--remainingTicks == 0)
var needsReloading = false;
foreach (var pool in ammoPools)
{
var hostBuilding = self.World.ActorMap.GetUnitsAt(self.Location)
.FirstOrDefault(a => a.HasTrait<RenderBuilding>());
if (pool.FullAmmo())
continue;
needsReloading = true;
if (--ammoPoolsReloadTimes[pool] > 0)
continue;
// HACK to check if we are on the helipad/airfield/etc.
var hostBuilding = self.World.ActorMap.GetUnitsAt(self.Location).FirstOrDefault(a => a.HasTrait<RenderBuilding>());
if (hostBuilding == null || !hostBuilding.IsInWorld)
return NextActivity;
if (!limitedAmmo.GiveAmmo())
return NextActivity;
if (!pool.GiveAmmo())
continue;
hostBuilding.Trait<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
var sound = pool.Info.RearmSound;
if (sound != null)
Sound.Play(sound, self.CenterPosition);
remainingTicks = limitedAmmo.ReloadTimePerAmmo();
ammoPoolsReloadTimes[pool] = pool.Info.ReloadTicks;
}
return this;
return needsReloading ? this : NextActivity;
}
}
}