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.
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138
OpenRA.Mods.Common/Traits/AmmoPool.cs
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138
OpenRA.Mods.Common/Traits/AmmoPool.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor has a limited amount of ammo, after using it all the actor must reload in some way.")]
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public class AmmoPoolInfo : ITraitInfo
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{
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[Desc("Name of this ammo pool, used to link armaments to this pool.")]
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public readonly string Name = "primary";
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[Desc("How much ammo does this pool contain when fully loaded.")]
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public readonly int Ammo = 1;
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[Desc("Initial ammo the actor is created with. Defaults to Ammo.")]
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public readonly int InitialAmmo = -1;
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[Desc("Defaults to value in Ammo. 0 means no visible pips.")]
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public readonly int PipCount = -1;
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[Desc("PipType to use for loaded ammo.")]
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public readonly PipType PipType = PipType.Green;
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[Desc("PipType to use for empty ammo.")]
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public readonly PipType PipTypeEmpty = PipType.Transparent;
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[Desc("How much ammo is reloaded after a certain period.")]
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public readonly int ReloadCount = 1;
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[Desc("Sound to play for each reloaded ammo magazine.")]
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public readonly string RearmSound = null;
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[Desc("Time to reload per ReloadCount on airfield etc.")]
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public readonly int ReloadTicks = 25 * 2;
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[Desc("Whether or not ammo is replenished on its own.")]
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public readonly bool SelfReloads = false;
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[Desc("Time to reload per ReloadCount when actor 'SelfReloads'.")]
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public readonly int SelfReloadTicks = 25 * 2;
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[Desc("Whether or not reload timer should be reset when ammo has been fired.")]
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public readonly bool ResetOnFire = false;
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public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
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}
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public class AmmoPool : INotifyAttack, IPips, ITick, ISync
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{
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public readonly AmmoPoolInfo Info;
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[Sync] public int CurrentAmmo;
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[Sync] public int RemainingTicks;
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public int PreviousAmmo;
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public AmmoPool(Actor self, AmmoPoolInfo info)
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{
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Info = info;
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if (Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0)
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CurrentAmmo = Info.InitialAmmo;
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else
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CurrentAmmo = Info.Ammo;
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RemainingTicks = Info.SelfReloadTicks;
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PreviousAmmo = GetAmmoCount();
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}
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public int GetAmmoCount() { return CurrentAmmo; }
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public bool FullAmmo() { return CurrentAmmo == Info.Ammo; }
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public bool HasAmmo() { return CurrentAmmo > 0; }
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public bool GiveAmmo()
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{
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if (CurrentAmmo >= Info.Ammo)
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return false;
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++CurrentAmmo;
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return true;
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}
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public bool TakeAmmo()
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{
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if (CurrentAmmo <= 0)
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return false;
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--CurrentAmmo;
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return true;
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a.Info.AmmoPoolName == Info.Name)
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TakeAmmo();
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}
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public void Tick(Actor self)
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{
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if (!Info.SelfReloads)
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return;
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// Resets the tick counter if ammo was fired.
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if (Info.ResetOnFire && GetAmmoCount() < PreviousAmmo)
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{
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RemainingTicks = Info.SelfReloadTicks;
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PreviousAmmo = GetAmmoCount();
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}
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if (!FullAmmo() && --RemainingTicks == 0)
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{
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RemainingTicks = Info.SelfReloadTicks;
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for (var i = 0; i < Info.ReloadCount; i++)
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GiveAmmo();
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PreviousAmmo = GetAmmoCount();
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}
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}
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public IEnumerable<PipType> GetPips(Actor self)
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{
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var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo;
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return Enumerable.Range(0, pips).Select(i =>
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(CurrentAmmo * pips) / Info.Ammo > i ?
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Info.PipType : Info.PipTypeEmpty);
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}
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}
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}
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