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.Activities;
@@ -18,23 +20,34 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Activities
{
// assumes you have Minelayer on that unit
class LayMines : Activity
// Assumes you have Minelayer on that unit
public class LayMines : Activity
{
readonly Minelayer minelayer;
readonly MinelayerInfo info;
readonly IEnumerable<AmmoPool> ammoPools;
readonly IMove movement;
readonly string[] rearmBuildings;
public LayMines(Actor self)
{
minelayer = self.TraitOrDefault<Minelayer>();
info = self.Info.Traits.Get<MinelayerInfo>();
ammoPools = self.TraitsImplementing<AmmoPool>();
movement = self.Trait<IMove>();
rearmBuildings = info.RearmBuildings;
}
public override Activity Tick(Actor self)
{
if (IsCanceled) return NextActivity;
if (IsCanceled)
return NextActivity;
var movement = self.Trait<IMove>();
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (!limitedAmmo.HasAmmo())
if (ammoPools != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo()))
{
var info = self.Info.Traits.Get<MinelayerInfo>();
// rearm & repair at fix, then back out here to refill the minefield some more
var buildings = info.RearmBuildings;
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
&& buildings.Contains(a.Info.Name))
&& rearmBuildings.Contains(a.Info.Name))
.ClosestTo(self);
if (rearmTarget == null)
@@ -43,47 +56,50 @@ namespace OpenRA.Mods.RA.Activities
return Util.SequenceActivities(
new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
new Rearm(self, info.RearmSound),
new Rearm(self),
new Repair(rearmTarget),
this);
}
var ml = self.Trait<Minelayer>();
if (ml.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
{
LayMine(self);
return Util.SequenceActivities(new Wait(20), this); // a little wait after placing each mine, for show
return Util.SequenceActivities(new Wait(20), this); // A little wait after placing each mine, for show
}
if (ml.Minefield.Length > 0)
if (minelayer.Minefield.Length > 0)
{
// dont get stuck forever here
// Don't get stuck forever here
for (var n = 0; n < 20; n++)
{
var p = ml.Minefield.Random(self.World.SharedRandom);
var p = minelayer.Minefield.Random(self.World.SharedRandom);
if (ShouldLayMine(self, p))
return Util.SequenceActivities(movement.MoveTo(p, 0), this);
}
}
// TODO: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
return new Wait(20); // nothing to do here
}
static bool ShouldLayMine(Actor self, CPos p)
{
// if there is no unit (other than me) here, we want to place a mine here
// If there is no unit (other than me) here, we want to place a mine here
return !self.World.ActorMap.GetUnitsAt(p).Any(a => a != self);
}
static void LayMine(Actor self)
void LayMine(Actor self)
{
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null)
limitedAmmo.TakeAmmo();
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
if (pool == null)
return;
pool.TakeAmmo();
}
self.World.AddFrameEndTask(
w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
w => w.CreateActor(info.Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),

View File

@@ -18,19 +18,19 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
class MinelayerInfo : ITraitInfo
public class MinelayerInfo : ITraitInfo
{
[ActorReference] public readonly string Mine = "minv";
[ActorReference] public readonly string[] RearmBuildings = { "fix" };
public readonly string RearmSound = "minelay1.aud";
public readonly string AmmoPoolName = "primary";
public readonly float MinefieldDepth = 1.5f;
public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
}
class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
public class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
{
/* TODO: [Sync] when sync can cope with arrays! */
public CPos[] Minefield = null;
@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Traits
minefieldStart = order.TargetLocation;
Minefield = new CPos[] { order.TargetLocation };
self.CancelActivity();
self.QueueActivity(new LayMines());
self.QueueActivity(new LayMines(self));
}
if (order.OrderString == "PlaceMinefield")
@@ -92,7 +92,7 @@ namespace OpenRA.Mods.RA.Traits
.Where(p => movement.CanEnterCell(p, null, false)).ToArray();
self.CancelActivity();
self.QueueActivity(new LayMines());
self.QueueActivity(new LayMines(self));
}
}