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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@@ -8,6 +8,8 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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@@ -18,23 +20,34 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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// assumes you have Minelayer on that unit
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class LayMines : Activity
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// Assumes you have Minelayer on that unit
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public class LayMines : Activity
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{
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readonly Minelayer minelayer;
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readonly MinelayerInfo info;
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readonly IEnumerable<AmmoPool> ammoPools;
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readonly IMove movement;
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readonly string[] rearmBuildings;
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public LayMines(Actor self)
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{
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minelayer = self.TraitOrDefault<Minelayer>();
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info = self.Info.Traits.Get<MinelayerInfo>();
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ammoPools = self.TraitsImplementing<AmmoPool>();
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movement = self.Trait<IMove>();
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rearmBuildings = info.RearmBuildings;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled) return NextActivity;
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if (IsCanceled)
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return NextActivity;
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var movement = self.Trait<IMove>();
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (!limitedAmmo.HasAmmo())
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if (ammoPools != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo()))
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{
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var info = self.Info.Traits.Get<MinelayerInfo>();
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// rearm & repair at fix, then back out here to refill the minefield some more
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var buildings = info.RearmBuildings;
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// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
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var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
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&& buildings.Contains(a.Info.Name))
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&& rearmBuildings.Contains(a.Info.Name))
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.ClosestTo(self);
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if (rearmTarget == null)
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@@ -43,47 +56,50 @@ namespace OpenRA.Mods.RA.Activities
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return Util.SequenceActivities(
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new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
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movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
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new Rearm(self, info.RearmSound),
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new Rearm(self),
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new Repair(rearmTarget),
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this);
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}
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var ml = self.Trait<Minelayer>();
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if (ml.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
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if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
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{
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LayMine(self);
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return Util.SequenceActivities(new Wait(20), this); // a little wait after placing each mine, for show
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return Util.SequenceActivities(new Wait(20), this); // A little wait after placing each mine, for show
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}
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if (ml.Minefield.Length > 0)
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if (minelayer.Minefield.Length > 0)
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{
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// dont get stuck forever here
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// Don't get stuck forever here
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for (var n = 0; n < 20; n++)
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{
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var p = ml.Minefield.Random(self.World.SharedRandom);
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var p = minelayer.Minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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return Util.SequenceActivities(movement.MoveTo(p, 0), this);
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}
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}
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// TODO: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
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// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
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return new Wait(20); // nothing to do here
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}
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static bool ShouldLayMine(Actor self, CPos p)
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{
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// if there is no unit (other than me) here, we want to place a mine here
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// If there is no unit (other than me) here, we want to place a mine here
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return !self.World.ActorMap.GetUnitsAt(p).Any(a => a != self);
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}
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static void LayMine(Actor self)
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void LayMine(Actor self)
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{
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null)
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limitedAmmo.TakeAmmo();
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if (ammoPools != null)
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{
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var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
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if (pool == null)
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return;
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pool.TakeAmmo();
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}
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self.World.AddFrameEndTask(
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w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
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w => w.CreateActor(info.Mine, new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner),
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@@ -18,19 +18,19 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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class MinelayerInfo : ITraitInfo
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public class MinelayerInfo : ITraitInfo
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{
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[ActorReference] public readonly string Mine = "minv";
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[ActorReference] public readonly string[] RearmBuildings = { "fix" };
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public readonly string RearmSound = "minelay1.aud";
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public readonly string AmmoPoolName = "primary";
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public readonly float MinefieldDepth = 1.5f;
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public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
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}
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class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
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public class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
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{
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/* TODO: [Sync] when sync can cope with arrays! */
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public CPos[] Minefield = null;
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Traits
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minefieldStart = order.TargetLocation;
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Minefield = new CPos[] { order.TargetLocation };
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self.CancelActivity();
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self.QueueActivity(new LayMines());
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self.QueueActivity(new LayMines(self));
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}
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if (order.OrderString == "PlaceMinefield")
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@@ -92,7 +92,7 @@ namespace OpenRA.Mods.RA.Traits
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.Where(p => movement.CanEnterCell(p, null, false)).ToArray();
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self.CancelActivity();
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self.QueueActivity(new LayMines());
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self.QueueActivity(new LayMines(self));
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}
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}
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