limited ammo support

This commit is contained in:
Chris Forbes
2009-12-28 18:14:40 +13:00
parent fb38f64c8b
commit 482edb086a
3 changed files with 35 additions and 0 deletions

View File

@@ -181,6 +181,7 @@
<Compile Include="Traits\Fake.cs" />
<Compile Include="Traits\Harvester.cs" />
<Compile Include="Traits\Helicopter.cs" />
<Compile Include="Traits\LimitedAmmo.cs" />
<Compile Include="Traits\SquishByTank.cs" />
<Compile Include="Traits\Plane.cs" />
<Compile Include="Traits\ProductionQueue.cs" />

View File

@@ -91,6 +91,11 @@ namespace OpenRa.Game.Traits
bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst)
{
if (fireDelay > 0) return false;
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
if (!limitedAmmo.HasAmmo())
return false;
var weapon = Rules.WeaponInfo[weaponName];
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;

View File

@@ -0,0 +1,29 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class LimitedAmmo : INotifyAttack, IPips
{
int ammo;
Actor self;
public LimitedAmmo(Actor self)
{
ammo = self.Info.Ammo;
this.self = self;
}
public bool HasAmmo() { return ammo > 0; }
public void Attacking(Actor self) { --ammo; }
public IEnumerable<PipType> GetPips()
{
return Graphics.Util.MakeArray(self.Info.Ammo,
i => ammo > i ? PipType.Green : PipType.Transparent);
}
}
}