limited ammo support
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@@ -181,6 +181,7 @@
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<Compile Include="Traits\Fake.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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<Compile Include="Traits\SquishByTank.cs" />
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<Compile Include="Traits\Plane.cs" />
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<Compile Include="Traits\ProductionQueue.cs" />
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@@ -91,6 +91,11 @@ namespace OpenRa.Game.Traits
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bool CheckFire(Actor self, Unit unit, string weaponName, ref int fireDelay, int[] offset, ref int burst)
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{
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if (fireDelay > 0) return false;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (!limitedAmmo.HasAmmo())
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return false;
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var weapon = Rules.WeaponInfo[weaponName];
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if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
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29
OpenRa.Game/Traits/LimitedAmmo.cs
Normal file
29
OpenRa.Game/Traits/LimitedAmmo.cs
Normal file
@@ -0,0 +1,29 @@
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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 System.Text;
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namespace OpenRa.Game.Traits
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{
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class LimitedAmmo : INotifyAttack, IPips
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{
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int ammo;
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Actor self;
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public LimitedAmmo(Actor self)
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{
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ammo = self.Info.Ammo;
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this.self = self;
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}
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public bool HasAmmo() { return ammo > 0; }
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public void Attacking(Actor self) { --ammo; }
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public IEnumerable<PipType> GetPips()
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{
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return Graphics.Util.MakeArray(self.Info.Ammo,
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i => ammo > i ? PipType.Green : PipType.Transparent);
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}
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}
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}
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