Add ReloadAmmoPool and adapt AmmoPool
Refactored and simplified Rearm activity. Uses local Reload now. Removed AmmoPool.SelfReloads.
This commit is contained in:
@@ -21,7 +21,6 @@ namespace OpenRA.Mods.Common.Activities
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readonly Target target;
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readonly Aircraft aircraft;
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readonly AttackPlane attackPlane;
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readonly AmmoPool[] ammoPools;
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int ticksUntilTurn;
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@@ -30,7 +29,6 @@ namespace OpenRA.Mods.Common.Activities
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this.target = target;
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aircraft = self.Trait<Aircraft>();
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attackPlane = self.TraitOrDefault<AttackPlane>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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ticksUntilTurn = attackPlane.AttackPlaneInfo.AttackTurnDelay;
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}
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@@ -46,8 +44,8 @@ namespace OpenRA.Mods.Common.Activities
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if (!target.IsValidFor(self))
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return NextActivity;
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// TODO: This should check whether there is ammo left that is actually suitable for the target
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if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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// If all valid weapons have depleted their ammo, return to RearmBuilding to reload and then resume the activity
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if (attackPlane.Armaments.All(x => x.OutOfAmmo || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
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if (attackPlane != null)
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@@ -21,7 +21,6 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly Aircraft helicopter;
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readonly AttackHeli attackHeli;
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readonly AmmoPool[] ammoPools;
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readonly bool attackOnlyVisibleTargets;
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Target target;
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@@ -46,7 +45,6 @@ namespace OpenRA.Mods.Common.Activities
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Target = target;
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helicopter = self.Trait<Aircraft>();
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attackHeli = self.Trait<AttackHeli>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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}
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@@ -74,8 +72,8 @@ namespace OpenRA.Mods.Common.Activities
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return new HeliFly(self, newTarget);
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}
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// If any AmmoPool is depleted and no weapon is valid against target, return to helipad to reload and then resume the activity
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if (ammoPools.Any(x => !x.Info.SelfReloads && !x.HasAmmo()) && !attackHeli.HasAnyValidWeapons(target))
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// If all valid weapons have depleted their ammo, return to RearmBuilding to reload and then resume the activity
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if (attackHeli.Armaments.All(x => x.OutOfAmmo || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, helicopter.Info.AbortOnResupply), this);
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var dist = targetPos - pos;
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@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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return heli.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
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.Any(p => !p.Info.SelfReloads && !p.FullAmmo());
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.Any(p => !p.SelfReloads && !p.FullAmmo());
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}
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}
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}
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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return planeInfo.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
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.Any(p => !p.Info.SelfReloads && !p.FullAmmo());
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.Any(p => !p.SelfReloads && !p.FullAmmo());
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}
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public override Activity Tick(Actor self)
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@@ -20,21 +20,15 @@ namespace OpenRA.Mods.Common.Activities
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public class Rearm : Activity
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{
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readonly AmmoPool[] ammoPools;
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readonly Dictionary<AmmoPool, int> ammoPoolsReloadTimes;
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public Rearm(Actor self)
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{
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.Info.SelfReloads).ToArray();
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if (ammoPools == null)
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return;
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ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadDelay);
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.SelfReloads).ToArray();
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || ammoPoolsReloadTimes == null)
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if (IsCanceled)
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return NextActivity;
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var needsReloading = false;
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@@ -46,30 +40,32 @@ namespace OpenRA.Mods.Common.Activities
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needsReloading = true;
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if (--ammoPoolsReloadTimes[pool] > 0)
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continue;
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Reload(self, pool);
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}
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return needsReloading ? this : NextActivity;
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}
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void Reload(Actor self, AmmoPool ammoPool)
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{
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if (--ammoPool.RemainingTicks == 0)
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{
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// HACK to check if we are on the helipad/airfield/etc.
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var hostBuilding = self.World.ActorMap.GetActorsAt(self.Location)
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.FirstOrDefault(a => a.Info.HasTraitInfo<BuildingInfo>());
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if (hostBuilding == null || !hostBuilding.IsInWorld)
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return NextActivity;
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if (!pool.GiveAmmo())
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continue;
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return;
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foreach (var host in hostBuilding.TraitsImplementing<INotifyRearm>())
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host.Rearming(hostBuilding, self);
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var sound = pool.Info.RearmSound;
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if (sound != null)
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, sound, self.CenterPosition);
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ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
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if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
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ammoPoolsReloadTimes[pool] = pool.Info.ReloadDelay;
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ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
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}
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return needsReloading ? this : NextActivity;
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}
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}
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}
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