Add ReloadAmmoPool and adapt AmmoPool

Refactored and simplified Rearm activity.
Uses local Reload now.

Removed AmmoPool.SelfReloads.
This commit is contained in:
reaperrr
2017-06-23 14:47:26 +02:00
committed by Paul Chote
parent a017018bee
commit 6f95080aa4
12 changed files with 152 additions and 85 deletions

View File

@@ -20,21 +20,15 @@ namespace OpenRA.Mods.Common.Activities
public class Rearm : Activity
{
readonly AmmoPool[] ammoPools;
readonly Dictionary<AmmoPool, int> ammoPoolsReloadTimes;
public Rearm(Actor self)
{
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.Info.SelfReloads).ToArray();
if (ammoPools == null)
return;
ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadDelay);
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.SelfReloads).ToArray();
}
public override Activity Tick(Actor self)
{
if (IsCanceled || ammoPoolsReloadTimes == null)
if (IsCanceled)
return NextActivity;
var needsReloading = false;
@@ -46,30 +40,32 @@ namespace OpenRA.Mods.Common.Activities
needsReloading = true;
if (--ammoPoolsReloadTimes[pool] > 0)
continue;
Reload(self, pool);
}
return needsReloading ? this : NextActivity;
}
void Reload(Actor self, AmmoPool ammoPool)
{
if (--ammoPool.RemainingTicks == 0)
{
// HACK to check if we are on the helipad/airfield/etc.
var hostBuilding = self.World.ActorMap.GetActorsAt(self.Location)
.FirstOrDefault(a => a.Info.HasTraitInfo<BuildingInfo>());
if (hostBuilding == null || !hostBuilding.IsInWorld)
return NextActivity;
if (!pool.GiveAmmo())
continue;
return;
foreach (var host in hostBuilding.TraitsImplementing<INotifyRearm>())
host.Rearming(hostBuilding, self);
var sound = pool.Info.RearmSound;
if (sound != null)
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, sound, self.CenterPosition);
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
ammoPoolsReloadTimes[pool] = pool.Info.ReloadDelay;
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
}
return needsReloading ? this : NextActivity;
}
}
}