Add ReloadAmmoPool and adapt AmmoPool
Refactored and simplified Rearm activity. Uses local Reload now. Removed AmmoPool.SelfReloads.
This commit is contained in:
@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Actor has a limited amount of ammo, after using it all the actor must reload in some way.")]
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public class AmmoPoolInfo : ITraitInfo
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{
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[Desc("Name of this ammo pool, used to link armaments to this pool.")]
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[Desc("Name of this ammo pool, used to link armaments and reload traits to this pool.")]
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public readonly string Name = "primary";
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[Desc("How much ammo does this pool contain when fully loaded.")]
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@@ -42,62 +42,69 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Sound to play for each reloaded ammo magazine.")]
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public readonly string RearmSound = null;
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// HACK: Temporarily kept until Rearm activity is gone for good
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[Desc("Time to reload per ReloadCount on airfield etc.")]
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public readonly int ReloadDelay = 50;
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[Desc("Whether or not ammo is replenished on its own.")]
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public readonly bool SelfReloads = false;
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[Desc("Time to reload per ReloadCount when actor 'SelfReloads'.")]
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public readonly int SelfReloadDelay = 50;
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[Desc("Whether or not reload timer should be reset when ammo has been fired.")]
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public readonly bool ResetOnFire = false;
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public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
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}
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public class AmmoPool : INotifyAttack, IPips, ITick, ISync
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public class AmmoPool : INotifyCreated, INotifyAttack, IPips, ISync
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{
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public readonly AmmoPoolInfo Info;
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[Sync] public int CurrentAmmo;
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ConditionManager conditionManager;
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int emptyToken = ConditionManager.InvalidConditionToken;
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bool selfReloads;
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// HACK: Temporarily needed until Rearm activity is gone for good
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[Sync] public int RemainingTicks;
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public int PreviousAmmo;
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[Sync] int currentAmmo;
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public AmmoPool(Actor self, AmmoPoolInfo info)
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{
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Info = info;
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if (Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0)
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CurrentAmmo = Info.InitialAmmo;
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currentAmmo = Info.InitialAmmo;
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else
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CurrentAmmo = Info.Ammo;
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RemainingTicks = Info.SelfReloadDelay;
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PreviousAmmo = GetAmmoCount();
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currentAmmo = Info.Ammo;
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}
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public int GetAmmoCount() { return CurrentAmmo; }
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public bool FullAmmo() { return CurrentAmmo == Info.Ammo; }
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public bool HasAmmo() { return CurrentAmmo > 0; }
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public int GetAmmoCount() { return currentAmmo; }
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public bool FullAmmo() { return currentAmmo == Info.Ammo; }
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public bool HasAmmo() { return currentAmmo > 0; }
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public bool GiveAmmo()
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{
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if (CurrentAmmo >= Info.Ammo)
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if (currentAmmo >= Info.Ammo)
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return false;
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++CurrentAmmo;
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++currentAmmo;
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return true;
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}
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public bool TakeAmmo()
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{
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if (CurrentAmmo <= 0)
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if (currentAmmo <= 0)
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return false;
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--CurrentAmmo;
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--currentAmmo;
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return true;
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}
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// This mostly serves to avoid complicated ReloadAmmoPool look-ups in various other places.
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// TODO: Investigate removing this when the Rearm activity is replaced with a condition-based solution.
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public bool SelfReloads { get { return selfReloads; } }
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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selfReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
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// HACK: Temporarily needed until Rearm activity is gone for good
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RemainingTicks = Info.ReloadDelay;
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a != null && a.Info.AmmoPoolName == Info.Name)
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@@ -106,35 +113,12 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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void ITick.Tick(Actor self)
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{
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if (!Info.SelfReloads)
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return;
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// Resets the tick counter if ammo was fired.
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if (Info.ResetOnFire && GetAmmoCount() < PreviousAmmo)
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{
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RemainingTicks = Info.SelfReloadDelay;
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PreviousAmmo = GetAmmoCount();
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}
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if (!FullAmmo() && --RemainingTicks == 0)
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{
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RemainingTicks = Info.SelfReloadDelay;
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for (var i = 0; i < Info.ReloadCount; i++)
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GiveAmmo();
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PreviousAmmo = GetAmmoCount();
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}
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}
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public IEnumerable<PipType> GetPips(Actor self)
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{
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var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo;
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return Enumerable.Range(0, pips).Select(i =>
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(CurrentAmmo * pips) / Info.Ammo > i ?
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(currentAmmo * pips) / Info.Ammo > i ?
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Info.PipType : Info.PipTypeEmpty);
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}
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}
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