Add ReloadAmmoPool and adapt AmmoPool
Refactored and simplified Rearm activity. Uses local Reload now. Removed AmmoPool.SelfReloads.
This commit is contained in:
@@ -500,9 +500,9 @@ namespace OpenRA.Mods.Common.AI
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if (aircraftInfo == null)
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return true;
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var ammoPoolsInfo = actorInfo.TraitInfos<AmmoPoolInfo>();
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if (ammoPoolsInfo.Any(x => !x.SelfReloads))
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// If the aircraft has at least 1 AmmoPool and defines 1 or more RearmBuildings, check if we have enough of those
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var hasAmmoPool = actorInfo.TraitInfos<AmmoPoolInfo>().Any();
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if (hasAmmoPool && aircraftInfo.RearmBuildings.Count > 0)
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{
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var countOwnAir = CountUnits(actorInfo.Name, Player);
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var countBuildings = aircraftInfo.RearmBuildings.Sum(b => CountBuilding(b, Player));
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@@ -120,7 +120,7 @@ namespace OpenRA.Mods.Common.AI
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protected static bool ReloadsAutomatically(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.Info.SelfReloads);
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return ammoPools.All(x => x.SelfReloads);
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}
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protected static bool IsRearm(Actor a)
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@@ -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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@@ -359,6 +359,7 @@
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<Compile Include="Traits\JamsMissiles.cs" />
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<Compile Include="Traits\KillsSelf.cs" />
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<Compile Include="Traits\AmmoPool.cs" />
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<Compile Include="Traits\ReloadAmmoPool.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
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<Compile Include="Traits\Modifiers\HiddenUnderFog.cs" />
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@@ -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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@@ -107,6 +107,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly Actor self;
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Turreted turret;
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AmmoPool ammoPool;
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ReloadAmmoPool reloadAmmoPool;
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BodyOrientation coords;
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INotifyBurstComplete[] notifyBurstComplete;
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INotifyAttack[] notifyAttacks;
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@@ -157,6 +158,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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turret = self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == Info.Turret);
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ammoPool = self.TraitsImplementing<AmmoPool>().FirstOrDefault(la => la.Info.Name == Info.AmmoPoolName);
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reloadAmmoPool = self.TraitsImplementing<ReloadAmmoPool>().FirstOrDefault(ra => ra.Info.AmmoPool == Info.AmmoPoolName);
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coords = self.Trait<BodyOrientation>();
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notifyBurstComplete = self.TraitsImplementing<INotifyBurstComplete>().ToArray();
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notifyAttacks = self.TraitsImplementing<INotifyAttack>().ToArray();
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@@ -339,7 +341,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public virtual bool OutOfAmmo { get { return ammoPool != null && !ammoPool.Info.SelfReloads && !ammoPool.HasAmmo(); } }
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public virtual bool OutOfAmmo { get { return ammoPool != null && !ammoPool.HasAmmo() && (reloadAmmoPool == null || reloadAmmoPool.IsTraitDisabled); } }
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public virtual bool IsReloading { get { return FireDelay > 0 || IsTraitDisabled; } }
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public virtual bool AllowExplode { get { return !IsReloading; } }
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bool IExplodeModifier.ShouldExplode(Actor self) { return AllowExplode; }
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88
OpenRA.Mods.Common/Traits/ReloadAmmoPool.cs
Normal file
88
OpenRA.Mods.Common/Traits/ReloadAmmoPool.cs
Normal file
@@ -0,0 +1,88 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Reloads an ammo pool.")]
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public class ReloadAmmoPoolInfo : PausableConditionalTraitInfo
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{
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[Desc("Reload ammo pool with this name.")]
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public readonly string AmmoPool = "primary";
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[Desc("Reload time in ticks per Count.")]
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public readonly int Delay = 50;
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[Desc("How much ammo is reloaded after Delay.")]
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public readonly int Count = 1;
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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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[Desc("Play this sound each time ammo is reloaded.")]
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public readonly string Sound = null;
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public override object Create(ActorInitializer init) { return new ReloadAmmoPool(this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (ai.TraitInfos<AmmoPoolInfo>().Count(ap => ap.Name == AmmoPool) != 1)
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throw new YamlException("ReloadsAmmoPool.AmmoPool requires exactly one AmmoPool with matching Name!");
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base.RulesetLoaded(rules, ai);
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}
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}
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public class ReloadAmmoPool : PausableConditionalTrait<ReloadAmmoPoolInfo>, ITick, INotifyCreated, INotifyAttack, ISync
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{
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AmmoPool ammoPool;
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[Sync] int remainingTicks;
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public ReloadAmmoPool(ReloadAmmoPoolInfo info)
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: base(info) { }
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void INotifyCreated.Created(Actor self)
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{
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ammoPool = self.TraitsImplementing<AmmoPool>().Single(ap => ap.Info.Name == Info.AmmoPool);
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remainingTicks = Info.Delay;
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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 (Info.ResetOnFire)
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remainingTicks = Info.Delay;
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}
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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 (IsTraitPaused || IsTraitDisabled)
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return;
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Reload(self, Info.Delay, Info.Count, Info.Sound);
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}
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protected virtual void Reload(Actor self, int reloadDelay, int reloadCount, string sound)
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{
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if (!ammoPool.FullAmmo() && --remainingTicks == 0)
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{
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remainingTicks = reloadDelay;
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if (!string.IsNullOrEmpty(sound))
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, sound, self.CenterPosition);
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ammoPool.GiveAmmo(self, reloadCount);
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}
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}
|
||||
}
|
||||
}
|
||||
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
bool CanRearm()
|
||||
{
|
||||
return ammoPools.Any(x => !x.Info.SelfReloads && !x.FullAmmo());
|
||||
return ammoPools.Any(x => !x.SelfReloads && !x.FullAmmo());
|
||||
}
|
||||
|
||||
public string VoicePhraseForOrder(Actor self, Order order)
|
||||
|
||||
Reference in New Issue
Block a user