Merge repair and rearm anim traits into WithResupplyAnimation

This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
This commit is contained in:
reaperrr
2017-11-14 15:07:16 +01:00
committed by abcdefg30
parent 9fb8f6c6f8
commit 8144fca5be
14 changed files with 278 additions and 143 deletions

View File

@@ -13,16 +13,20 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Rearm : Activity
{
readonly Target host;
readonly WDist closeEnough;
readonly AmmoPool[] ammoPools;
public Rearm(Actor self)
public Rearm(Actor self, Actor host, WDist closeEnough)
{
this.host = Target.FromActor(host);
this.closeEnough = closeEnough;
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.AutoReloads).ToArray();
}
@@ -33,6 +37,28 @@ namespace OpenRA.Mods.Common.Activities
// HACK: this really shouldn't be managed from here
foreach (var pool in ammoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
if (host.Type == TargetType.Invalid)
return;
foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
notify.RearmingStarted(host.Actor, self);
}
protected override void OnLastRun(Actor self)
{
if (host.Type == TargetType.Invalid)
return;
foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
notify.RearmingFinished(host.Actor, self);
}
protected override void OnActorDispose(Actor self)
{
// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
// so we need to run OnLastRun directly (otherwise it would be skipped completely).
OnLastRun(self);
}
public override Activity Tick(Actor self)
@@ -40,11 +66,10 @@ namespace OpenRA.Mods.Common.Activities
if (IsCanceled)
return NextActivity;
// HACK: check if we are on the helipad/airfield/etc.
var hostBuilding = self.World.ActorMap.GetActorsAt(self.Location)
.FirstOrDefault(a => a.Info.HasTraitInfo<BuildingInfo>());
if (host.Type == TargetType.Invalid)
return NextActivity;
if (hostBuilding == null || !hostBuilding.IsInWorld)
if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
return NextActivity;
var complete = true;
@@ -52,7 +77,7 @@ namespace OpenRA.Mods.Common.Activities
{
if (!pool.FullAmmo())
{
Reload(self, hostBuilding, pool);
Reload(self, host.Actor, pool);
complete = false;
}
}
@@ -60,12 +85,12 @@ namespace OpenRA.Mods.Common.Activities
return complete ? NextActivity : this;
}
void Reload(Actor self, Actor hostBuilding, AmmoPool ammoPool)
void Reload(Actor self, Actor host, AmmoPool ammoPool)
{
if (--ammoPool.RemainingTicks <= 0)
{
foreach (var host in hostBuilding.TraitsImplementing<INotifyRearm>())
host.Rearming(hostBuilding, self);
foreach (var notify in host.TraitsImplementing<INotifyRearm>())
notify.Rearming(host, self);
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))

View File

@@ -137,5 +137,12 @@ namespace OpenRA.Mods.Common.Activities
foreach (var depot in host.Actor.TraitsImplementing<INotifyRepair>())
depot.AfterRepair(host.Actor, self);
}
protected override void OnActorDispose(Actor self)
{
// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
// so we need to run OnLastRun directly (otherwise it would be skipped completely).
OnLastRun(self);
}
}
}