Remove AmmoPool-awareness from Armament
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@@ -22,6 +22,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly Aircraft aircraft;
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readonly AttackPlane attackPlane;
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readonly bool selfReloads;
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int ticksUntilTurn;
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public FlyAttack(Actor self, Target target)
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@@ -30,6 +31,7 @@ namespace OpenRA.Mods.Common.Activities
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aircraft = self.Trait<Aircraft>();
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attackPlane = self.TraitOrDefault<AttackPlane>();
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ticksUntilTurn = attackPlane.AttackPlaneInfo.AttackTurnDelay;
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selfReloads = self.TraitsImplementing<AmmoPool>().All(p => p.SelfReloads);
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}
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public override Activity Tick(Actor self)
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@@ -44,8 +46,8 @@ namespace OpenRA.Mods.Common.Activities
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if (!target.IsValidFor(self))
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return NextActivity;
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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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// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
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if (!selfReloads && aircraft.Info.RearmBuildings.Any() && attackPlane.Armaments.All(x => x.IsTraitPaused || !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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