Remove AmmoPool-awareness from Armament

This commit is contained in:
reaperrr
2017-10-15 18:28:33 +02:00
committed by Paul Chote
parent ded92f394c
commit 8b7a71685c
7 changed files with 66 additions and 51 deletions

View File

@@ -18,9 +18,12 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Actor has a limited amount of ammo, after using it all the actor must reload in some way.")]
public class AmmoPoolInfo : ITraitInfo
{
[Desc("Name of this ammo pool, used to link armaments and reload traits to this pool.")]
[Desc("Name of this ammo pool, used to link reload traits to this pool.")]
public readonly string Name = "primary";
[Desc("Name(s) of armament(s) that use this pool.")]
public readonly string[] Armaments = { "primary", "secondary" };
[Desc("How much ammo does this pool contain when fully loaded.")]
public readonly int Ammo = 1;
@@ -46,6 +49,10 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Time to reload per ReloadCount on airfield etc.")]
public readonly int ReloadDelay = 50;
[GrantedConditionReference]
[Desc("The condition to grant to self if the pool has any ammo.")]
public readonly string AmmoCondition = null;
public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
}
@@ -53,7 +60,7 @@ namespace OpenRA.Mods.Common.Traits
{
public readonly AmmoPoolInfo Info;
ConditionManager conditionManager;
int emptyToken = ConditionManager.InvalidConditionToken;
int token = ConditionManager.InvalidConditionToken;
bool selfReloads;
@@ -64,31 +71,30 @@ namespace OpenRA.Mods.Common.Traits
public AmmoPool(Actor self, AmmoPoolInfo info)
{
Info = info;
if (Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0)
currentAmmo = Info.InitialAmmo;
else
currentAmmo = Info.Ammo;
currentAmmo = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo;
}
public int GetAmmoCount() { return currentAmmo; }
public bool FullAmmo() { return currentAmmo == Info.Ammo; }
public bool HasAmmo() { return currentAmmo > 0; }
public bool GiveAmmo()
public bool GiveAmmo(Actor self, int count)
{
if (currentAmmo >= Info.Ammo)
if (currentAmmo >= Info.Ammo || count < 0)
return false;
++currentAmmo;
currentAmmo = (currentAmmo + count).Clamp(0, Info.Ammo);
UpdateCondition(self);
return true;
}
public bool TakeAmmo()
public bool TakeAmmo(Actor self, int count)
{
if (currentAmmo <= 0)
if (currentAmmo <= 0 || count < 0)
return false;
--currentAmmo;
currentAmmo = (currentAmmo - count).Clamp(0, Info.Ammo);
UpdateCondition(self);
return true;
}
@@ -100,6 +106,7 @@ namespace OpenRA.Mods.Common.Traits
{
conditionManager = self.TraitOrDefault<ConditionManager>();
selfReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
UpdateCondition(self);
// HACK: Temporarily needed until Rearm activity is gone for good
RemainingTicks = Info.ReloadDelay;
@@ -107,12 +114,24 @@ namespace OpenRA.Mods.Common.Traits
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a != null && a.Info.AmmoPoolName == Info.Name)
TakeAmmo();
if (a != null && Info.Armaments.Contains(a.Info.Name))
TakeAmmo(self, 1);
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
void UpdateCondition(Actor self)
{
if (conditionManager == null || string.IsNullOrEmpty(Info.AmmoCondition))
return;
if (HasAmmo() && token == ConditionManager.InvalidConditionToken)
token = conditionManager.GrantCondition(self, Info.AmmoCondition);
if (!HasAmmo() && token != ConditionManager.InvalidConditionToken)
token = conditionManager.RevokeCondition(self, token);
}
public IEnumerable<PipType> GetPips(Actor self)
{
var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo;