Remove AmmoPool-awareness from Armament
This commit is contained in:
@@ -96,7 +96,7 @@ namespace OpenRA.Mods.Cnc.Activities
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var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
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if (pool == null)
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return;
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pool.TakeAmmo();
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pool.TakeAmmo(self, 1);
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}
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self.World.AddFrameEndTask(
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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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@@ -22,6 +22,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly Aircraft helicopter;
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readonly AttackHeli attackHeli;
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readonly bool attackOnlyVisibleTargets;
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readonly bool selfReloads;
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Target target;
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bool canHideUnderFog;
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@@ -46,6 +47,7 @@ namespace OpenRA.Mods.Common.Activities
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helicopter = self.Trait<Aircraft>();
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attackHeli = self.Trait<AttackHeli>();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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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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@@ -72,8 +74,8 @@ namespace OpenRA.Mods.Common.Activities
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return new HeliFly(self, newTarget);
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}
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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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// 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 && helicopter.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !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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@@ -59,17 +59,9 @@ namespace OpenRA.Mods.Common.Scripting
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throw new LuaException("Invalid ammopool name {0} queried on actor {1}.".F(poolName, self));
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if (amount > 0)
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{
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while (amount-- > 0)
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if (!pool.GiveAmmo())
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return;
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}
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pool.GiveAmmo(self, amount);
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else
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{
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while (amount++ < 0)
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if (!pool.TakeAmmo())
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return;
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}
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pool.TakeAmmo(self, -amount);
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}
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}
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}
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@@ -18,9 +18,12 @@ 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 and reload traits to this pool.")]
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[Desc("Name of this ammo pool, used to link reload traits to this pool.")]
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public readonly string Name = "primary";
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[Desc("Name(s) of armament(s) that use this pool.")]
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public readonly string[] Armaments = { "primary", "secondary" };
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[Desc("How much ammo does this pool contain when fully loaded.")]
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public readonly int Ammo = 1;
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@@ -46,6 +49,10 @@ namespace OpenRA.Mods.Common.Traits
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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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[GrantedConditionReference]
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[Desc("The condition to grant to self if the pool has any ammo.")]
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public readonly string AmmoCondition = null;
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public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
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}
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@@ -53,7 +60,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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public readonly AmmoPoolInfo Info;
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ConditionManager conditionManager;
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int emptyToken = ConditionManager.InvalidConditionToken;
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int token = ConditionManager.InvalidConditionToken;
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bool selfReloads;
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@@ -64,31 +71,30 @@ namespace OpenRA.Mods.Common.Traits
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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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else
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currentAmmo = Info.Ammo;
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currentAmmo = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : 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 bool GiveAmmo()
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public bool GiveAmmo(Actor self, int count)
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{
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if (currentAmmo >= Info.Ammo)
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if (currentAmmo >= Info.Ammo || count < 0)
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return false;
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++currentAmmo;
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currentAmmo = (currentAmmo + count).Clamp(0, Info.Ammo);
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UpdateCondition(self);
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return true;
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}
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public bool TakeAmmo()
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public bool TakeAmmo(Actor self, int count)
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{
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if (currentAmmo <= 0)
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if (currentAmmo <= 0 || count < 0)
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return false;
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--currentAmmo;
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currentAmmo = (currentAmmo - count).Clamp(0, Info.Ammo);
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UpdateCondition(self);
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return true;
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}
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@@ -100,6 +106,7 @@ namespace OpenRA.Mods.Common.Traits
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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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UpdateCondition(self);
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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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@@ -107,12 +114,24 @@ namespace OpenRA.Mods.Common.Traits
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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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TakeAmmo();
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if (a != null && Info.Armaments.Contains(a.Info.Name))
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TakeAmmo(self, 1);
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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void UpdateCondition(Actor self)
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{
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if (conditionManager == null || string.IsNullOrEmpty(Info.AmmoCondition))
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return;
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if (HasAmmo() && token == ConditionManager.InvalidConditionToken)
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token = conditionManager.GrantCondition(self, Info.AmmoCondition);
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if (!HasAmmo() && token != ConditionManager.InvalidConditionToken)
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token = conditionManager.RevokeCondition(self, token);
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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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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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[Desc("Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)")]
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public class ArmamentInfo : ConditionalTraitInfo, Requires<AttackBaseInfo>
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public class ArmamentInfo : PausableConditionalTraitInfo, Requires<AttackBaseInfo>
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{
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public readonly string Name = "primary";
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@@ -33,9 +33,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Has to be defined in weapons.yaml as well.")]
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public readonly string Weapon = null;
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[Desc("Which limited ammo pool (if present) should this armament be assigned to.")]
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public readonly string AmmoPoolName = "primary";
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[Desc("Which turret (if present) should this armament be assigned to.")]
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public readonly string Turret = "primary";
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@@ -99,15 +96,13 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public class Armament : ConditionalTrait<ArmamentInfo>, ITick, IExplodeModifier
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public class Armament : PausableConditionalTrait<ArmamentInfo>, ITick, IExplodeModifier
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{
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public readonly WeaponInfo Weapon;
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public readonly Barrel[] Barrels;
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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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@@ -157,8 +152,6 @@ namespace OpenRA.Mods.Common.Traits
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protected override void Created(Actor self)
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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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@@ -211,7 +204,7 @@ namespace OpenRA.Mods.Common.Traits
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protected virtual bool CanFire(Actor self, Target target)
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{
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if (IsReloading || (ammoPool != null && !ammoPool.HasAmmo()))
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if (IsReloading || IsTraitPaused)
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return false;
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if (turret != null && !turret.HasAchievedDesiredFacing)
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@@ -341,7 +334,6 @@ 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.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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@@ -177,7 +177,7 @@ namespace OpenRA.Mods.Common.Traits
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// PERF: Avoid LINQ.
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foreach (var armament in Armaments)
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{
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var checkIsValid = checkForCenterTargetingWeapons ? armament.Weapon.TargetActorCenter : !armament.OutOfAmmo;
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var checkIsValid = checkForCenterTargetingWeapons ? armament.Weapon.TargetActorCenter : !armament.IsTraitPaused;
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if (checkIsValid && !armament.IsTraitDisabled && armament.Weapon.IsValidAgainst(t, self.World, self))
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return true;
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}
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@@ -202,7 +202,7 @@ namespace OpenRA.Mods.Common.Traits
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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if (armament.IsTraitPaused)
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continue;
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var range = armament.Weapon.MinRange;
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@@ -225,7 +225,7 @@ namespace OpenRA.Mods.Common.Traits
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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if (armament.IsTraitPaused)
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continue;
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var range = armament.MaxRange();
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@@ -248,7 +248,7 @@ namespace OpenRA.Mods.Common.Traits
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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if (armament.IsTraitPaused)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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@@ -267,25 +267,33 @@ namespace OpenRA.Mods.Common.Traits
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if (IsTraitDisabled)
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return WDist.Zero;
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// PERF: Avoid LINQ.
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var max = WDist.Zero;
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// We want actors to use only weapons with ammo for this, except when ALL weapons are out of ammo,
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// then we use the paused, valid weapon with highest range.
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var maxFallback = WDist.Zero;
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// PERF: Avoid LINQ.
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foreach (var armament in Armaments)
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{
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if (armament.IsTraitDisabled)
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continue;
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if (armament.OutOfAmmo)
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continue;
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if (!armament.Weapon.IsValidAgainst(target, self.World, self))
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continue;
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var range = armament.MaxRange();
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if (maxFallback < range)
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maxFallback = range;
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if (armament.IsTraitPaused)
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continue;
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if (max < range)
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max = range;
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}
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return max;
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return max != WDist.Zero ? max : maxFallback;
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}
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// Enumerates all armaments, that this actor possesses, that can be used against Target t
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@@ -392,7 +400,7 @@ namespace OpenRA.Mods.Common.Traits
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// Use valid armament with highest range out of those that have ammo
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// If all are out of ammo, just use valid armament with highest range
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armaments = armaments.OrderByDescending(x => x.MaxRange());
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var a = armaments.FirstOrDefault(x => !x.OutOfAmmo);
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var a = armaments.FirstOrDefault(x => !x.IsTraitPaused);
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if (a == null)
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a = armaments.First();
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@@ -426,7 +434,7 @@ namespace OpenRA.Mods.Common.Traits
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// Use valid armament with highest range out of those that have ammo
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// If all are out of ammo, just use valid armament with highest range
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armaments = armaments.OrderByDescending(x => x.MaxRange());
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var a = armaments.FirstOrDefault(x => !x.OutOfAmmo);
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var a = armaments.FirstOrDefault(x => !x.IsTraitPaused);
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if (a == null)
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a = armaments.First();
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