Merge pull request #7324 from reaperrr/limitedammo2
Refactored LimitedAmmo to AmmoPool
This commit is contained in:
@@ -229,7 +229,7 @@ namespace OpenRA.Mods.Common.AI
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return null;
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var unit = buildableThings.Random(Random);
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return HasAdequateAirUnits(unit) ? unit : null;
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return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
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}
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ActorInfo ChooseUnitToBuild(ProductionQueue queue)
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@@ -246,7 +246,7 @@ namespace OpenRA.Mods.Common.AI
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foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
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if (buildableThings.Any(b => b.Name == unit.Key))
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if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Count)
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if (HasAdequateAirUnits(Map.Rules.Actors[unit.Key]))
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if (HasAdequateAirUnitReloadBuildings(Map.Rules.Actors[unit.Key]))
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return Map.Rules.Actors[unit.Key];
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return null;
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@@ -318,13 +318,18 @@ namespace OpenRA.Mods.Common.AI
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}
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// For mods like RA (number of building must match the number of aircraft)
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bool HasAdequateAirUnits(ActorInfo actorInfo)
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bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
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{
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if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
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&& actorInfo.Traits.Contains<AircraftInfo>())
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var aircraftInfo = actorInfo.Traits.GetOrDefault<AircraftInfo>();
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if (aircraftInfo == null)
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return true;
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var ammoPoolsInfo = actorInfo.Traits.WithInterface<AmmoPoolInfo>();
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if (ammoPoolsInfo.Any(x => !x.SelfReloads))
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{
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var countOwnAir = CountUnits(actorInfo.Name, Player);
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var countBuildings = CountBuilding(actorInfo.Traits.Get<AircraftInfo>().RearmBuildings.FirstOrDefault(), Player);
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var countBuildings = CountBuilding(aircraftInfo.RearmBuildings.FirstOrDefault(), Player);
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if (countOwnAir >= countBuildings)
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return false;
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}
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@@ -104,19 +104,20 @@ namespace OpenRA.Mods.Common.AI
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protected static bool FullAmmo(Actor a)
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{
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var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
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return limitedAmmo != null && limitedAmmo.FullAmmo();
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.FullAmmo());
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}
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protected static bool HasAmmo(Actor a)
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{
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var limitedAmmo = a.TraitOrDefault<LimitedAmmo>();
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return limitedAmmo != null && limitedAmmo.HasAmmo();
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.HasAmmo());
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}
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protected static bool ReloadsAutomatically(Actor a)
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{
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return a.HasTrait<Reloads>();
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.Info.SelfReloads);
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}
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protected static bool IsRearm(Actor a)
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@@ -8,6 +8,8 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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@@ -18,30 +20,38 @@ namespace OpenRA.Mods.Common.Activities
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public class FlyAttack : Activity
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{
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readonly Target target;
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readonly AttackPlane attackPlane;
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readonly IEnumerable<AmmoPool> ammoPools;
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Activity inner;
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int ticksUntilTurn = 50;
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public FlyAttack(Target target) { this.target = target; }
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public FlyAttack(Actor self, Target target)
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{
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this.target = target;
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attackPlane = self.TraitOrDefault<AttackPlane>();
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ammoPools = self.TraitsImplementing<AmmoPool>();
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}
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public override Activity Tick(Actor self)
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{
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if (!target.IsValidFor(self))
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return NextActivity;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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// Move to the next activity only if all ammo pools are depleted and none reload automatically
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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 != null && ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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return NextActivity;
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var attack = self.TraitOrDefault<AttackPlane>();
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if (attack != null)
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attack.DoAttack(self, target);
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if (attackPlane != null)
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attackPlane.DoAttack(self, target);
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if (inner == null)
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{
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if (IsCanceled)
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return NextActivity;
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if (target.IsInRange(self.CenterPosition, attack.Armaments.Select(a => a.Weapon.MinRange).Min()))
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// TODO: This should fire each weapon at its maximum range
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if (target.IsInRange(self.CenterPosition, attackPlane.Armaments.Select(a => a.Weapon.MinRange).Min()))
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inner = Util.SequenceActivities(new FlyTimed(ticksUntilTurn), new Fly(self, target), new FlyTimed(ticksUntilTurn));
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else
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inner = Util.SequenceActivities(new Fly(self, target), new FlyTimed(ticksUntilTurn));
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@@ -8,6 +8,9 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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@@ -16,21 +19,29 @@ namespace OpenRA.Mods.Common.Activities
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{
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public class HeliAttack : Activity
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{
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Target target;
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public HeliAttack(Target target) { this.target = target; }
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readonly Target target;
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readonly Helicopter helicopter;
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readonly AttackHeli attackHeli;
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readonly IEnumerable<AmmoPool> ammoPools;
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public HeliAttack(Actor self, Target target)
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{
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this.target = target;
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helicopter = self.Trait<Helicopter>();
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attackHeli = self.Trait<AttackHeli>();
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ammoPools = self.TraitsImplementing<AmmoPool>();
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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var reloads = self.TraitOrDefault<Reloads>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo() && reloads == null)
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// If all ammo pools are depleted and none reload automatically, return to helipad to reload and then move to next activity
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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 != null && ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
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return Util.SequenceActivities(new HeliReturn(), NextActivity);
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var helicopter = self.Trait<Helicopter>();
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var attack = self.Trait<AttackHeli>();
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var dist = target.CenterPosition - self.CenterPosition;
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// Can rotate facing while ascending
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@@ -41,10 +52,12 @@ namespace OpenRA.Mods.Common.Activities
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return this;
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// Fly towards the target
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if (!target.IsInRange(self.CenterPosition, attack.GetMaximumRange()))
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// TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
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// and the weapon with the longest range is out of ammo
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if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRange()))
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helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
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attack.DoAttack(self, target);
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attackHeli.DoAttack(self, target);
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return this;
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}
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@@ -8,53 +8,64 @@
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class Rearm : Activity
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{
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readonly LimitedAmmo limitedAmmo;
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int ticksPerPip = 25 * 2;
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int remainingTicks = 25 * 2;
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string sound = null;
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readonly IEnumerable<AmmoPool> ammoPools;
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readonly Dictionary<AmmoPool, int> ammoPoolsReloadTimes;
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public Rearm(Actor self, string sound = null)
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public Rearm(Actor self)
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{
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limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null)
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ticksPerPip = limitedAmmo.ReloadTimePerAmmo();
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remainingTicks = ticksPerPip;
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this.sound = sound;
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.Info.SelfReloads);
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if (ammoPools == null)
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return;
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ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadTicks);
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || limitedAmmo == null)
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if (IsCanceled || ammoPoolsReloadTimes == null)
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return NextActivity;
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if (--remainingTicks == 0)
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var needsReloading = false;
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foreach (var pool in ammoPools)
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{
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var hostBuilding = self.World.ActorMap.GetUnitsAt(self.Location)
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.FirstOrDefault(a => a.HasTrait<RenderBuilding>());
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if (pool.FullAmmo())
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continue;
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needsReloading = true;
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if (--ammoPoolsReloadTimes[pool] > 0)
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continue;
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// HACK to check if we are on the helipad/airfield/etc.
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var hostBuilding = self.World.ActorMap.GetUnitsAt(self.Location).FirstOrDefault(a => a.HasTrait<RenderBuilding>());
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if (hostBuilding == null || !hostBuilding.IsInWorld)
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return NextActivity;
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if (!limitedAmmo.GiveAmmo())
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return NextActivity;
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if (!pool.GiveAmmo())
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continue;
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hostBuilding.Trait<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
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var sound = pool.Info.RearmSound;
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if (sound != null)
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Sound.Play(sound, self.CenterPosition);
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remainingTicks = limitedAmmo.ReloadTimePerAmmo();
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ammoPoolsReloadTimes[pool] = pool.Info.ReloadTicks;
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}
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return this;
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return needsReloading ? this : NextActivity;
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}
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}
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}
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@@ -320,7 +320,7 @@
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<Compile Include="Traits\Invulnerable.cs" />
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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\LimitedAmmo.cs" />
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<Compile Include="Traits\AmmoPool.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\Modifiers\DisabledOverlay.cs" />
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<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
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@@ -364,7 +364,6 @@
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<Compile Include="Traits\ProximityCaptor.cs" />
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<Compile Include="Traits\ProximityCapturable.cs" />
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<Compile Include="Traits\RadarColorFromTerrain.cs" />
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<Compile Include="Traits\Reloads.cs" />
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<Compile Include="Traits\Render\Hovers.cs" />
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<Compile Include="Traits\Render\RenderBuilding.cs" />
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<Compile Include="Traits\Render\RenderBuildingCharge.cs" />
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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Scripting
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[Desc("Fly an attack against the target actor.")]
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public void Attack(Actor target)
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{
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Self.QueueActivity(new FlyAttack(Target.FromActor(target)));
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Self.QueueActivity(new FlyAttack(Self, Target.FromActor(target)));
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}
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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return new HeliAttack(newTarget);
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return new HeliAttack(self, newTarget);
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}
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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return new FlyAttack(newTarget);
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return new FlyAttack(self, newTarget);
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}
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protected override bool CanAttack(Actor self, Target target)
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138
OpenRA.Mods.Common/Traits/AmmoPool.cs
Normal file
138
OpenRA.Mods.Common/Traits/AmmoPool.cs
Normal file
@@ -0,0 +1,138 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Collections.Generic;
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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("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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public readonly string Name = "primary";
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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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[Desc("Initial ammo the actor is created with. Defaults to Ammo.")]
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public readonly int InitialAmmo = -1;
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[Desc("Defaults to value in Ammo. 0 means no visible pips.")]
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public readonly int PipCount = -1;
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[Desc("PipType to use for loaded ammo.")]
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public readonly PipType PipType = PipType.Green;
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[Desc("PipType to use for empty ammo.")]
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public readonly PipType PipTypeEmpty = PipType.Transparent;
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[Desc("How much ammo is reloaded after a certain period.")]
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public readonly int ReloadCount = 1;
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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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[Desc("Time to reload per ReloadCount on airfield etc.")]
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public readonly int ReloadTicks = 25 * 2;
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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 SelfReloadTicks = 25 * 2;
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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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{
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public readonly AmmoPoolInfo Info;
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[Sync] public int CurrentAmmo;
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[Sync] public int RemainingTicks;
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public int PreviousAmmo;
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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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RemainingTicks = Info.SelfReloadTicks;
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PreviousAmmo = GetAmmoCount();
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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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|
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public bool GiveAmmo()
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{
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if (CurrentAmmo >= Info.Ammo)
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return false;
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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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return false;
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--CurrentAmmo;
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return true;
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a.Info.AmmoPoolName == Info.Name)
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TakeAmmo();
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}
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public void 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.SelfReloadTicks;
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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.SelfReloadTicks;
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for (var i = 0; i < Info.ReloadCount; i++)
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GiveAmmo();
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|
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PreviousAmmo = GetAmmoCount();
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}
|
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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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Info.PipType : Info.PipTypeEmpty);
|
||||
}
|
||||
}
|
||||
}
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@@ -31,16 +31,25 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[WeaponReference]
|
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[Desc("Has to be defined here and in weapons.yaml.")]
|
||||
public readonly string Weapon = null;
|
||||
|
||||
[Desc("Which limited ammo pool (if present) should this armament be assigned to.")]
|
||||
public readonly string AmmoPoolName = "primary";
|
||||
|
||||
[Desc("Which turret (if present) should this armament be assigned to.")]
|
||||
public readonly string Turret = "primary";
|
||||
|
||||
[Desc("Time (in frames) until the weapon can fire again.")]
|
||||
public readonly int FireDelay = 0;
|
||||
|
||||
[Desc("Muzzle position relative to turret or body. (forward, right, up) triples")]
|
||||
public readonly WVec[] LocalOffset = { };
|
||||
|
||||
[Desc("Muzzle yaw relative to turret or body.")]
|
||||
public readonly WAngle[] LocalYaw = { };
|
||||
|
||||
[Desc("Move the turret backwards when firing.")]
|
||||
public readonly WRange Recoil = WRange.Zero;
|
||||
|
||||
[Desc("Recoil recovery per-frame")]
|
||||
public readonly WRange RecoilRecovery = new WRange(9);
|
||||
|
||||
@@ -64,7 +73,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
readonly Actor self;
|
||||
Lazy<Turreted> turret;
|
||||
Lazy<IBodyOrientation> coords;
|
||||
Lazy<LimitedAmmo> limitedAmmo;
|
||||
Lazy<AmmoPool> ammoPool;
|
||||
List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
|
||||
|
||||
public WRange Recoil;
|
||||
@@ -79,7 +88,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
// We can't resolve these until runtime
|
||||
turret = Exts.Lazy(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
|
||||
coords = Exts.Lazy(() => self.Trait<IBodyOrientation>());
|
||||
limitedAmmo = Exts.Lazy(() => self.TraitOrDefault<LimitedAmmo>());
|
||||
ammoPool = Exts.Lazy(() => self.TraitsImplementing<AmmoPool>().FirstOrDefault(la => la.Info.Name == info.AmmoPoolName));
|
||||
|
||||
Weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()];
|
||||
Burst = Weapon.Burst;
|
||||
@@ -136,7 +145,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
if (IsReloading)
|
||||
return null;
|
||||
|
||||
if (limitedAmmo.Value != null && !limitedAmmo.Value.HasAmmo())
|
||||
if (ammoPool.Value != null && !ammoPool.Value.HasAmmo())
|
||||
return null;
|
||||
|
||||
if (!target.IsInRange(self.CenterPosition, Weapon.Range))
|
||||
|
||||
@@ -1,75 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
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 LimitedAmmoInfo : ITraitInfo
|
||||
{
|
||||
public readonly int Ammo = 0;
|
||||
|
||||
[Desc("Defaults to value in Ammo.")]
|
||||
public readonly int PipCount = 0;
|
||||
|
||||
public readonly PipType PipType = PipType.Green;
|
||||
public readonly PipType PipTypeEmpty = PipType.Transparent;
|
||||
|
||||
[Desc("Time to reload measured in ticks.")]
|
||||
public readonly int ReloadTicks = 25 * 2;
|
||||
|
||||
public object Create(ActorInitializer init) { return new LimitedAmmo(this); }
|
||||
}
|
||||
|
||||
public class LimitedAmmo : INotifyAttack, IPips, ISync
|
||||
{
|
||||
[Sync] int ammo;
|
||||
LimitedAmmoInfo info;
|
||||
|
||||
public LimitedAmmo(LimitedAmmoInfo info)
|
||||
{
|
||||
ammo = info.Ammo;
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public bool FullAmmo() { return ammo == info.Ammo; }
|
||||
public bool HasAmmo() { return ammo > 0; }
|
||||
public bool GiveAmmo()
|
||||
{
|
||||
if (ammo >= info.Ammo) return false;
|
||||
++ammo;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TakeAmmo()
|
||||
{
|
||||
if (ammo <= 0) return false;
|
||||
--ammo;
|
||||
return true;
|
||||
}
|
||||
|
||||
public int ReloadTimePerAmmo() { return info.ReloadTicks; }
|
||||
|
||||
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { TakeAmmo(); }
|
||||
|
||||
public int GetAmmoCount() { return ammo; }
|
||||
|
||||
public IEnumerable<PipType> GetPips(Actor self)
|
||||
{
|
||||
var pips = info.PipCount != 0 ? info.PipCount : info.Ammo;
|
||||
return Enumerable.Range(0, pips).Select(i =>
|
||||
(ammo * pips) / info.Ammo > i ?
|
||||
info.PipType : info.PipTypeEmpty);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,63 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Unit will reload its limited ammo itself.")]
|
||||
public class ReloadsInfo : ITraitInfo, Requires<LimitedAmmoInfo>
|
||||
{
|
||||
[Desc("How much ammo is reloaded after a certain period.")]
|
||||
public readonly int Count = 0;
|
||||
[Desc("How long it takes to do so.")]
|
||||
public readonly int Period = 50;
|
||||
[Desc("Whether or not reload counter should be reset when ammo has been fired.")]
|
||||
public readonly bool ResetOnFire = false;
|
||||
|
||||
public object Create(ActorInitializer init) { return new Reloads(init.Self, this); }
|
||||
}
|
||||
|
||||
public class Reloads : ITick
|
||||
{
|
||||
[Sync] int remainingTicks;
|
||||
ReloadsInfo info;
|
||||
LimitedAmmo la;
|
||||
int previousAmmo;
|
||||
|
||||
public Reloads(Actor self, ReloadsInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
remainingTicks = info.Period;
|
||||
la = self.Trait<LimitedAmmo>();
|
||||
previousAmmo = la.GetAmmoCount();
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (!la.FullAmmo() && --remainingTicks == 0)
|
||||
{
|
||||
remainingTicks = info.Period;
|
||||
|
||||
for (var i = 0; i < info.Count; i++)
|
||||
la.GiveAmmo();
|
||||
|
||||
previousAmmo = la.GetAmmoCount();
|
||||
}
|
||||
|
||||
// Resets the tick counter if ammo was fired.
|
||||
if (info.ResetOnFire && la.GetAmmoCount() < previousAmmo)
|
||||
{
|
||||
remainingTicks = info.Period;
|
||||
previousAmmo = la.GetAmmoCount();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -22,18 +22,20 @@ namespace OpenRA.Mods.Common.Traits
|
||||
class RepairableInfo : ITraitInfo, Requires<HealthInfo>
|
||||
{
|
||||
public readonly string[] RepairBuildings = { "fix" };
|
||||
public virtual object Create(ActorInitializer init) { return new Repairable(init.Self); }
|
||||
public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
|
||||
}
|
||||
|
||||
class Repairable : IIssueOrder, IResolveOrder, IOrderVoice
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly RepairableInfo info;
|
||||
readonly Health health;
|
||||
readonly IEnumerable<AmmoPool> ammoPools;
|
||||
|
||||
public Repairable(Actor self)
|
||||
public Repairable(Actor self, RepairableInfo info)
|
||||
{
|
||||
this.self = self;
|
||||
this.info = info;
|
||||
health = self.Trait<Health>();
|
||||
ammoPools = self.TraitsImplementing<AmmoPool>();
|
||||
}
|
||||
|
||||
public IEnumerable<IOrderTargeter> Orders
|
||||
@@ -41,7 +43,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
get
|
||||
{
|
||||
yield return new EnterAlliedActorTargeter<Building>("Repair", 5,
|
||||
target => CanRepairAt(target), _ => CanRepair());
|
||||
target => CanRepairAt(target), _ => CanRepair() || CanRearm());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,13 +57,25 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
bool CanRepairAt(Actor target)
|
||||
{
|
||||
return self.Info.Traits.Get<RepairableInfo>().RepairBuildings.Contains(target.Info.Name);
|
||||
return info.RepairBuildings.Contains(target.Info.Name);
|
||||
}
|
||||
|
||||
bool CanRearmAt(Actor target)
|
||||
{
|
||||
return info.RepairBuildings.Contains(target.Info.Name);
|
||||
}
|
||||
|
||||
bool CanRepair()
|
||||
{
|
||||
var li = self.TraitOrDefault<LimitedAmmo>();
|
||||
return health.DamageState > DamageState.Undamaged || (li != null && !li.FullAmmo());
|
||||
return health.DamageState > DamageState.Undamaged;
|
||||
}
|
||||
|
||||
bool CanRearm()
|
||||
{
|
||||
if (ammoPools != null)
|
||||
return ammoPools.Any(x => !x.Info.SelfReloads && !x.FullAmmo());
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
public string VoicePhraseForOrder(Actor self, Order order)
|
||||
@@ -73,7 +87,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
if (order.OrderString == "Repair")
|
||||
{
|
||||
if (!CanRepairAt(order.TargetActor) || !CanRepair())
|
||||
if (!CanRepairAt(order.TargetActor) || (!CanRepair() && !CanRearm()))
|
||||
return;
|
||||
|
||||
var movement = self.Trait<IMove>();
|
||||
@@ -83,7 +97,9 @@ namespace OpenRA.Mods.Common.Traits
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new MoveAdjacentTo(self, target));
|
||||
self.QueueActivity(movement.MoveTo(self.World.Map.CellContaining(order.TargetActor.CenterPosition), order.TargetActor));
|
||||
self.QueueActivity(new Rearm(self));
|
||||
if (CanRearmAt(order.TargetActor) && CanRearm())
|
||||
self.QueueActivity(new Rearm(self));
|
||||
|
||||
self.QueueActivity(new Repair(order.TargetActor));
|
||||
|
||||
var rp = order.TargetActor.TraitOrDefault<RallyPoint>();
|
||||
|
||||
@@ -774,6 +774,61 @@ namespace OpenRA.Mods.Common.UtilityCommands
|
||||
node.Key = "StandSequences";
|
||||
}
|
||||
|
||||
if (engineVersion < 20150323)
|
||||
{
|
||||
// Moved Reloads functionality to LimitedAmmo and refactored the latter into AmmoPool
|
||||
if (depth == 0)
|
||||
{
|
||||
var actorTraits = node.Value.Nodes;
|
||||
var limitedAmmo = actorTraits.FirstOrDefault(l => l.Key == "LimitedAmmo");
|
||||
var reloads = actorTraits.FirstOrDefault(r => r.Key == "Reloads");
|
||||
|
||||
if (reloads != null)
|
||||
{
|
||||
var reloadsFields = reloads.Value.Nodes;
|
||||
var limitedAmmoFields = limitedAmmo.Value.Nodes;
|
||||
var count = reloadsFields.FirstOrDefault(c => c.Key == "Count");
|
||||
var period = reloadsFields.FirstOrDefault(p => p.Key == "Period");
|
||||
var resets = reloadsFields.FirstOrDefault(res => res.Key == "ResetOnFire");
|
||||
|
||||
var reloadsCount = count != null ? FieldLoader.GetValue<int>("Count", count.Value.Value) : -1;
|
||||
var reloadsPeriod = period != null ? FieldLoader.GetValue<int>("Period", period.Value.Value) : 50;
|
||||
var reloadsResetOnFire = resets != null ? FieldLoader.GetValue<bool>("ResetOnFire", resets.Value.Value) : false;
|
||||
|
||||
limitedAmmoFields.Add(new MiniYamlNode("SelfReloads", "true"));
|
||||
limitedAmmoFields.Add(new MiniYamlNode("ReloadCount", reloadsCount.ToString()));
|
||||
limitedAmmoFields.Add(new MiniYamlNode("SelfReloadTicks", reloadsPeriod.ToString()));
|
||||
limitedAmmoFields.Add(new MiniYamlNode("ResetOnFire", reloadsResetOnFire.ToString()));
|
||||
|
||||
node.Value.Nodes.RemoveAll(n => n.Key == "Reloads");
|
||||
node.Value.Nodes.RemoveAll(n => n.Key == "-Reloads");
|
||||
}
|
||||
}
|
||||
|
||||
// Moved RearmSound from Minelayer to LimitedAmmo/AmmoPool
|
||||
if (depth == 0)
|
||||
{
|
||||
var actorTraits = node.Value.Nodes;
|
||||
var limitedAmmo = actorTraits.FirstOrDefault(la => la.Key == "LimitedAmmo");
|
||||
var minelayer = actorTraits.FirstOrDefault(ml => ml.Key == "Minelayer");
|
||||
|
||||
if (minelayer != null)
|
||||
{
|
||||
var minelayerFields = minelayer.Value.Nodes;
|
||||
var limitedAmmoFields = limitedAmmo.Value.Nodes;
|
||||
var rearmSound = minelayerFields.FirstOrDefault(rs => rs.Key == "RearmSound");
|
||||
var minelayerRearmSound = rearmSound != null ? FieldLoader.GetValue<string>("RearmSound", rearmSound.Value.Value) : "minelay1.aud";
|
||||
|
||||
limitedAmmoFields.Add(new MiniYamlNode("RearmSound", minelayerRearmSound.ToString()));
|
||||
minelayerFields.Remove(rearmSound);
|
||||
}
|
||||
}
|
||||
|
||||
// Rename LimitedAmmo to AmmoPool
|
||||
if (node.Key == "LimitedAmmo")
|
||||
node.Key = "AmmoPool";
|
||||
}
|
||||
|
||||
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Mods.Common.Activities;
|
||||
@@ -18,23 +20,34 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Activities
|
||||
{
|
||||
// assumes you have Minelayer on that unit
|
||||
class LayMines : Activity
|
||||
// Assumes you have Minelayer on that unit
|
||||
public class LayMines : Activity
|
||||
{
|
||||
readonly Minelayer minelayer;
|
||||
readonly MinelayerInfo info;
|
||||
readonly IEnumerable<AmmoPool> ammoPools;
|
||||
readonly IMove movement;
|
||||
readonly string[] rearmBuildings;
|
||||
|
||||
public LayMines(Actor self)
|
||||
{
|
||||
minelayer = self.TraitOrDefault<Minelayer>();
|
||||
info = self.Info.Traits.Get<MinelayerInfo>();
|
||||
ammoPools = self.TraitsImplementing<AmmoPool>();
|
||||
movement = self.Trait<IMove>();
|
||||
rearmBuildings = info.RearmBuildings;
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
if (IsCanceled) return NextActivity;
|
||||
if (IsCanceled)
|
||||
return NextActivity;
|
||||
|
||||
var movement = self.Trait<IMove>();
|
||||
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
|
||||
if (!limitedAmmo.HasAmmo())
|
||||
if (ammoPools != null && ammoPools.Any(p => p.Info.Name == info.AmmoPoolName && !p.HasAmmo()))
|
||||
{
|
||||
var info = self.Info.Traits.Get<MinelayerInfo>();
|
||||
|
||||
// rearm & repair at fix, then back out here to refill the minefield some more
|
||||
var buildings = info.RearmBuildings;
|
||||
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
|
||||
var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
|
||||
&& buildings.Contains(a.Info.Name))
|
||||
&& rearmBuildings.Contains(a.Info.Name))
|
||||
.ClosestTo(self);
|
||||
|
||||
if (rearmTarget == null)
|
||||
@@ -43,47 +56,50 @@ namespace OpenRA.Mods.RA.Activities
|
||||
return Util.SequenceActivities(
|
||||
new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
|
||||
movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
|
||||
new Rearm(self, info.RearmSound),
|
||||
new Rearm(self),
|
||||
new Repair(rearmTarget),
|
||||
this);
|
||||
}
|
||||
|
||||
var ml = self.Trait<Minelayer>();
|
||||
if (ml.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
|
||||
if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
|
||||
{
|
||||
LayMine(self);
|
||||
return Util.SequenceActivities(new Wait(20), this); // a little wait after placing each mine, for show
|
||||
return Util.SequenceActivities(new Wait(20), this); // A little wait after placing each mine, for show
|
||||
}
|
||||
|
||||
if (ml.Minefield.Length > 0)
|
||||
if (minelayer.Minefield.Length > 0)
|
||||
{
|
||||
// dont get stuck forever here
|
||||
// Don't get stuck forever here
|
||||
for (var n = 0; n < 20; n++)
|
||||
{
|
||||
var p = ml.Minefield.Random(self.World.SharedRandom);
|
||||
var p = minelayer.Minefield.Random(self.World.SharedRandom);
|
||||
if (ShouldLayMine(self, p))
|
||||
return Util.SequenceActivities(movement.MoveTo(p, 0), this);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: return somewhere likely to be safe (near fix) so we're not sitting out in the minefield.
|
||||
// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
|
||||
return new Wait(20); // nothing to do here
|
||||
}
|
||||
|
||||
static bool ShouldLayMine(Actor self, CPos p)
|
||||
{
|
||||
// if there is no unit (other than me) here, we want to place a mine here
|
||||
// If there is no unit (other than me) here, we want to place a mine here
|
||||
return !self.World.ActorMap.GetUnitsAt(p).Any(a => a != self);
|
||||
}
|
||||
|
||||
static void LayMine(Actor self)
|
||||
void LayMine(Actor self)
|
||||
{
|
||||
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
|
||||
if (limitedAmmo != null)
|
||||
limitedAmmo.TakeAmmo();
|
||||
if (ammoPools != null)
|
||||
{
|
||||
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == info.AmmoPoolName);
|
||||
if (pool == null)
|
||||
return;
|
||||
pool.TakeAmmo();
|
||||
}
|
||||
|
||||
self.World.AddFrameEndTask(
|
||||
w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary
|
||||
w => w.CreateActor(info.Mine, new TypeDictionary
|
||||
{
|
||||
new LocationInit(self.Location),
|
||||
new OwnerInit(self.Owner),
|
||||
|
||||
@@ -18,19 +18,19 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
class MinelayerInfo : ITraitInfo
|
||||
public class MinelayerInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference] public readonly string Mine = "minv";
|
||||
[ActorReference] public readonly string[] RearmBuildings = { "fix" };
|
||||
|
||||
public readonly string RearmSound = "minelay1.aud";
|
||||
public readonly string AmmoPoolName = "primary";
|
||||
|
||||
public readonly float MinefieldDepth = 1.5f;
|
||||
|
||||
public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
|
||||
}
|
||||
|
||||
class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
|
||||
public class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
|
||||
{
|
||||
/* TODO: [Sync] when sync can cope with arrays! */
|
||||
public CPos[] Minefield = null;
|
||||
@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Traits
|
||||
minefieldStart = order.TargetLocation;
|
||||
Minefield = new CPos[] { order.TargetLocation };
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new LayMines());
|
||||
self.QueueActivity(new LayMines(self));
|
||||
}
|
||||
|
||||
if (order.OrderString == "PlaceMinefield")
|
||||
@@ -92,7 +92,7 @@ namespace OpenRA.Mods.RA.Traits
|
||||
.Where(p => movement.CanEnterCell(p, null, false)).ToArray();
|
||||
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new LayMines());
|
||||
self.QueueActivity(new LayMines(self));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -76,12 +76,12 @@ HELI:
|
||||
MuzzleSequence: muzzle
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 10
|
||||
PipCount: 5
|
||||
Reloads:
|
||||
Count: 10
|
||||
Period: 200
|
||||
SelfReloads: true
|
||||
ReloadCount: 10
|
||||
SelfReloadTicks: 200
|
||||
RenderUnit:
|
||||
WithRotor:
|
||||
Offset: 0,0,85
|
||||
@@ -124,12 +124,12 @@ ORCA:
|
||||
LocalOffset: 427,-171,-213, 427,171,-213
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 6
|
||||
PipCount: 6
|
||||
Reloads:
|
||||
Count: 2
|
||||
Period: 100
|
||||
SelfReloads: true
|
||||
ReloadCount: 2
|
||||
SelfReloadTicks: 100
|
||||
RenderUnit:
|
||||
LeavesHusk:
|
||||
HuskActor: ORCA.Husk
|
||||
|
||||
@@ -159,7 +159,7 @@ orni.bomber:
|
||||
RepairBuildings: repair
|
||||
RearmBuildings:
|
||||
Repulsable: False
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 5
|
||||
RenderUnit:
|
||||
Image: orni
|
||||
|
||||
@@ -681,7 +681,7 @@ Rules:
|
||||
Plane:
|
||||
ROT: 5
|
||||
Speed: 280
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 30
|
||||
RenderUnit:
|
||||
Image: mig
|
||||
|
||||
@@ -2273,7 +2273,7 @@ Rules:
|
||||
MIG:
|
||||
Buildable:
|
||||
Prerequisites: ~afld
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 2
|
||||
HELI:
|
||||
Buildable:
|
||||
|
||||
@@ -51,7 +51,7 @@ BADR.Bomber:
|
||||
Speed: 149
|
||||
Repulsable: False
|
||||
MaximumPitch: 56
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 7
|
||||
RenderUnit:
|
||||
Image: badr
|
||||
@@ -113,7 +113,7 @@ MIG:
|
||||
EnableStances: false
|
||||
RenderUnit:
|
||||
CameraPitch: 99
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 8
|
||||
ReturnOnIdle:
|
||||
Selectable:
|
||||
@@ -171,7 +171,7 @@ YAK:
|
||||
EnableStances: false
|
||||
RenderUnit:
|
||||
CameraPitch: 99
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 18
|
||||
PipCount: 6
|
||||
ReloadTicks: 11
|
||||
@@ -264,7 +264,7 @@ HELI:
|
||||
RenderUnit:
|
||||
WithRotor:
|
||||
Offset: 0,0,85
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 8
|
||||
Selectable:
|
||||
Bounds: 36,28,0,0
|
||||
@@ -312,7 +312,7 @@ HIND:
|
||||
InitialStance: HoldFire
|
||||
RenderUnit:
|
||||
WithRotor:
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 24
|
||||
PipCount: 6
|
||||
ReloadTicks: 8
|
||||
|
||||
@@ -419,8 +419,9 @@ MNLY.AP:
|
||||
Minelayer:
|
||||
Mine: MINP
|
||||
MineImmune:
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 5
|
||||
RearmSound: minelay1.aud
|
||||
DetectCloaked:
|
||||
Range: 5
|
||||
CloakTypes: Mine
|
||||
@@ -453,8 +454,9 @@ MNLY.AT:
|
||||
Minelayer:
|
||||
Mine: MINV
|
||||
MineImmune:
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 5
|
||||
RearmSound: minelay1.aud
|
||||
DetectCloaked:
|
||||
Range: 5
|
||||
CloakTypes: Mine
|
||||
|
||||
@@ -27,7 +27,7 @@ DPOD:
|
||||
Armament:
|
||||
Weapon: Vulcan2
|
||||
AttackHeli:
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 5
|
||||
PipCount: 5
|
||||
PipType: Ammo
|
||||
@@ -95,7 +95,7 @@ ORCA:
|
||||
Weapon: Hellfire
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 5
|
||||
PipCount: 5
|
||||
PipType: Ammo
|
||||
@@ -132,7 +132,7 @@ ORCAB:
|
||||
Weapon: Bomb
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 2
|
||||
PipCount: 2
|
||||
PipType: Ammo
|
||||
@@ -228,7 +228,7 @@ SCRIN:
|
||||
Weapon: Proton
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 3
|
||||
PipCount: 3
|
||||
PipType: Ammo
|
||||
@@ -264,7 +264,7 @@ APACHE:
|
||||
Weapon: HarpyClaw
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
AmmoPool:
|
||||
Ammo: 12
|
||||
PipCount: 4
|
||||
PipType: Ammo
|
||||
|
||||
Reference in New Issue
Block a user