Rename SelfReloads to AutoReloads

This commit is contained in:
reaperrr
2017-11-12 00:49:15 +01:00
committed by Paul Chote
parent 18c371d702
commit d602ec6485
8 changed files with 14 additions and 15 deletions

View File

@@ -120,7 +120,7 @@ namespace OpenRA.Mods.Common.AI
protected static bool ReloadsAutomatically(Actor a)
{
var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.SelfReloads);
return ammoPools.All(x => x.AutoReloads);
}
protected static bool IsRearm(Actor a)

View File

@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Activities
readonly Aircraft aircraft;
readonly AttackPlane attackPlane;
readonly bool selfReloads;
readonly bool autoReloads;
int ticksUntilTurn;
public FlyAttack(Actor self, Target target)
@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Activities
aircraft = self.Trait<Aircraft>();
attackPlane = self.TraitOrDefault<AttackPlane>();
ticksUntilTurn = attackPlane.AttackPlaneInfo.AttackTurnDelay;
selfReloads = self.TraitsImplementing<AmmoPool>().All(p => p.SelfReloads);
autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
}
public override Activity Tick(Actor self)
@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Activities
return NextActivity;
// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
if (!selfReloads && aircraft.Info.RearmBuildings.Any() && attackPlane.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
if (!autoReloads && aircraft.Info.RearmBuildings.Any() && attackPlane.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
if (attackPlane != null)

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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Activities
readonly Aircraft helicopter;
readonly AttackHeli attackHeli;
readonly bool attackOnlyVisibleTargets;
readonly bool selfReloads;
readonly bool autoReloads;
Target target;
bool canHideUnderFog;
@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Activities
helicopter = self.Trait<Aircraft>();
attackHeli = self.Trait<AttackHeli>();
this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
selfReloads = self.TraitsImplementing<AmmoPool>().All(p => p.SelfReloads);
autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
}
public override Activity Tick(Actor self)
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Activities
}
// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
if (!selfReloads && helicopter.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
if (!autoReloads && helicopter.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, helicopter.Info.AbortOnResupply), this);
var dist = targetPos - pos;

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@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Activities
return true;
return heli.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
.Any(p => !p.SelfReloads && !p.FullAmmo());
.Any(p => !p.AutoReloads && !p.FullAmmo());
}
}
}

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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Activities
return true;
return planeInfo.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
.Any(p => !p.SelfReloads && !p.FullAmmo());
.Any(p => !p.AutoReloads && !p.FullAmmo());
}
public override Activity Tick(Actor self)

View File

@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Activities
public Rearm(Actor self)
{
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.SelfReloads).ToArray();
ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.AutoReloads).ToArray();
}
public override Activity Tick(Actor self)

View File

@@ -62,10 +62,9 @@ namespace OpenRA.Mods.Common.Traits
readonly Stack<int> tokens = new Stack<int>();
ConditionManager conditionManager;
bool selfReloads;
// HACK: Temporarily needed until Rearm activity is gone for good
[Sync] public int RemainingTicks;
[Sync] int currentAmmo;
public AmmoPool(Actor self, AmmoPoolInfo info)
@@ -100,12 +99,12 @@ namespace OpenRA.Mods.Common.Traits
// This mostly serves to avoid complicated ReloadAmmoPool look-ups in various other places.
// TODO: Investigate removing this when the Rearm activity is replaced with a condition-based solution.
public bool SelfReloads { get { return selfReloads; } }
public bool AutoReloads { get; private set; }
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
selfReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
AutoReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
UpdateCondition(self);

View File

@@ -77,7 +77,7 @@ namespace OpenRA.Mods.Common.Traits
bool CanRearm()
{
return ammoPools.Any(x => !x.SelfReloads && !x.FullAmmo());
return ammoPools.Any(x => !x.AutoReloads && !x.FullAmmo());
}
public string VoicePhraseForOrder(Actor self, Order order)