Rename SelfReloads to AutoReloads
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@@ -120,7 +120,7 @@ namespace OpenRA.Mods.Common.AI
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protected static bool ReloadsAutomatically(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.SelfReloads);
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return ammoPools.All(x => x.AutoReloads);
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}
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protected static bool IsRearm(Actor a)
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@@ -22,7 +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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readonly bool autoReloads;
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int ticksUntilTurn;
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public FlyAttack(Actor self, Target target)
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@@ -31,7 +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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autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
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}
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public override Activity Tick(Actor self)
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@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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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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if (!autoReloads && 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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@@ -22,7 +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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readonly bool autoReloads;
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Target target;
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bool canHideUnderFog;
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@@ -47,7 +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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autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
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}
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public override Activity Tick(Actor self)
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Activities
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}
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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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if (!autoReloads && 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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@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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return heli.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
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.Any(p => !p.SelfReloads && !p.FullAmmo());
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.Any(p => !p.AutoReloads && !p.FullAmmo());
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}
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}
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}
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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return planeInfo.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
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.Any(p => !p.SelfReloads && !p.FullAmmo());
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.Any(p => !p.AutoReloads && !p.FullAmmo());
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}
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public override Activity Tick(Actor self)
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Activities
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public Rearm(Actor self)
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{
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.SelfReloads).ToArray();
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.AutoReloads).ToArray();
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}
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public override Activity Tick(Actor self)
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@@ -62,10 +62,9 @@ namespace OpenRA.Mods.Common.Traits
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readonly Stack<int> tokens = new Stack<int>();
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ConditionManager conditionManager;
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bool selfReloads;
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// HACK: Temporarily needed until Rearm activity is gone for good
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[Sync] public int RemainingTicks;
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[Sync] int currentAmmo;
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public AmmoPool(Actor self, AmmoPoolInfo info)
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@@ -100,12 +99,12 @@ namespace OpenRA.Mods.Common.Traits
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// This mostly serves to avoid complicated ReloadAmmoPool look-ups in various other places.
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// TODO: Investigate removing this when the Rearm activity is replaced with a condition-based solution.
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public bool SelfReloads { get { return selfReloads; } }
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public bool AutoReloads { get; private set; }
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void INotifyCreated.Created(Actor self)
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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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AutoReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
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UpdateCondition(self);
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@@ -77,7 +77,7 @@ namespace OpenRA.Mods.Common.Traits
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bool CanRearm()
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{
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return ammoPools.Any(x => !x.SelfReloads && !x.FullAmmo());
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return ammoPools.Any(x => !x.AutoReloads && !x.FullAmmo());
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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