Replace AmmoPool lookup methods with properties

And gave the more suitable names while at it.
This is more in line with how we do things in
other places.
This commit is contained in:
reaperrr
2019-10-19 17:25:25 +02:00
committed by reaperrr
parent c77aa4c8f9
commit ee00954f2e
9 changed files with 24 additions and 24 deletions

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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Cnc.Activities
if ((minefield == null || minefield.Contains(self.Location)) && CanLayMine(self, self.Location)) if ((minefield == null || minefield.Contains(self.Location)) && CanLayMine(self, self.Location))
{ {
if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo())) if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo))
{ {
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more // Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally && rearmableInfo.RearmActors.Contains(a.Info.Name)) rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally && rearmableInfo.RearmActors.Contains(a.Info.Name))
@@ -137,6 +137,7 @@ namespace OpenRA.Mods.Cnc.Activities
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName); var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
if (pool == null) if (pool == null)
return; return;
pool.TakeAmmo(self, 1); pool.TakeAmmo(self, 1);
} }

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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Activities
return true; return true;
return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name) return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
&& rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo()); && rearmable.RearmableAmmoPools.Any(p => !p.HasFullAmmo);
} }
public override bool Tick(Actor self) public override bool Tick(Actor self)

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@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Activities
wasRepaired = true; wasRepaired = true;
} }
var cannotRearmAtHost = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.FullAmmo()); var cannotRearmAtHost = rearmable == null || !rearmable.Info.RearmActors.Contains(host.Info.Name) || rearmable.RearmableAmmoPools.All(p => p.HasFullAmmo);
if (!cannotRearmAtHost) if (!cannotRearmAtHost)
activeResupplyTypes |= ResupplyType.Rearm; activeResupplyTypes |= ResupplyType.Rearm;
} }
@@ -277,7 +277,7 @@ namespace OpenRA.Mods.Common.Activities
var rearmComplete = true; var rearmComplete = true;
foreach (var ammoPool in rearmable.RearmableAmmoPools) foreach (var ammoPool in rearmable.RearmableAmmoPools)
{ {
if (!ammoPool.FullAmmo()) if (!ammoPool.HasFullAmmo)
{ {
if (--ammoPool.RemainingTicks <= 0) if (--ammoPool.RemainingTicks <= 0)
{ {

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Scripting
if (pool == null) if (pool == null)
throw new LuaException("Invalid ammopool name {0} queried on actor {1}.".F(poolName, self)); throw new LuaException("Invalid ammopool name {0} queried on actor {1}.".F(poolName, self));
return pool.GetAmmoCount(); return pool.CurrentAmmoCount;
} }
[Desc("Returns the maximum count of ammo the actor can load.")] [Desc("Returns the maximum count of ammo the actor can load.")]

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@@ -540,7 +540,7 @@ namespace OpenRA.Mods.Common.Traits
var canRearmAtActor = rearmable != null && rearmable.Info.RearmActors.Contains(a.Info.Name); var canRearmAtActor = rearmable != null && rearmable.Info.RearmActors.Contains(a.Info.Name);
var canRepairAtActor = repairable != null && repairable.Info.RepairActors.Contains(a.Info.Name); var canRepairAtActor = repairable != null && repairable.Info.RepairActors.Contains(a.Info.Name);
var allowedToEnterRearmer = canRearmAtActor && (allowedToForceEnter || rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo())); var allowedToEnterRearmer = canRearmAtActor && (allowedToForceEnter || rearmable.RearmableAmmoPools.Any(p => !p.HasFullAmmo));
var allowedToEnterRepairer = canRepairAtActor && (allowedToForceEnter || self.GetDamageState() != DamageState.Undamaged); var allowedToEnterRepairer = canRepairAtActor && (allowedToForceEnter || self.GetDamageState() != DamageState.Undamaged);
return allowedToEnterRearmer || allowedToEnterRepairer; return allowedToEnterRearmer || allowedToEnterRepairer;
@@ -654,7 +654,7 @@ namespace OpenRA.Mods.Common.Traits
public bool CanRearmAt(Actor host) public bool CanRearmAt(Actor host)
{ {
return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo()); return rearmable != null && rearmable.Info.RearmActors.Contains(host.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.HasFullAmmo);
} }
public bool CanRepairAt(Actor host) public bool CanRepairAt(Actor host)

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@@ -67,34 +67,33 @@ namespace OpenRA.Mods.Common.Traits
public int RemainingTicks; public int RemainingTicks;
[Sync] [Sync]
int currentAmmo; public int CurrentAmmoCount { get; private set; }
public bool HasAmmo { get { return CurrentAmmoCount > 0; } }
public bool HasFullAmmo { get { return CurrentAmmoCount == Info.Ammo; } }
public AmmoPool(Actor self, AmmoPoolInfo info) public AmmoPool(Actor self, AmmoPoolInfo info)
{ {
Info = info; Info = info;
currentAmmo = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo; CurrentAmmoCount = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo;
} }
public int GetAmmoCount() { return currentAmmo; }
public bool FullAmmo() { return currentAmmo == Info.Ammo; }
public bool HasAmmo() { return currentAmmo > 0; }
public bool GiveAmmo(Actor self, int count) public bool GiveAmmo(Actor self, int count)
{ {
if (currentAmmo >= Info.Ammo || count < 0) if (CurrentAmmoCount >= Info.Ammo || count < 0)
return false; return false;
currentAmmo = (currentAmmo + count).Clamp(0, Info.Ammo); CurrentAmmoCount = (CurrentAmmoCount + count).Clamp(0, Info.Ammo);
UpdateCondition(self); UpdateCondition(self);
return true; return true;
} }
public bool TakeAmmo(Actor self, int count) public bool TakeAmmo(Actor self, int count)
{ {
if (currentAmmo <= 0 || count < 0) if (CurrentAmmoCount <= 0 || count < 0)
return false; return false;
currentAmmo = (currentAmmo - count).Clamp(0, Info.Ammo); CurrentAmmoCount = (CurrentAmmoCount - count).Clamp(0, Info.Ammo);
UpdateCondition(self); UpdateCondition(self);
return true; return true;
} }
@@ -121,10 +120,10 @@ namespace OpenRA.Mods.Common.Traits
if (conditionManager == null || string.IsNullOrEmpty(Info.AmmoCondition)) if (conditionManager == null || string.IsNullOrEmpty(Info.AmmoCondition))
return; return;
while (currentAmmo > tokens.Count && tokens.Count < Info.Ammo) while (CurrentAmmoCount > tokens.Count && tokens.Count < Info.Ammo)
tokens.Push(conditionManager.GrantCondition(self, Info.AmmoCondition)); tokens.Push(conditionManager.GrantCondition(self, Info.AmmoCondition));
while (currentAmmo < tokens.Count && tokens.Count > 0) while (CurrentAmmoCount < tokens.Count && tokens.Count > 0)
conditionManager.RevokeCondition(self, tokens.Pop()); conditionManager.RevokeCondition(self, tokens.Pop());
} }
@@ -133,7 +132,7 @@ namespace OpenRA.Mods.Common.Traits
var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo; var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo;
return Enumerable.Range(0, pips).Select(i => return Enumerable.Range(0, pips).Select(i =>
(currentAmmo * pips) / Info.Ammo > i ? (CurrentAmmoCount * pips) / Info.Ammo > i ?
Info.PipType : Info.PipTypeEmpty); Info.PipType : Info.PipTypeEmpty);
} }
} }

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@@ -114,13 +114,13 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
protected static bool FullAmmo(Actor a) protected static bool FullAmmo(Actor a)
{ {
var ammoPools = a.TraitsImplementing<AmmoPool>(); var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.FullAmmo()); return ammoPools.All(x => x.HasFullAmmo);
} }
protected static bool HasAmmo(Actor a) protected static bool HasAmmo(Actor a)
{ {
var ammoPools = a.TraitsImplementing<AmmoPool>(); var ammoPools = a.TraitsImplementing<AmmoPool>();
return ammoPools.All(x => x.HasAmmo()); return ammoPools.All(x => x.HasAmmo);
} }
protected static bool ReloadsAutomatically(Actor a) protected static bool ReloadsAutomatically(Actor a)

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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.Common.Traits
protected virtual void Reload(Actor self, int reloadDelay, int reloadCount, string sound) protected virtual void Reload(Actor self, int reloadDelay, int reloadCount, string sound)
{ {
if (!ammoPool.FullAmmo() && --remainingTicks == 0) if (!ammoPool.HasFullAmmo && --remainingTicks == 0)
{ {
remainingTicks = Util.ApplyPercentageModifiers(reloadDelay, modifiers.Select(m => m.GetReloadAmmoModifier())); remainingTicks = Util.ApplyPercentageModifiers(reloadDelay, modifiers.Select(m => m.GetReloadAmmoModifier()));
if (!string.IsNullOrEmpty(sound)) if (!string.IsNullOrEmpty(sound))

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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.Common.Traits
bool CanRearm() bool CanRearm()
{ {
return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo()); return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.HasFullAmmo);
} }
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order) string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)