#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 AmmoPoolInfo : ITraitInfo { [Desc("Name of this ammo pool, used to link armaments to this pool.")] public readonly string Name = "primary"; [Desc("How much ammo does this pool contain when fully loaded.")] public readonly int Ammo = 1; [Desc("Initial ammo the actor is created with. Defaults to Ammo.")] public readonly int InitialAmmo = -1; [Desc("Defaults to value in Ammo. 0 means no visible pips.")] public readonly int PipCount = -1; [Desc("PipType to use for loaded ammo.")] public readonly PipType PipType = PipType.Green; [Desc("PipType to use for empty ammo.")] public readonly PipType PipTypeEmpty = PipType.Transparent; [Desc("How much ammo is reloaded after a certain period.")] public readonly int ReloadCount = 1; [Desc("Sound to play for each reloaded ammo magazine.")] public readonly string RearmSound = null; [Desc("Time to reload per ReloadCount on airfield etc.")] public readonly int ReloadTicks = 25 * 2; [Desc("Whether or not ammo is replenished on its own.")] public readonly bool SelfReloads = false; [Desc("Time to reload per ReloadCount when actor 'SelfReloads'.")] public readonly int SelfReloadTicks = 25 * 2; [Desc("Whether or not reload timer should be reset when ammo has been fired.")] public readonly bool ResetOnFire = false; public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); } } public class AmmoPool : INotifyAttack, IPips, ITick, ISync { public readonly AmmoPoolInfo Info; [Sync] public int CurrentAmmo; [Sync] public int RemainingTicks; public int PreviousAmmo; public AmmoPool(Actor self, AmmoPoolInfo info) { Info = info; if (Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0) CurrentAmmo = Info.InitialAmmo; else CurrentAmmo = Info.Ammo; RemainingTicks = Info.SelfReloadTicks; PreviousAmmo = GetAmmoCount(); } public int GetAmmoCount() { return CurrentAmmo; } public bool FullAmmo() { return CurrentAmmo == Info.Ammo; } public bool HasAmmo() { return CurrentAmmo > 0; } public bool GiveAmmo() { if (CurrentAmmo >= Info.Ammo) return false; ++CurrentAmmo; return true; } public bool TakeAmmo() { if (CurrentAmmo <= 0) return false; --CurrentAmmo; return true; } public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (a.Info.AmmoPoolName == Info.Name) TakeAmmo(); } public void Tick(Actor self) { if (!Info.SelfReloads) return; // Resets the tick counter if ammo was fired. if (Info.ResetOnFire && GetAmmoCount() < PreviousAmmo) { RemainingTicks = Info.SelfReloadTicks; PreviousAmmo = GetAmmoCount(); } if (!FullAmmo() && --RemainingTicks == 0) { RemainingTicks = Info.SelfReloadTicks; for (var i = 0; i < Info.ReloadCount; i++) GiveAmmo(); PreviousAmmo = GetAmmoCount(); } } public IEnumerable GetPips(Actor self) { var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo; return Enumerable.Range(0, pips).Select(i => (CurrentAmmo * pips) / Info.Ammo > i ? Info.PipType : Info.PipTypeEmpty); } } }