#region Copyright & License Information /* * Copyright 2007-2020 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, either version 3 of * the License, or (at your option) any later version. 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 : TraitInfo { [Desc("Name of this ammo pool, used to link reload traits to this pool.")] public readonly string Name = "primary"; [Desc("Name(s) of armament(s) that use this pool.")] public readonly string[] Armaments = { "primary", "secondary" }; [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("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; // HACK: Temporarily kept until Rearm activity is gone for good [Desc("Time to reload per ReloadCount on airfield etc.")] public readonly int ReloadDelay = 50; [GrantedConditionReference] [Desc("The condition to grant to self for each ammo point in this pool.")] public readonly string AmmoCondition = null; public override object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); } } public class AmmoPool : INotifyCreated, INotifyAttack, ISync { public readonly AmmoPoolInfo Info; readonly Stack tokens = new Stack(); // HACK: Temporarily needed until Rearm activity is gone for good [Sync] public int RemainingTicks; [Sync] 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) { Info = info; CurrentAmmoCount = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo; } public bool GiveAmmo(Actor self, int count) { if (CurrentAmmoCount >= Info.Ammo || count < 0) return false; CurrentAmmoCount = (CurrentAmmoCount + count).Clamp(0, Info.Ammo); UpdateCondition(self); return true; } public bool TakeAmmo(Actor self, int count) { if (CurrentAmmoCount <= 0 || count < 0) return false; CurrentAmmoCount = (CurrentAmmoCount - count).Clamp(0, Info.Ammo); UpdateCondition(self); return true; } void INotifyCreated.Created(Actor self) { UpdateCondition(self); // HACK: Temporarily needed until Rearm activity is gone for good RemainingTicks = Info.ReloadDelay; } void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (a != null && Info.Armaments.Contains(a.Info.Name)) TakeAmmo(self, 1); } void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { } void UpdateCondition(Actor self) { if (string.IsNullOrEmpty(Info.AmmoCondition)) return; while (CurrentAmmoCount > tokens.Count && tokens.Count < Info.Ammo) tokens.Push(self.GrantCondition(Info.AmmoCondition)); while (CurrentAmmoCount < tokens.Count && tokens.Count > 0) self.RevokeCondition(tokens.Pop()); } } }