#region Copyright & License Information /* * Copyright 2007-2017 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 : ITraitInfo { [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("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; // 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 object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); } } public class AmmoPool : INotifyCreated, INotifyAttack, IPips, ISync { public readonly AmmoPoolInfo Info; readonly Stack tokens = new Stack(); ConditionManager conditionManager; // HACK: Temporarily needed until Rearm activity is gone for good [Sync] public int RemainingTicks; [Sync] int currentAmmo; public AmmoPool(Actor self, AmmoPoolInfo info) { Info = info; currentAmmo = 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) { if (currentAmmo >= Info.Ammo || count < 0) return false; currentAmmo = (currentAmmo + count).Clamp(0, Info.Ammo); UpdateCondition(self); return true; } public bool TakeAmmo(Actor self, int count) { if (currentAmmo <= 0 || count < 0) return false; currentAmmo = (currentAmmo - count).Clamp(0, Info.Ammo); UpdateCondition(self); return true; } // 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 AutoReloads { get; private set; } void INotifyCreated.Created(Actor self) { conditionManager = self.TraitOrDefault(); AutoReloads = self.TraitsImplementing().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null); 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 (conditionManager == null || string.IsNullOrEmpty(Info.AmmoCondition)) return; while (currentAmmo > tokens.Count && tokens.Count < Info.Ammo) tokens.Push(conditionManager.GrantCondition(self, Info.AmmoCondition)); while (currentAmmo < tokens.Count && tokens.Count > 0) conditionManager.RevokeCondition(self, tokens.Pop()); } 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); } } }