If a class is caching the TraitsImplementing enumerable, instead cache the results of enumerating it to an array. The avoids having to enumerate the sequence each time it is needed.
72 lines
1.8 KiB
C#
72 lines
1.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class Rearm : Activity
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{
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readonly AmmoPool[] ammoPools;
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readonly Dictionary<AmmoPool, int> ammoPoolsReloadTimes;
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public Rearm(Actor self)
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{
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.Info.SelfReloads).ToArray();
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if (ammoPools == null)
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return;
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ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadTicks);
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || ammoPoolsReloadTimes == null)
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return NextActivity;
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var needsReloading = false;
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foreach (var pool in ammoPools)
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{
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if (pool.FullAmmo())
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continue;
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needsReloading = true;
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if (--ammoPoolsReloadTimes[pool] > 0)
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continue;
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// HACK to check if we are on the helipad/airfield/etc.
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var hostBuilding = self.World.ActorMap.GetUnitsAt(self.Location).FirstOrDefault(a => a.HasTrait<RenderBuilding>());
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if (hostBuilding == null || !hostBuilding.IsInWorld)
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return NextActivity;
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if (!pool.GiveAmmo())
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continue;
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hostBuilding.Trait<RenderBuilding>().PlayCustomAnim(hostBuilding, "active");
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var sound = pool.Info.RearmSound;
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if (sound != null)
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Sound.Play(sound, self.CenterPosition);
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ammoPoolsReloadTimes[pool] = pool.Info.ReloadTicks;
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}
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return needsReloading ? this : NextActivity;
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}
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}
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}
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