102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.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 Target host;
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readonly WDist closeEnough;
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readonly Rearmable rearmable;
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public Rearm(Actor self, Actor host, WDist closeEnough)
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{
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this.host = Target.FromActor(host);
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this.closeEnough = closeEnough;
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rearmable = self.Trait<Rearmable>();
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}
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protected override void OnFirstRun(Actor self)
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{
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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// HACK: this really shouldn't be managed from here
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foreach (var pool in rearmable.RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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if (host.Type == TargetType.Invalid)
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return;
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foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
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notify.RearmingStarted(host.Actor, self);
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}
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protected override void OnLastRun(Actor self)
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{
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if (host.Type == TargetType.Invalid)
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return;
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foreach (var notify in host.Actor.TraitsImplementing<INotifyRearm>())
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notify.RearmingFinished(host.Actor, self);
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}
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protected override void OnActorDispose(Actor self)
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{
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// If the actor died (or will be disposed directly) this tick, Activity.TickOuter won't be ticked again,
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// so we need to run OnLastRun directly (otherwise it would be skipped completely).
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OnLastRun(self);
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceling)
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return NextActivity;
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if (host.Type == TargetType.Invalid)
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return NextActivity;
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if (closeEnough.LengthSquared > 0 && !host.IsInRange(self.CenterPosition, closeEnough))
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return NextActivity;
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var complete = true;
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foreach (var pool in rearmable.RearmableAmmoPools)
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{
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if (!pool.FullAmmo())
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{
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Reload(self, host.Actor, pool);
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complete = false;
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}
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}
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return complete ? NextActivity : this;
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}
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void Reload(Actor self, Actor host, AmmoPool ammoPool)
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{
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if (--ammoPool.RemainingTicks <= 0)
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{
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foreach (var notify in host.TraitsImplementing<INotifyRearm>())
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notify.Rearming(host, self);
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ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
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if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
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Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
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ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
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}
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}
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}
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}
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