Refactored and simplified Rearm activity. Uses local Reload now. Removed AmmoPool.SelfReloads.
126 lines
3.8 KiB
C#
126 lines
3.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor has a limited amount of ammo, after using it all the actor must reload in some way.")]
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public class AmmoPoolInfo : ITraitInfo
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{
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[Desc("Name of this ammo pool, used to link armaments and reload traits to this pool.")]
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public readonly string Name = "primary";
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[Desc("How much ammo does this pool contain when fully loaded.")]
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public readonly int Ammo = 1;
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[Desc("Initial ammo the actor is created with. Defaults to Ammo.")]
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public readonly int InitialAmmo = -1;
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[Desc("Defaults to value in Ammo. 0 means no visible pips.")]
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public readonly int PipCount = -1;
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[Desc("PipType to use for loaded ammo.")]
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public readonly PipType PipType = PipType.Green;
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[Desc("PipType to use for empty ammo.")]
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public readonly PipType PipTypeEmpty = PipType.Transparent;
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[Desc("How much ammo is reloaded after a certain period.")]
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public readonly int ReloadCount = 1;
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[Desc("Sound to play for each reloaded ammo magazine.")]
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public readonly string RearmSound = null;
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// HACK: Temporarily kept until Rearm activity is gone for good
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[Desc("Time to reload per ReloadCount on airfield etc.")]
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public readonly int ReloadDelay = 50;
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public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
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}
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public class AmmoPool : INotifyCreated, INotifyAttack, IPips, ISync
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{
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public readonly AmmoPoolInfo Info;
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ConditionManager conditionManager;
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int emptyToken = ConditionManager.InvalidConditionToken;
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bool selfReloads;
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// HACK: Temporarily needed until Rearm activity is gone for good
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[Sync] public int RemainingTicks;
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[Sync] int currentAmmo;
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public AmmoPool(Actor self, AmmoPoolInfo info)
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{
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Info = info;
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if (Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0)
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currentAmmo = Info.InitialAmmo;
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else
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currentAmmo = Info.Ammo;
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}
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public int GetAmmoCount() { return currentAmmo; }
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public bool FullAmmo() { return currentAmmo == Info.Ammo; }
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public bool HasAmmo() { return currentAmmo > 0; }
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public bool GiveAmmo()
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{
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if (currentAmmo >= Info.Ammo)
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return false;
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++currentAmmo;
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return true;
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}
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public bool TakeAmmo()
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{
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if (currentAmmo <= 0)
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return false;
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--currentAmmo;
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return true;
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}
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// This mostly serves to avoid complicated ReloadAmmoPool look-ups in various other places.
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// TODO: Investigate removing this when the Rearm activity is replaced with a condition-based solution.
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public bool SelfReloads { get { return selfReloads; } }
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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selfReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
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// HACK: Temporarily needed until Rearm activity is gone for good
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RemainingTicks = Info.ReloadDelay;
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a != null && a.Info.AmmoPoolName == Info.Name)
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TakeAmmo();
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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public IEnumerable<PipType> GetPips(Actor self)
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{
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var pips = Info.PipCount >= 0 ? Info.PipCount : Info.Ammo;
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return Enumerable.Range(0, pips).Select(i =>
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(currentAmmo * pips) / Info.Ammo > i ?
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Info.PipType : Info.PipTypeEmpty);
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}
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}
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}
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