Files
OpenRA/OpenRA.Mods.Common/Traits/Rearmable.cs

81 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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
{
public class RearmableInfo : TraitInfo
{
[ActorReference]
[FieldLoader.Require]
[Desc("Actors that this actor can dock to and get rearmed by.")]
public readonly HashSet<string> RearmActors = new HashSet<string> { };
[Desc("Name(s) of AmmoPool(s) that use this trait to rearm.")]
public readonly HashSet<string> AmmoPools = new HashSet<string> { "primary" };
public override object Create(ActorInitializer init) { return new Rearmable(this); }
}
public class Rearmable : INotifyCreated, INotifyDockClient
{
public readonly RearmableInfo Info;
public Rearmable(RearmableInfo info)
{
Info = info;
}
public AmmoPool[] RearmableAmmoPools { get; private set; }
void INotifyCreated.Created(Actor self)
{
RearmableAmmoPools = self.TraitsImplementing<AmmoPool>().Where(p => Info.AmmoPools.Contains(p.Info.Name)).ToArray();
}
void INotifyDockClient.Docked(Actor self, Actor dock)
{
// Reset the ReloadDelay to avoid any issues with early cancellation
// from previous reload attempts (explicit order, host building died, etc).
foreach (var pool in RearmableAmmoPools)
pool.RemainingTicks = pool.Info.ReloadDelay;
}
void INotifyDockClient.Undocked(Actor self, Actor dock) { }
public bool RearmTick(Actor self)
{
var rearmComplete = true;
foreach (var ammoPool in RearmableAmmoPools)
{
if (!ammoPool.HasFullAmmo)
{
if (--ammoPool.RemainingTicks <= 0)
{
ammoPool.RemainingTicks = ammoPool.Info.ReloadDelay;
if (!string.IsNullOrEmpty(ammoPool.Info.RearmSound))
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, ammoPool.Info.RearmSound, self.CenterPosition);
ammoPool.GiveAmmo(self, ammoPool.Info.ReloadCount);
}
rearmComplete = false;
}
}
return rearmComplete;
}
}
}