Files
OpenRA/OpenRA.Mods.Common/Traits/AmmoPool.cs
2016-03-22 17:03:37 -04:00

140 lines
3.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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 armaments to this pool.")]
public readonly string Name = "primary";
[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;
[Desc("Time to reload per ReloadCount on airfield etc.")]
public readonly int ReloadDelay = 50;
[Desc("Whether or not ammo is replenished on its own.")]
public readonly bool SelfReloads = false;
[Desc("Time to reload per ReloadCount when actor 'SelfReloads'.")]
public readonly int SelfReloadDelay = 50;
[Desc("Whether or not reload timer should be reset when ammo has been fired.")]
public readonly bool ResetOnFire = false;
public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
}
public class AmmoPool : INotifyAttack, IPips, ITick, ISync
{
public readonly AmmoPoolInfo Info;
[Sync] public int CurrentAmmo;
[Sync] public int RemainingTicks;
public int PreviousAmmo;
public AmmoPool(Actor self, AmmoPoolInfo info)
{
Info = info;
if (Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0)
CurrentAmmo = Info.InitialAmmo;
else
CurrentAmmo = Info.Ammo;
RemainingTicks = Info.SelfReloadDelay;
PreviousAmmo = GetAmmoCount();
}
public int GetAmmoCount() { return CurrentAmmo; }
public bool FullAmmo() { return CurrentAmmo == Info.Ammo; }
public bool HasAmmo() { return CurrentAmmo > 0; }
public bool GiveAmmo()
{
if (CurrentAmmo >= Info.Ammo)
return false;
++CurrentAmmo;
return true;
}
public bool TakeAmmo()
{
if (CurrentAmmo <= 0)
return false;
--CurrentAmmo;
return true;
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a != null && a.Info.AmmoPoolName == Info.Name)
TakeAmmo();
}
public void Tick(Actor self)
{
if (!Info.SelfReloads)
return;
// Resets the tick counter if ammo was fired.
if (Info.ResetOnFire && GetAmmoCount() < PreviousAmmo)
{
RemainingTicks = Info.SelfReloadDelay;
PreviousAmmo = GetAmmoCount();
}
if (!FullAmmo() && --RemainingTicks == 0)
{
RemainingTicks = Info.SelfReloadDelay;
for (var i = 0; i < Info.ReloadCount; i++)
GiveAmmo();
PreviousAmmo = GetAmmoCount();
}
}
public IEnumerable<PipType> 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);
}
}
}