- Removed implicit pip definitions and IPips interface. New decoration traits have been added to render them. Pip types are no longer hardcoded in OpenRA.Game. - Decoration rendering is now managed by SelectionDecorations(Base), which allows us to remove assumptions about the selection box geometry from the decoration traits. - RenderNameTag has been replaced by WithNameTagDecoration, which is an otherwise normal decoration trait. - Unify the configuration and reduce duplication between traits. - Removed hardcoded references to specific selection box renderables. - Remove legacy cruft.
122 lines
3.7 KiB
C#
122 lines
3.7 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2020 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 reload traits to this pool.")]
|
|
public readonly string Name = "primary";
|
|
|
|
[Desc("Name(s) of armament(s) that use this pool.")]
|
|
public readonly string[] Armaments = { "primary", "secondary" };
|
|
|
|
[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("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;
|
|
|
|
// HACK: Temporarily kept until Rearm activity is gone for good
|
|
[Desc("Time to reload per ReloadCount on airfield etc.")]
|
|
public readonly int ReloadDelay = 50;
|
|
|
|
[GrantedConditionReference]
|
|
[Desc("The condition to grant to self for each ammo point in this pool.")]
|
|
public readonly string AmmoCondition = null;
|
|
|
|
public object Create(ActorInitializer init) { return new AmmoPool(init.Self, this); }
|
|
}
|
|
|
|
public class AmmoPool : INotifyCreated, INotifyAttack, ISync
|
|
{
|
|
public readonly AmmoPoolInfo Info;
|
|
readonly Stack<int> tokens = new Stack<int>();
|
|
ConditionManager conditionManager;
|
|
|
|
// HACK: Temporarily needed until Rearm activity is gone for good
|
|
[Sync]
|
|
public int RemainingTicks;
|
|
|
|
[Sync]
|
|
public int CurrentAmmoCount { get; private set; }
|
|
|
|
public bool HasAmmo { get { return CurrentAmmoCount > 0; } }
|
|
public bool HasFullAmmo { get { return CurrentAmmoCount == Info.Ammo; } }
|
|
|
|
public AmmoPool(Actor self, AmmoPoolInfo info)
|
|
{
|
|
Info = info;
|
|
CurrentAmmoCount = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo;
|
|
}
|
|
|
|
public bool GiveAmmo(Actor self, int count)
|
|
{
|
|
if (CurrentAmmoCount >= Info.Ammo || count < 0)
|
|
return false;
|
|
|
|
CurrentAmmoCount = (CurrentAmmoCount + count).Clamp(0, Info.Ammo);
|
|
UpdateCondition(self);
|
|
return true;
|
|
}
|
|
|
|
public bool TakeAmmo(Actor self, int count)
|
|
{
|
|
if (CurrentAmmoCount <= 0 || count < 0)
|
|
return false;
|
|
|
|
CurrentAmmoCount = (CurrentAmmoCount - count).Clamp(0, Info.Ammo);
|
|
UpdateCondition(self);
|
|
return true;
|
|
}
|
|
|
|
void INotifyCreated.Created(Actor self)
|
|
{
|
|
conditionManager = self.TraitOrDefault<ConditionManager>();
|
|
UpdateCondition(self);
|
|
|
|
// HACK: Temporarily needed until Rearm activity is gone for good
|
|
RemainingTicks = Info.ReloadDelay;
|
|
}
|
|
|
|
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
|
{
|
|
if (a != null && Info.Armaments.Contains(a.Info.Name))
|
|
TakeAmmo(self, 1);
|
|
}
|
|
|
|
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
|
|
|
|
void UpdateCondition(Actor self)
|
|
{
|
|
if (conditionManager == null || string.IsNullOrEmpty(Info.AmmoCondition))
|
|
return;
|
|
|
|
while (CurrentAmmoCount > tokens.Count && tokens.Count < Info.Ammo)
|
|
tokens.Push(conditionManager.GrantCondition(self, Info.AmmoCondition));
|
|
|
|
while (CurrentAmmoCount < tokens.Count && tokens.Count > 0)
|
|
conditionManager.RevokeCondition(self, tokens.Pop());
|
|
}
|
|
}
|
|
}
|