120 lines
3.5 KiB
C#
120 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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 : TraitInfo
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{
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[Desc("Name of this ammo pool, used to link reload traits to this pool.")]
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public readonly string Name = "primary";
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[Desc("Name(s) of armament(s) that use this pool.")]
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public readonly string[] Armaments = { "primary", "secondary" };
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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("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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[GrantedConditionReference]
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[Desc("The condition to grant to self for each ammo point in this pool.")]
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public readonly string AmmoCondition = null;
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public override object Create(ActorInitializer init) { return new AmmoPool(this); }
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}
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public class AmmoPool : INotifyCreated, INotifyAttack, ISync
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{
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public readonly AmmoPoolInfo Info;
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readonly Stack<int> tokens = new();
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// HACK: Temporarily needed until Rearm activity is gone for good
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[Sync]
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public int RemainingTicks;
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[Sync]
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public int CurrentAmmoCount { get; private set; }
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public bool HasAmmo => CurrentAmmoCount > 0;
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public bool HasFullAmmo => CurrentAmmoCount == Info.Ammo;
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public AmmoPool(AmmoPoolInfo info)
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{
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Info = info;
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CurrentAmmoCount = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo;
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}
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public bool GiveAmmo(Actor self, int count)
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{
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if (CurrentAmmoCount >= Info.Ammo || count < 0)
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return false;
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CurrentAmmoCount = (CurrentAmmoCount + count).Clamp(0, Info.Ammo);
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UpdateCondition(self);
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return true;
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}
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public bool TakeAmmo(Actor self, int count)
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{
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if (CurrentAmmoCount <= 0 || count < 0)
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return false;
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CurrentAmmoCount = (CurrentAmmoCount - count).Clamp(0, Info.Ammo);
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UpdateCondition(self);
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return true;
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}
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void INotifyCreated.Created(Actor self)
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{
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UpdateCondition(self);
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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, in Target target, Armament a, Barrel barrel)
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{
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if (a != null && Info.Armaments.Contains(a.Info.Name))
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TakeAmmo(self, a.Info.AmmoUsage);
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}
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
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void UpdateCondition(Actor self)
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{
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if (string.IsNullOrEmpty(Info.AmmoCondition))
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return;
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while (CurrentAmmoCount > tokens.Count && tokens.Count < Info.Ammo)
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tokens.Push(self.GrantCondition(Info.AmmoCondition));
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while (CurrentAmmoCount < tokens.Count && tokens.Count > 0)
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self.RevokeCondition(tokens.Pop());
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}
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}
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}
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