Files
OpenRA/OpenRA.Mods.Common/Traits/AmmoPool.cs
2017-11-12 19:48:06 +00:00

145 lines
4.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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("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;
// 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, IPips, 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] int currentAmmo;
public AmmoPool(Actor self, AmmoPoolInfo info)
{
Info = info;
currentAmmo = Info.InitialAmmo < Info.Ammo && Info.InitialAmmo >= 0 ? Info.InitialAmmo : Info.Ammo;
}
public int GetAmmoCount() { return currentAmmo; }
public bool FullAmmo() { return currentAmmo == Info.Ammo; }
public bool HasAmmo() { return currentAmmo > 0; }
public bool GiveAmmo(Actor self, int count)
{
if (currentAmmo >= Info.Ammo || count < 0)
return false;
currentAmmo = (currentAmmo + count).Clamp(0, Info.Ammo);
UpdateCondition(self);
return true;
}
public bool TakeAmmo(Actor self, int count)
{
if (currentAmmo <= 0 || count < 0)
return false;
currentAmmo = (currentAmmo - count).Clamp(0, Info.Ammo);
UpdateCondition(self);
return true;
}
// This mostly serves to avoid complicated ReloadAmmoPool look-ups in various other places.
// TODO: Investigate removing this when the Rearm activity is replaced with a condition-based solution.
public bool AutoReloads { get; private set; }
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
AutoReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
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 (currentAmmo > tokens.Count && tokens.Count < Info.Ammo)
tokens.Push(conditionManager.GrantCondition(self, Info.AmmoCondition));
while (currentAmmo < tokens.Count && tokens.Count > 0)
conditionManager.RevokeCondition(self, tokens.Pop());
}
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);
}
}
}