Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
95
OpenRA.Mods.Common/Traits/ReloadAmmoPool.cs
Normal file
95
OpenRA.Mods.Common/Traits/ReloadAmmoPool.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
#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.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Reloads an ammo pool.")]
|
||||
public class ReloadAmmoPoolInfo : PausableConditionalTraitInfo
|
||||
{
|
||||
[Desc("Reload ammo pool with this name.")]
|
||||
public readonly string AmmoPool = "primary";
|
||||
|
||||
[Desc("Reload time in ticks per Count.")]
|
||||
public readonly int Delay = 50;
|
||||
|
||||
[Desc("How much ammo is reloaded after Delay.")]
|
||||
public readonly int Count = 1;
|
||||
|
||||
[Desc("Whether or not reload timer should be reset when ammo has been fired.")]
|
||||
public readonly bool ResetOnFire = false;
|
||||
|
||||
[Desc("Play this sound each time ammo is reloaded.")]
|
||||
public readonly string Sound = null;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ReloadAmmoPool(this); }
|
||||
|
||||
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
|
||||
{
|
||||
if (ai.TraitInfos<AmmoPoolInfo>().Count(ap => ap.Name == AmmoPool) != 1)
|
||||
throw new YamlException("ReloadsAmmoPool.AmmoPool requires exactly one AmmoPool with matching Name!");
|
||||
|
||||
base.RulesetLoaded(rules, ai);
|
||||
}
|
||||
}
|
||||
|
||||
public class ReloadAmmoPool : PausableConditionalTrait<ReloadAmmoPoolInfo>, ITick, INotifyAttack, ISync
|
||||
{
|
||||
AmmoPool ammoPool;
|
||||
IReloadAmmoModifier[] modifiers;
|
||||
|
||||
[VerifySync]
|
||||
int remainingTicks;
|
||||
|
||||
public ReloadAmmoPool(ReloadAmmoPoolInfo info)
|
||||
: base(info) { }
|
||||
|
||||
protected override void Created(Actor self)
|
||||
{
|
||||
ammoPool = self.TraitsImplementing<AmmoPool>().Single(ap => ap.Info.Name == Info.AmmoPool);
|
||||
modifiers = self.TraitsImplementing<IReloadAmmoModifier>().ToArray();
|
||||
base.Created(self);
|
||||
|
||||
self.World.AddFrameEndTask(w =>
|
||||
remainingTicks = Util.ApplyPercentageModifiers(Info.Delay, modifiers.Select(m => m.GetReloadAmmoModifier())));
|
||||
}
|
||||
|
||||
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (Info.ResetOnFire)
|
||||
remainingTicks = Util.ApplyPercentageModifiers(Info.Delay, modifiers.Select(m => m.GetReloadAmmoModifier()));
|
||||
}
|
||||
|
||||
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
|
||||
|
||||
void ITick.Tick(Actor self)
|
||||
{
|
||||
if (IsTraitPaused || IsTraitDisabled)
|
||||
return;
|
||||
|
||||
Reload(self, Info.Delay, Info.Count, Info.Sound);
|
||||
}
|
||||
|
||||
protected virtual void Reload(Actor self, int reloadDelay, int reloadCount, string sound)
|
||||
{
|
||||
if (!ammoPool.HasFullAmmo && --remainingTicks == 0)
|
||||
{
|
||||
remainingTicks = Util.ApplyPercentageModifiers(reloadDelay, modifiers.Select(m => m.GetReloadAmmoModifier()));
|
||||
if (!string.IsNullOrEmpty(sound))
|
||||
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, sound, self.CenterPosition);
|
||||
|
||||
ammoPool.GiveAmmo(self, reloadCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user