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OpenRA/OpenRA.Mods.Common/Traits/ReloadAmmoPool.cs
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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>
2026-01-10 21:46:54 +08:00

96 lines
3.0 KiB
C#

#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);
}
}
}
}