Пример #1
0
        void ITick.Tick(Actor self)
        {
            for (var i = 0; i < delayedActions.Count; i++)
            {
                var x = delayedActions[i];
                if (--x.First <= 0)
                {
                    x.Second();
                }

                delayedActions[i] = x;
            }

            delayedActions.RemoveAll(a => a.First <= 0);

            if (IsTraitDisabled)
            {
                return;
            }

            if (--fireDelay < 0)
            {
                if (ammoPool != null && !ammoPool.TakeAmmo(self, 1))
                {
                    return;
                }

                var localoffset = body != null
                                        ? body.LocalToWorld(info.LocalOffset.Rotate(body.QuantizeOrientation(self, self.Orientation)))
                                        : info.LocalOffset;

                weapon.Impact(Target.FromPos(self.CenterPosition + localoffset), self,
                              self.TraitsImplementing <IFirepowerModifier>().Select(a => a.GetFirepowerModifier()).ToArray());

                if (weapon.Report != null && weapon.Report.Any())
                {
                    Game.Sound.Play(SoundType.World, weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
                }

                if (burst == weapon.Burst && weapon.StartBurstReport != null && weapon.StartBurstReport.Any())
                {
                    Game.Sound.Play(SoundType.World, weapon.StartBurstReport.Random(self.World.SharedRandom), self.CenterPosition);
                }

                if (--burst > 0)
                {
                    if (weapon.BurstDelays.Length == 1)
                    {
                        fireDelay = weapon.BurstDelays[0];
                    }
                    else
                    {
                        fireDelay = weapon.BurstDelays[weapon.Burst - (burst + 1)];
                    }
                }
                else
                {
                    var modifiers = self.TraitsImplementing <IReloadModifier>()
                                    .Select(m => m.GetReloadModifier());
                    fireDelay = Util.ApplyPercentageModifiers(weapon.ReloadDelay, modifiers);
                    burst     = weapon.Burst;

                    if (weapon.AfterFireSound != null && weapon.AfterFireSound.Any())
                    {
                        ScheduleDelayedAction(weapon.AfterFireSoundDelay, () =>
                                              Game.Sound.Play(SoundType.World, weapon.AfterFireSound.Random(self.World.SharedRandom), self.CenterPosition));
                    }
                }
            }
        }
        void ITick.Tick(Actor self)
        {
            for (var i = 0; i < delayedActions.Count; i++)
            {
                var x = delayedActions[i];
                if (--x.First <= 0)
                {
                    x.Second();
                }
                delayedActions[i] = x;
            }

            delayedActions.RemoveAll(a => a.First <= 0);

            if (IsTraitDisabled)
            {
                return;
            }

            if (--fireDelay + Info.InitialDelay < 0)
            {
                if (ammoPool != null && !ammoPool.TakeAmmo(self, 1))
                {
                    return;
                }

                var localoffset = body != null
                                        ? body.LocalToWorld(info.LocalOffset.Rotate(body.QuantizeOrientation(self, self.Orientation)))
                                        : info.LocalOffset;

                var args = new WarheadArgs
                {
                    Weapon          = weapon,
                    DamageModifiers = self.TraitsImplementing <IFirepowerModifier>().Select(a => a.GetFirepowerModifier()).ToArray(),
                    Source          = self.CenterPosition,
                    SourceActor     = self,
                    WeaponTarget    = Target.FromPos(self.CenterPosition + localoffset)
                };

                weapon.Impact(Target.FromPos(self.CenterPosition + localoffset), args);

                if (weapon.Report != null && weapon.Report.Any())
                {
                    Game.Sound.Play(SoundType.World, weapon.Report.Random(self.World.SharedRandom), self.CenterPosition);
                }

                if (burst == weapon.Burst && weapon.StartBurstReport != null && weapon.StartBurstReport.Any())
                {
                    Game.Sound.Play(SoundType.World, weapon.StartBurstReport.Random(self.World.SharedRandom), self.CenterPosition);
                }

                if (--burst > 0)
                {
                    if (weapon.BurstDelays.Length == 1)
                    {
                        fireDelay = weapon.BurstDelays[0];
                    }
                    else
                    {
                        fireDelay = weapon.BurstDelays[weapon.Burst - (burst + 1)];
                    }
                }
                else
                {
                    // here the cost of all passengers and their passengers is calculated
                    var summedCost = 0;
                    foreach (var p in self.TraitOrDefault <Cargo>().Passengers)
                    {
                        summedCost += p.Info.TraitInfos <ValuedInfo>().First().Cost;

                        if (p.TraitOrDefault <Cargo>() != null)
                        {
                            foreach (var p2 in p.TraitOrDefault <Cargo>().Passengers)
                            {
                                summedCost += p2.Info.TraitInfos <ValuedInfo>().First().Cost;
                            }
                        }
                    }

                    var modifiers = self.TraitsImplementing <IReloadModifier>()
                                    .Select(m => m.GetReloadModifier());

                    fireDelay = Util.ApplyPercentageModifiers(weapon.ReloadDelay, modifiers);
                    burst     = weapon.Burst;

                    fireDelay *= summedCost / 200;                                              // Here is the factor which determines how fast units are spawned, higher = faster
                    //Game.Debug(String.Join("; ", fireDelay ));

                    if (weapon.AfterFireSound != null && weapon.AfterFireSound.Any())
                    {
                        ScheduleDelayedAction(weapon.AfterFireSoundDelay, () =>
                        {
                            Game.Sound.Play(SoundType.World, weapon.AfterFireSound.Random(self.World.SharedRandom), self.CenterPosition);
                        });
                    }
                }
            }
        }