harvest activity

This commit is contained in:
Chris Forbes
2009-11-03 18:54:44 +13:00
parent 332ba75c85
commit 0618fb6987
4 changed files with 89 additions and 2 deletions

View File

@@ -129,6 +129,7 @@
<Compile Include="TerrainCosts.cs" /> <Compile Include="TerrainCosts.cs" />
<Compile Include="Graphics\TerrainRenderer.cs" /> <Compile Include="Graphics\TerrainRenderer.cs" />
<Compile Include="Graphics\TreeCache.cs" /> <Compile Include="Graphics\TreeCache.cs" />
<Compile Include="Traits\Activities\Harvest.cs" />
<Compile Include="Traits\Activities\Move.cs" /> <Compile Include="Traits\Activities\Move.cs" />
<Compile Include="Traits\Activities\Turn.cs" /> <Compile Include="Traits\Activities\Turn.cs" />
<Compile Include="Traits\AttackTurreted.cs" /> <Compile Include="Traits\AttackTurreted.cs" />

View File

@@ -0,0 +1,72 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits.Activities
{
class Harvest : Activity
{
public Activity NextActivity { get; set; }
public void Tick(Actor self, Mobile mobile)
{
var harv = self.traits.Get<Harvester>();
var isGem = false;
if (!harv.IsFull &&
Game.map.ContainsResource(self.Location) &&
Game.map.Harvest(self.Location, out isGem))
{
harv.AcceptResource(isGem);
return;
}
/* nothing to do here, either:
* - return to base, if full, or
* - seek out new ore, schedule a move there, and then this activity */
if (harv.IsFull)
PlanReturnToBase(self, mobile);
else
PlanMoreHarvesting(self, mobile);
}
/* maybe this doesnt really belong here, since it's the
* same as what UnitOrders has to do for an explicit return */
void PlanReturnToBase(Actor self, Mobile mobile)
{
/* find a proc */
var proc = Game.world.Actors.Where(
a => a.Owner == self.Owner &&
a.traits.Contains<AcceptsOre>())
.FirstOrDefault(); /* todo: *closest* proc, maybe? */
if (proc == null)
{
Cancel(self, mobile); /* is this a sane way to cancel? */
return;
}
mobile.QueueActivity(new Move(proc.Location + new int2(1, 2)));
mobile.QueueActivity(new Turn(64));
/* todo: DeliverOre activity */
mobile.InternalSetActivity(NextActivity);
}
void PlanMoreHarvesting(Actor self, Mobile mobile)
{
/* find a nearby patch */
/* todo: add the queries we need to support this! */
mobile.InternalSetActivity(NextActivity);
}
public void Cancel(Actor self, Mobile mobile)
{
mobile.InternalSetActivity(null); /* bob: anything else required? */
}
}
}

View File

@@ -11,8 +11,14 @@ namespace OpenRa.Game.Traits
int oreCarried = 0; /* sum of these must not exceed capacity */ int oreCarried = 0; /* sum of these must not exceed capacity */
int gemsCarried = 0; int gemsCarried = 0;
bool IsFull { get { return oreCarried + gemsCarried == capacity; } } public bool IsFull { get { return oreCarried + gemsCarried == capacity; } }
bool IsEmpty { get { return oreCarried == 0 && gemsCarried == 0; } } public bool IsEmpty { get { return oreCarried == 0 && gemsCarried == 0; } }
public void AcceptResource(bool isGem)
{
if (isGem) gemsCarried++;
else oreCarried++;
}
public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor) public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
{ {

View File

@@ -63,6 +63,14 @@ namespace OpenRa.Game
/* todo: actual deliver activity! [animation + add cash] */ /* todo: actual deliver activity! [animation + add cash] */
break; break;
} }
case "Harvest":
{
var mobile = order.Subject.traits.Get<Mobile>();
mobile.Cancel(order.Subject);
mobile.QueueActivity(new Traits.Activities.Move(order.TargetLocation));
mobile.QueueActivity(new Traits.Activities.Harvest() );
break;
}
case "PlaceBuilding": case "PlaceBuilding":
{ {
Game.world.AddFrameEndTask( _ => Game.world.AddFrameEndTask( _ =>