harvester actually sortof works now
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@@ -78,6 +78,7 @@
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<Compile Include="OrderManager.cs" />
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<Compile Include="Traits\AcceptsOre.cs" />
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<Compile Include="Traits\Activities\Activity.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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<Compile Include="Traits\Activities\DeployMcv.cs" />
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<Compile Include="Actor.cs" />
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<Compile Include="Bullet.cs" />
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34
OpenRa.Game/Traits/Activities/DeliverOre.cs
Normal file
34
OpenRa.Game/Traits/Activities/DeliverOre.cs
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@@ -0,0 +1,34 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class DeliverOre : Activity
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{
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public Activity NextActivity { get; set; }
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bool isDone;
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public void Tick(Actor self, Mobile mobile)
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{
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if (isDone)
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{
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mobile.InternalSetActivity(NextActivity);
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/* todo: return to the ore patch */
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return;
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}
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var renderUnit = self.traits.WithInterface<RenderUnit>().First();
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if (renderUnit.anim.CurrentSequence.Name != "empty")
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renderUnit.PlayCustomAnimation(self, "empty",
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() => isDone = true);
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}
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public void Cancel(Actor self, Mobile mobile)
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{
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mobile.InternalSetActivity(null);
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}
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}
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}
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@@ -8,6 +8,7 @@ namespace OpenRa.Game.Traits.Activities
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class Harvest : Activity
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{
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public Activity NextActivity { get; set; }
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bool isHarvesting = false;
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public void Tick(Actor self, Mobile mobile)
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{
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@@ -18,10 +19,16 @@ namespace OpenRa.Game.Traits.Activities
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Game.map.ContainsResource(self.Location) &&
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Game.map.Harvest(self.Location, out isGem))
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{
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var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8);
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var renderUnit = self.traits.WithInterface<RenderUnit>().First(); /* better have one of these! */
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if (harvestAnim != renderUnit.anim.CurrentSequence.Name)
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renderUnit.PlayCustomAnimation(self, harvestAnim, () => isHarvesting = false);
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harv.AcceptResource(isGem);
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return;
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}
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if (isHarvesting) return;
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if (harv.IsFull)
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PlanReturnToBase(self, mobile);
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else
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@@ -47,7 +54,7 @@ namespace OpenRa.Game.Traits.Activities
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mobile.QueueActivity(new Move(proc.Location + new int2(1, 2)));
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mobile.QueueActivity(new Turn(64));
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/* todo: DeliverOre activity */
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mobile.QueueActivity(new DeliverOre());
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mobile.InternalSetActivity(NextActivity);
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}
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@@ -53,19 +53,12 @@ namespace OpenRa.Game.Traits
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string currentSequence;
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static int QuantizeFacing(int facing, int n)
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{
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var step = 256 / n;
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var a = (facing + step/2) & 0xff;
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return a / step;
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}
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void PlaySequence(string seq, bool isFacing)
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{
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if (currentSequence == seq) return;
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if (isFacing)
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anim.PlayFetchIndex(seq, () => QuantizeFacing(facing, anim.CurrentSequence.Length));
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anim.PlayFetchIndex(seq, () => Util.QuantizeFacing(facing, anim.CurrentSequence.Length));
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else
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anim.PlayRepeatingPreservingPosition(seq);
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@@ -77,7 +70,7 @@ namespace OpenRa.Game.Traits
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name = type;
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anim = new Animation(type);
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anim.PlayFetchIndex("stand",
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() => QuantizeFacing(facing, anim.CurrentSequence.Length));
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() => Util.QuantizeFacing(facing, anim.CurrentSequence.Length));
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location = initialLocation;
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speed = ((UnitInfo.InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
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}
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@@ -92,7 +85,7 @@ namespace OpenRa.Game.Traits
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if (float2.WithinEpsilon(d, float2.Zero, .1f))
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PlaySequence("stand", true);
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else
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PlaySequence("run-" + QuantizeFacing(facing, 8), false);
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PlaySequence("run-" + Util.QuantizeFacing(facing, 8), false);
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if (d.Length <= speed)
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location = desiredLocation;
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@@ -11,12 +11,22 @@ namespace OpenRa.Game.Traits
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{
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public RenderUnit(Actor self)
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: base(self)
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{
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PlayFacingAnim(self);
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}
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void PlayFacingAnim(Actor self)
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{
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anim.PlayFetchIndex("idle",
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() => self.traits.Get<Mobile>().facing
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/ (256 / anim.CurrentSequence.Length));
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}
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public void PlayCustomAnimation(Actor self, string newAnim, Action after)
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{
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anim.PlayThen(newAnim, () => { PlayFacingAnim(self); if (after != null) after(); });
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}
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public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
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{
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yield return Util.Centered(anim.Image, self.CenterLocation);
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@@ -56,6 +56,13 @@ namespace OpenRa.Game.Traits
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return facing + turn;
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}
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public static int QuantizeFacing(int facing, int numFrames)
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{
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var step = 256 / numFrames;
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var a = (facing + step / 2) & 0xff;
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return a / step;
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}
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static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
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{
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var angle = (facing / 256f) * (2 * (float)Math.PI);
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@@ -59,8 +59,7 @@ namespace OpenRa.Game
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mobile.Cancel(order.Subject);
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mobile.QueueActivity(new Traits.Activities.Move(order.TargetActor.Location + new int2(1, 2)));
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mobile.QueueActivity(new Traits.Activities.Turn(64));
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/* todo: actual deliver activity! [animation + add cash] */
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mobile.QueueActivity(new Traits.Activities.DeliverOre());
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break;
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}
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case "Harvest":
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