Harvesters deliver to the correct cell, even if it's blocked.
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@@ -10,10 +10,34 @@ namespace OpenRa.Game.Traits.Activities
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public Activity NextActivity { get; set; }
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bool isDone;
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Actor refinery;
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public DeliverOre( Actor refinery )
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{
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this.refinery = refinery;
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}
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static readonly int2 refineryDeliverOffset = new int2( 1, 2 );
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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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if( self.Location != refinery.Location + refineryDeliverOffset )
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{
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var move = new Move( refinery.Location + refineryDeliverOffset, 0 );
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mobile.InternalSetActivity( move );
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mobile.QueueActivity( this );
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move.Tick( self, mobile );
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return;
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}
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else if( mobile.facing != 64 )
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{
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var turn = new Turn( 64 );
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mobile.InternalSetActivity( turn );
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mobile.QueueActivity( this );
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turn.Tick( self, mobile );
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return;
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}
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else if (isDone)
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{
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var harv = self.traits.Get<Harvester>();
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@@ -53,11 +53,8 @@ namespace OpenRa.Game.Traits.Activities
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/* find a proc */
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var proc = ChooseReturnLocation(self);
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if( proc != null )
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{
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mobile.QueueActivity( new Move( proc.Location + new int2( 1, 2 ), 0 ) );
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mobile.QueueActivity( new Turn( 64 ) );
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mobile.QueueActivity( new DeliverOre() );
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}
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mobile.QueueActivity( new DeliverOre( proc ) );
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mobile.InternalSetActivity(NextActivity);
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}
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@@ -57,9 +57,7 @@ namespace OpenRa.Game
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{
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var mobile = order.Subject.traits.Get<Mobile>();
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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), 0));
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mobile.QueueActivity(new Traits.Activities.Turn(64));
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mobile.QueueActivity(new Traits.Activities.DeliverOre());
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mobile.QueueActivity(new Traits.Activities.DeliverOre(order.TargetActor));
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break;
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}
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case "Harvest":
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