Improved cnc proc/harv docking.
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101
OpenRA.Mods.Cnc/Activities/HarvesterDockSequence.cs
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101
OpenRA.Mods.Cnc/Activities/HarvesterDockSequence.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using System.Collections.Generic;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Render;
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using System;
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namespace OpenRA.Mods.Cnc
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{
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public class HarvesterDockSequence : IActivity
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{
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enum State
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{
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Wait,
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Dragin,
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Dock,
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Loop,
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Undock,
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Dragout
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};
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readonly Actor proc;
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readonly Harvester harv;
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readonly RenderBuilding rb;
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State state;
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int2 startDock;
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int2 endDock;
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public HarvesterDockSequence(Actor self, Actor proc)
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{
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this.proc = proc;
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state = State.Dragin;
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harv = self.Trait<Harvester>();
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rb = proc.Trait<RenderBuilding>();
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startDock = self.Trait<IHasLocation>().PxPosition;
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endDock = proc.Trait<IHasLocation>().PxPosition + new int2(-15,8);
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}
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IActivity NextActivity { get; set; }
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int unloadTicks = 0;
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public IActivity Tick(Actor self)
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{
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switch (state)
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{
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case State.Wait:
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return this;
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case State.Dragin:
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state = State.Dock;
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return Util.SequenceActivities(new Drag(startDock, endDock, 12), this);
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case State.Dock:
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harv.Visible = false;
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rb.PlayCustomAnimThen(proc, "dock-start", () => {rb.PlayCustomAnimRepeating(proc, "dock-loop"); state = State.Loop;});
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state = State.Wait;
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return this;
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case State.Loop:
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if (harv.TickUnload(self, proc))
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state = State.Undock;
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return this;
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case State.Undock:
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rb.PlayCustomAnimThen(proc, "dock-end", () => {harv.Visible = true; state = State.Dragout;});
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state = State.Wait;
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return this;
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case State.Dragout:
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return Util.SequenceActivities(new Drag(endDock, startDock, 12), NextActivity);
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}
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throw new InvalidOperationException("Invalid harvester dock state");
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}
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public void Cancel(Actor self)
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{
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state = State.Undock;
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}
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public void Queue( IActivity activity )
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{
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if( NextActivity != null )
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NextActivity.Queue( activity );
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else
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NextActivity = activity;
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}
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public IEnumerable<float2> GetCurrentPath()
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{
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yield break;
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}
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}
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}
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