Improved cnc proc/harv docking.
This commit is contained in:
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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@@ -66,6 +66,7 @@
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<Compile Include="WithRoof.cs" />
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<Compile Include="Missions\CncShellmapScript.cs" />
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<Compile Include="WithFire.cs" />
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<Compile Include="Activities\HarvesterDockSequence.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -97,4 +98,7 @@
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copy "$(TargetPath)" "$(SolutionDir)mods/cnc/"
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cd "$(SolutionDir)"</PostBuildEvent>
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</PropertyGroup>
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<ItemGroup>
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<Folder Include="Activities\" />
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</ItemGroup>
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</Project>
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@@ -19,68 +19,63 @@ using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.Cnc
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{
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class TiberiumRefineryDockActionInfo : TraitInfo<TiberiumRefineryDockAction> {}
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class TiberiumRefineryDockAction : IAcceptOreDockAction, INotifyDamage, INotifySold, INotifyCapture
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class TiberiumRefineryDockAction : IAcceptOreDockAction, ITick, INotifyDamage, INotifySold, INotifyCapture
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{
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Actor dockedHarv = null;
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bool preventDock = false;
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public void OnDock(Actor self, Actor harv, DeliverResources dockOrder)
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{
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int2 startDock = harv.Trait<IHasLocation>().PxPosition;
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int2 endDock = self.Trait<IHasLocation>().PxPosition + new int2(-15,8);
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var mobile = harv.Trait<Mobile>();
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var harvester = harv.Trait<Harvester>();
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harv.QueueActivity( new Turn(112) );
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if (!preventDock)
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{
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harv.QueueActivity( new CallFunc( () => dockedHarv = harv, false ) );
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harv.QueueActivity( new HarvesterDockSequence(harv, self) );
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harv.QueueActivity( new CallFunc( () => dockedHarv = null, false ) );
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}
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// Tell the harvester to start harvesting
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// TODO: This belongs on the harv idle activity
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harv.QueueActivity( new CallFunc( () =>
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{
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if (!preventDock)
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if (harvester.LastHarvestedCell != int2.Zero)
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{
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dockedHarv = harv;
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self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
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harv.QueueActivity( new Drag(startDock, endDock, 12) );
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harv.QueueActivity( new CallFunc( () =>
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{
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self.World.AddFrameEndTask( w1 =>
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{
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if (!preventDock)
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harvester.Visible = false;
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harvester.Deliver(harv, self);
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});
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}, false ) );
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harv.QueueActivity( new Wait(18, false ) );
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harv.QueueActivity( new CallFunc( () => harvester.Visible = true, false ) );
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harv.QueueActivity( new Drag(endDock, startDock, 12) );
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harv.QueueActivity( new CallFunc( () => dockedHarv = null, false ) );
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if (harvester.LastHarvestedCell != int2.Zero)
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{
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harv.QueueActivity( mobile.MoveTo(harvester.LastHarvestedCell, 5) );
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harv.SetTargetLine(Target.FromCell(harvester.LastHarvestedCell), Color.Red, false);
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}
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harv.QueueActivity( mobile.MoveTo(harvester.LastHarvestedCell, 5) );
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harv.SetTargetLine(Target.FromCell(harvester.LastHarvestedCell), Color.Red, false);
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}
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harv.QueueActivity( new Harvest() );
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}) );
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}));
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}
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void CancelDock(Actor self, Actor harv)
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public void Tick(Actor self)
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{
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// Harvester was killed while unloading
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if (dockedHarv != null && dockedHarv.IsDead())
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{
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self.Trait<RenderBuilding>().CancelCustomAnim(self);
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dockedHarv = null;
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}
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}
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void CancelDock(Actor self)
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{
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preventDock = true;
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if (dockedHarv == null)
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return;
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// invisible harvester makes ceiling cat cry
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if (!harv.IsDead())
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harv.Trait<Harvester>().Visible = true;
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// Cancel the dock sequence
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if (dockedHarv != null && !dockedHarv.IsDead())
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dockedHarv.CancelActivity();
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}
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public void Selling (Actor self) { CancelDock(self, dockedHarv); }
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public void Selling (Actor self) { CancelDock(self); }
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public void Sold (Actor self) {}
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public void Damaged (Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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CancelDock(self, dockedHarv);
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CancelDock(self);
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}
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public void OnCapture (Actor self, Actor captor, Player oldOwner, Player newOwner)
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@@ -81,6 +81,21 @@ namespace OpenRA.Mods.RA
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else contents[type.info]++;
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}
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// TODO: N-tick harvester unload.
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// Currently unloads everything in one go
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// Returns true when unloading is complete
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public bool TickUnload(Actor self, Actor proc)
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{
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if (!proc.IsInWorld)
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return false; // fail to deliver if there is no proc.
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// TODO: Unload part of the load. Return false if the proc is full.
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proc.Trait<IAcceptOre>().GiveOre(contents.Sum(kv => kv.Key.ValuePerUnit * kv.Value));
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contents.Clear();
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return true;
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}
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public void Deliver(Actor self, Actor proc)
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{
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if (!proc.IsInWorld)
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@@ -90,6 +90,11 @@ namespace OpenRA.Mods.RA.Render
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() => { anim.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
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}
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public void CancelCustomAnim(Actor self)
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{
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anim.PlayRepeating( NormalizeSequence(self, "idle") );
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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if (!e.DamageStateChanged)
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@@ -35,22 +35,47 @@ nuke:
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Start: 0
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Length: *
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proc.proxy:
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make: procmake
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Start: 0
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Length: *
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proc:
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idle:
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Start: 0
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active:
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Start: 0
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Length: 30
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Length: 6
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Tick: 60
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enroute:
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Start: 6
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Length: 6
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Tick: 60
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dock-start:
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Start: 12
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Length: 7
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Tick: 60
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dock-loop:
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Start: 19
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Length: 5
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Tick: 60
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dock-end:
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Start: 24
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Length: 6
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Tick: 60
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damaged-idle:
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Start: 30
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damaged-active:
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Start: 30
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Length: 30
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Length: 6
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Tick: 60
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damaged-enroute:
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Start: 36
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Length: 6
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Tick: 60
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damaged-dock-start:
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Start: 42
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Length: 7
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Tick: 60
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damaged-dock-loop:
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Start: 49
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Length: 5
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Tick: 60
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damaged-dock-end:
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Start: 54
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Length: 6
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Tick: 60
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dead:
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Start: 60
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make: procmake
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