Added: QueuedActivity (to be used for chaining orders)
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82
OpenRA.Mods.RA/Activities/QueuedActivity.cs
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82
OpenRA.Mods.RA/Activities/QueuedActivity.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 System;
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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public class QueuedActivity : IActivity
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{
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public QueuedActivity(Action<QueuedActivity> a) { this.a = a; }
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public QueuedActivity(bool runChildOnFirstTick, Action<QueuedActivity> a) : this(a, true, runChildOnFirstTick) { }
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public QueuedActivity(Action<QueuedActivity> a, bool interruptable, bool runChildOnFirstTick)
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{
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this.a = a;
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this.interruptable = interruptable;
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runChildOnFirstTick = runChildOnFirstTick;
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}
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Action<QueuedActivity> a;
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private bool interruptable = true;
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private bool runChild = false;
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public IActivity NextActivity { get; set; }
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public IActivity Tick(Actor self) { return Run(self); }
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public IActivity Run(Actor self)
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{
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if (a != null)
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a(this);
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if (runChild && NextActivity != null)
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return NextActivity.Tick(self);
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return NextActivity;
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}
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public void Insert(IActivity activity)
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{
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if (activity == null)
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return;
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activity.Queue(NextActivity);
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NextActivity = activity;
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}
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public void Cancel(Actor self)
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{
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if (!interruptable)
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return;
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a = null;
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NextActivity = null;
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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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if (NextActivity != null)
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foreach (var path in NextActivity.GetCurrentPath())
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{
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yield return path;
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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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