Extract HarvestResource into own file and cache trait lookups in
constructor
This commit is contained in:
@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Activities
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foreach (var n in notify)
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n.MovingToResources(self, path[0], next);
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return Util.SequenceActivities(mobile.MoveTo(path[0], 1), new HarvestResource(), next);
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return Util.SequenceActivities(mobile.MoveTo(path[0], 1), new HarvestResource(self), next);
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}
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// Diagonal distance heuristic
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@@ -150,54 +150,4 @@ namespace OpenRA.Mods.Common.Activities
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yield return Target.FromCell(self.World, self.Location);
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}
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}
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public class HarvestResource : Activity
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{
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public override Activity Tick(Actor self)
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{
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var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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if (IsCanceled)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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var harv = self.Trait<Harvester>();
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var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
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harv.LastHarvestedCell = self.Location;
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if (harv.IsFull)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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// Turn to one of the harvestable facings
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if (harvInfo.HarvestFacings != 0)
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{
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var facing = self.Trait<IFacing>().Facing;
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var desired = Util.QuantizeFacing(facing, harvInfo.HarvestFacings) * (256 / harvInfo.HarvestFacings);
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if (desired != facing)
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return Util.SequenceActivities(new Turn(self, desired), this);
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}
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var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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var resource = resLayer.Harvest(self.Location);
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if (resource == null)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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harv.AcceptResource(resource);
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foreach (var t in self.TraitsImplementing<INotifyHarvesterAction>())
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t.Harvested(self, resource);
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return Util.SequenceActivities(new Wait(harvInfo.LoadTicksPerBale), this);
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}
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}
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}
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77
OpenRA.Mods.Common/Activities/HarvestResource.cs
Normal file
77
OpenRA.Mods.Common/Activities/HarvestResource.cs
Normal file
@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class HarvestResource : Activity
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{
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readonly Harvester harv;
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readonly HarvesterInfo harvInfo;
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readonly IFacing facing;
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readonly ResourceClaimLayer territory;
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readonly ResourceLayer resLayer;
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public HarvestResource(Actor self)
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{
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harv = self.Trait<Harvester>();
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harvInfo = self.Info.Traits.Get<HarvesterInfo>();
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facing = self.Trait<IFacing>();
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territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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harv.LastHarvestedCell = self.Location;
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if (harv.IsFull)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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// Turn to one of the harvestable facings
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if (harvInfo.HarvestFacings != 0)
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{
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var current = facing.Facing;
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var desired = Util.QuantizeFacing(current, harvInfo.HarvestFacings) * (256 / harvInfo.HarvestFacings);
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if (desired != current)
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return Util.SequenceActivities(new Turn(self, desired), this);
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}
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var resource = resLayer.Harvest(self.Location);
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if (resource == null)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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harv.AcceptResource(resource);
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foreach (var t in self.TraitsImplementing<INotifyHarvesterAction>())
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t.Harvested(self, resource);
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return Util.SequenceActivities(new Wait(harvInfo.LoadTicksPerBale), this);
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}
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}
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}
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@@ -112,6 +112,7 @@
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<Compile Include="Activities\EnterTransport.cs" />
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<Compile Include="Activities\ExternalCaptureActor.cs" />
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<Compile Include="Activities\FindResources.cs" />
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<Compile Include="Activities\HarvestResource.cs" />
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<Compile Include="Activities\HarvesterDockSequence.cs" />
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<Compile Include="Activities\Heal.cs" />
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<Compile Include="Activities\Hunt.cs" />
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