move the harvest-related traits and activities into the mod dll.
This commit is contained in:
93
OpenRA.Mods.RA/Activities/Harvest.cs
Executable file
93
OpenRA.Mods.RA/Activities/Harvest.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.RA.Activities
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{
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public class Harvest : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isHarvesting = false;
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public IActivity Tick( Actor self )
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{
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if( isHarvesting ) return this;
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if( NextActivity != null ) return NextActivity;
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var harv = self.traits.Get<Harvester>();
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if( harv.IsFull )
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return new DeliverResources { NextActivity = NextActivity };
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if (HarvestThisTile(self))
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return this;
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else
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{
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FindMoreResource(self);
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return NextActivity;
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}
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}
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bool HarvestThisTile(Actor self)
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{
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var harv = self.traits.Get<Harvester>();
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var renderUnit = self.traits.Get<RenderUnit>(); /* better have one of these! */
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var resource = self.World.WorldActor.traits.Get<ResourceLayer>().Harvest(self.Location);
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if (resource == null)
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return false;
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if (renderUnit.anim.CurrentSequence.Name != "harvest")
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{
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isHarvesting = true;
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renderUnit.PlayCustomAnimation(self, "harvest", () => isHarvesting = false);
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}
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harv.AcceptResource(resource);
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return true;
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}
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void FindMoreResource(Actor self)
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{
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var res = self.World.WorldActor.traits.Get<ResourceLayer>();
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var harv = self.Info.Traits.Get<HarvesterInfo>();
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self.QueueActivity(new Move(
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() =>
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{
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var search = new PathSearch(self.World)
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{
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heuristic = loc => (res.GetResource(loc) != null
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&& harv.Resources.Contains( res.GetResource(loc).Name )) ? 0 : 1,
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umt = UnitMovementType.Wheel,
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checkForBlocked = true
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};
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search.AddInitialCell(self.World, self.Location);
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return self.World.PathFinder.FindPath(search);
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}));
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self.QueueActivity(new Harvest());
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}
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public void Cancel(Actor self) { }
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}
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}
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