Bring Mods.D2k in line with our new folder/namespace structure
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168
OpenRA.Mods.D2k/Traits/Carryable.cs
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168
OpenRA.Mods.D2k/Traits/Carryable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 System;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.D2k.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Can be carried by units with the trait `AutoCarryall`.")]
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public class CarryableInfo : ITraitInfo
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{
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[Desc("Required distance away from destination before requesting a pickup.")]
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public int MinDistance = 6;
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public object Create(ActorInitializer init) { return new Carryable(init.self, this); }
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}
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public class Carryable : IDisableMove, INotifyHarvesterAction
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{
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readonly CarryableInfo info;
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readonly Actor self;
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public bool Reserved { get; private set; }
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// If we're locked there isnt much we can do. We'll have to wait for the carrier to finish with us. We should not move or get new orders!
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bool locked;
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public bool WantsTransport { get; private set; }
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public CPos Destination;
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Activity afterLandActivity;
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public Carryable(Actor self, CarryableInfo info)
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{
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this.info = info;
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this.self = self;
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locked = false;
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Reserved = false;
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WantsTransport = false;
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}
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public void MovingToResources(Actor self, CPos targetCell, Activity next) { RequestTransport(targetCell, next); }
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public void MovingToRefinery(Actor self, CPos targetCell, Activity next) { RequestTransport(targetCell, next); }
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void RequestTransport(CPos destination, Activity afterLandActivity)
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{
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if (locked || Reserved)
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return;
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if (destination == CPos.Zero)
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return;
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if ((self.Location - destination).Length < info.MinDistance)
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return;
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Destination = destination;
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this.afterLandActivity = afterLandActivity;
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WantsTransport = true;
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// Inform all idle carriers
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var carriers = self.World.ActorsWithTrait<AutoCarryall>()
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.Where(c => !c.Trait.Busy && !c.Actor.IsDead && c.Actor.Owner == self.Owner)
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.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);
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foreach (var carrier in carriers)
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{
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// Notify the carrier and see if he's willing to transport us..
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if (carrier.Trait.RequestTransportNotify(self))
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break; // If true then we're done
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}
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}
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// No longer want to be carried
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public void MovementCancelled(Actor self)
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{
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if (locked)
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return;
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WantsTransport = false;
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Reserved = false;
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// TODO: We could implement something like a carrier.Trait<AutoCarryAll>().CancelTransportNotify(self) and call it here
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}
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// We do not handle Harvested notification
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public void Harvested(Actor self, ResourceType resource) { }
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public Actor GetClosestIdleCarrier()
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{
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// Find carriers
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var carriers = self.World.ActorsWithTrait<AutoCarryall>()
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.Where(p => p.Actor.Owner == self.Owner && !p.Trait.Busy)
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.Select(h => h.Actor);
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return WorldUtils.ClosestTo(carriers, self);
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}
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// This gets called by carrier after we touched down
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public void Dropped()
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{
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WantsTransport = false;
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locked = false;
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if (afterLandActivity != null)
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self.QueueActivity(false, afterLandActivity);
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}
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public bool Reserve(Actor carrier)
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{
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if ((self.Location - Destination).Length < info.MinDistance)
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{
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MovementCancelled(self);
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return false;
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}
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Reserved = true;
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return true;
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}
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public void UnReserve(Actor carrier)
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{
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Reserved = false;
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locked = false;
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}
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// Prepare for transport pickup
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public bool StandbyForPickup(Actor carrier)
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{
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if (Destination == CPos.Zero)
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return false;
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if (locked || !WantsTransport)
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return false;
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// Last change to change our mind...
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if ((self.Location - Destination).Length < info.MinDistance)
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{
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MovementCancelled(self);
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return false;
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}
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// Cancel our activities
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self.CancelActivity();
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locked = true;
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return true;
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}
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// IMoveDisabled
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public bool MoveDisabled(Actor self)
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{
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// We do not want to move while being locked. The carrier will try to pick us up.
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return locked;
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}
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}
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}
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