Fix #1157: Removed HARV minining from cell in front / using MoveAdjacentTo in logic. Was causing harvesters to get stuck - need to revisit this.
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@@ -8,10 +8,10 @@
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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 System.Drawing;
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using System.Linq;
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using System.Drawing;
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using System.Collections.Generic;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Move;
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@@ -20,36 +20,61 @@ namespace OpenRA.Mods.RA.Activities
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{
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public class FindResources : Activity
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{
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public override Activity Tick( Actor self )
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public override Activity Tick(Actor self)
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{
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if( IsCanceled || NextActivity != null) return NextActivity;
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if (IsCanceled || NextActivity != null) return NextActivity;
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var harv = self.Trait<Harvester>();
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if( harv.IsFull )
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return Util.SequenceActivities( new DeliverResources(), NextActivity );
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if (harv.IsFull)
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return Util.SequenceActivities(new DeliverResources(), NextActivity);
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var mobileInfo = self.Info.Traits.Get<MobileInfo>();
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var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
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var mobile = self.Trait<Mobile>();
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var mobileInfo = self.Info.Traits.Get<MobileInfo>();
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var res = self.World.WorldActor.Trait<ResourceLayer>();
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Func<int2, bool> canHarvest = loc => loc != self.Location &&
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res.GetResource(loc) != null &&
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harvInfo.Resources.Contains( res.GetResource(loc).info.Name );
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var path = self.World.WorldActor.Trait<PathFinder>().FindPath(PathSearch.Search(self.World, mobileInfo, self.Owner, true)
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.WithHeuristic(loc => canHarvest(loc) ? 0 : 1)
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.FromPoint(self.Location));
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.WithHeuristic(loc => (res.GetResource(loc) != null && harvInfo.Resources.Contains(res.GetResource(loc).info.Name)) ? 0 : 1)
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.FromPoint(self.Location));
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if (path.Count == 0)
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return NextActivity;
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self.SetTargetLine(Target.FromCell(path[0]), Color.Red, false);
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return Util.SequenceActivities( new MoveAdjacentTo(Target.FromCell(path[0])), new HarvestResource(self, path[0]), this );
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return Util.SequenceActivities(mobile.MoveTo(path[0], 1), new HarvestResource(), this);
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}
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public override IEnumerable<Target> GetTargets( Actor self )
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return Target.FromPos(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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bool isHarvesting = false;
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public override Activity Tick(Actor self)
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{
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if (isHarvesting) return this;
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if (IsCanceled) return NextActivity;
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var harv = self.Trait<Harvester>();
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harv.LastHarvestedCell = self.Location;
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if (harv.IsFull)
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return NextActivity;
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var renderUnit = self.Trait<RenderUnit>(); /* better have one of these! */
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var resource = self.World.WorldActor.Trait<ResourceLayer>().Harvest(self.Location);
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if (resource == null)
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return NextActivity;
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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 this;
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}
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}
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}
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