Flesh out guided-dock concept; regress on animation continuity in RA mod
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@@ -2,11 +2,12 @@
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namespace OpenRa.Traits.Activities
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{
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class DeliverOre : IActivity
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public class DeliverOre : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isDone;
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bool isDocking;
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Actor refinery;
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public DeliverOre() { }
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@@ -15,29 +16,19 @@ namespace OpenRa.Traits.Activities
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{
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this.refinery = refinery;
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}
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// TODO: This belongs on the refinery itself
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static readonly int2 refineryDeliverOffset = new int2( 1, 2 );
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public IActivity Tick( Actor self )
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{
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var unit = self.traits.Get<Unit>();
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var mobile = self.traits.Get<Mobile>();
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if( isDone )
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{
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self.traits.Get<Harvester>().Deliver( self, refinery );
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refinery.traits.Get<IAcceptOre>().OnDock(self);
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return NextActivity ?? new Harvest();
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}
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else if( NextActivity != null )
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if( NextActivity != null )
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return NextActivity;
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if( refinery != null && refinery.IsDead )
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refinery = null;
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if( refinery == null || self.Location != refinery.Location + refineryDeliverOffset )
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if( refinery == null || self.Location != refinery.Location + refinery.traits.Get<IAcceptOre>().DeliverOffset )
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{
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var search = new PathSearch
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{
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@@ -49,25 +40,27 @@ namespace OpenRa.Traits.Activities
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.Where(x => x.traits.Contains<IAcceptOre>())
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.ToList();
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if( refinery != null )
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search.AddInitialCell( self.World, refinery.Location + refineryDeliverOffset );
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search.AddInitialCell(self.World, refinery.Location + refinery.traits.Get<IAcceptOre>().DeliverOffset);
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else
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foreach( var r in refineries )
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search.AddInitialCell( self.World, r.Location + refineryDeliverOffset );
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search.AddInitialCell(self.World, r.Location + r.traits.Get<IAcceptOre>().DeliverOffset);
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var path = self.World.PathFinder.FindPath( search );
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path.Reverse();
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if( path.Count != 0 )
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{
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refinery = refineries.FirstOrDefault( x => x.Location + refineryDeliverOffset == path[ 0 ] );
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refinery = refineries.FirstOrDefault(x => x.Location + x.traits.Get<IAcceptOre>().DeliverOffset == path[0]);
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return new Move( () => path ) { NextActivity = this };
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}
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else
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// no refineries reachable?
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return this;
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}
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// TODO: This belongs in the refinery trait
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else if( unit.Facing != 64 )
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return new Turn( 64 ) { NextActivity = this };
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else if (!isDocking)
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{
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isDocking = true;
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refinery.traits.Get<IAcceptOre>().OnDock(self, this);
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}
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var renderUnit = self.traits.Get<RenderUnit>();
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if( renderUnit.anim.CurrentSequence.Name != "empty" )
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