Make deploying mines queueable.
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@@ -22,23 +22,29 @@ namespace OpenRA.Mods.Cnc.Activities
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// Assumes you have Minelayer on that unit
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public class LayMines : Activity
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{
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readonly Minelayer minelayer;
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readonly MinelayerInfo info;
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readonly AmmoPool[] ammoPools;
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readonly IMove movement;
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readonly RearmableInfo rearmableInfo;
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readonly CPos[] minefield;
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public LayMines(Actor self)
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public LayMines(Actor self, CPos[] minefield)
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{
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minelayer = self.TraitOrDefault<Minelayer>();
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info = self.Info.TraitInfo<MinelayerInfo>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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movement = self.Trait<IMove>();
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rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
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this.minefield = minefield;
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}
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public override Activity Tick(Actor self)
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{
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if (ChildActivity != null)
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{
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ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
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return this;
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}
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if (IsCanceling)
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return NextActivity;
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@@ -50,36 +56,39 @@ namespace OpenRA.Mods.Cnc.Activities
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.ClosestTo(self);
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if (rearmTarget == null)
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return new Wait(20);
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return NextActivity;
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// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
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return ActivityUtils.SequenceActivities(self,
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new MoveAdjacentTo(self, Target.FromActor(rearmTarget)),
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movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget),
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new Rearm(self, rearmTarget, new WDist(512)),
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new Repair(self, rearmTarget, new WDist(512)),
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this);
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QueueChild(self, new MoveAdjacentTo(self, Target.FromActor(rearmTarget)), true);
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QueueChild(self, movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), rearmTarget));
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QueueChild(self, new Rearm(self, rearmTarget, new WDist(512)));
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QueueChild(self, new Repair(self, rearmTarget, new WDist(512)));
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return this;
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}
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if (minelayer.Minefield.Contains(self.Location) && ShouldLayMine(self, self.Location))
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if ((minefield == null || minefield.Contains(self.Location)) && ShouldLayMine(self, self.Location))
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{
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LayMine(self);
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return ActivityUtils.SequenceActivities(self, new Wait(20), this); // A little wait after placing each mine, for show
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QueueChild(self, new Wait(20), true); // A little wait after placing each mine, for show
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return this;
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}
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if (minelayer.Minefield.Length > 0)
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if (minefield != null && minefield.Length > 0)
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{
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// Don't get stuck forever here
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for (var n = 0; n < 20; n++)
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{
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var p = minelayer.Minefield.Random(self.World.SharedRandom);
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var p = minefield.Random(self.World.SharedRandom);
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if (ShouldLayMine(self, p))
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return ActivityUtils.SequenceActivities(self, movement.MoveTo(p, 0), this);
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{
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QueueChild(self, movement.MoveTo(p, 0), true);
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return this;
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}
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}
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}
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// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
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return new Wait(20); // nothing to do here
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return NextActivity;
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}
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static bool ShouldLayMine(Actor self, CPos p)
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