Harvesting works better, and other related stuff.
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@@ -12,17 +12,27 @@ namespace OpenRa.Game.Traits.Activities
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public void Tick(Actor self, Mobile mobile)
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{
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if( NextActivity != null )
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{
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mobile.InternalSetActivity( NextActivity );
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NextActivity.Tick( self, mobile );
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return;
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}
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var harv = self.traits.Get<Harvester>();
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var isGem = false;
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if (!harv.IsFull &&
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Game.map.ContainsResource(self.Location) &&
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if (!harv.IsFull &&
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Game.map.ContainsResource(self.Location) &&
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Game.map.Harvest(self.Location, out isGem))
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{
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var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8);
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var renderUnit = self.traits.WithInterface<RenderUnit>().First(); /* better have one of these! */
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if (harvestAnim != renderUnit.anim.CurrentSequence.Name)
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renderUnit.PlayCustomAnimation(self, harvestAnim, () => isHarvesting = false);
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if( harvestAnim != renderUnit.anim.CurrentSequence.Name )
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{
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isHarvesting = true;
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renderUnit.PlayCustomAnimation( self, harvestAnim, () => isHarvesting = false );
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}
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harv.AcceptResource(isGem);
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return;
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}
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@@ -35,23 +45,19 @@ namespace OpenRa.Game.Traits.Activities
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PlanMoreHarvesting(self, mobile);
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}
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/* maybe this doesnt really belong here, since it's the
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/* maybe this doesnt really belong here, since it's the
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* same as what UnitOrders has to do for an explicit return */
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void PlanReturnToBase(Actor self, Mobile mobile)
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void PlanReturnToBase(Actor self, Mobile mobile)
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{
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/* find a proc */
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var proc = ChooseReturnLocation(self);
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if (proc == null)
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if( proc != null )
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{
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Cancel(self, mobile); /* is this a sane way to cancel? */
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return;
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mobile.QueueActivity( new Move( proc.Location + new int2( 1, 2 ), 0 ) );
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mobile.QueueActivity( new Turn( 64 ) );
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mobile.QueueActivity( new DeliverOre() );
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}
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mobile.QueueActivity(new Move(proc.Location + new int2(1, 2)));
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mobile.QueueActivity(new Turn(64));
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mobile.QueueActivity(new DeliverOre());
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mobile.InternalSetActivity(NextActivity);
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}
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@@ -72,12 +78,24 @@ namespace OpenRa.Game.Traits.Activities
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/* find a nearby patch */
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/* todo: add the queries we need to support this! */
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var path = Game.PathFinder.FindUnitPath( self.Location, loc =>
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{
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if( Game.UnitInfluence.GetUnitAt( loc ) != null ) return double.PositiveInfinity;
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return Game.map.ContainsResource( loc ) ? 0 : 1;
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}, UnitMovementType.Wheel )
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.TakeWhile( a => a != self.Location )
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.ToList();
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if( path.Count != 0 )
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{
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mobile.QueueActivity( new Move( path ) );
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mobile.QueueActivity( new Harvest() );
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}
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mobile.InternalSetActivity(NextActivity);
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}
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public void Cancel(Actor self, Mobile mobile)
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{
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mobile.InternalSetActivity(null); /* bob: anything else required? */
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}
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}
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}
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