Harvesting works better, and other related stuff.
This commit is contained in:
@@ -1,119 +1,119 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using IjwFramework.Types;
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using OpenRa.FileFormats;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using IjwFramework.Types;
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using OpenRa.FileFormats;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using System.Drawing;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class Actor
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{
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly UnitInfo unitInfo;
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public readonly uint ActorID;
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public int2 Location;
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public Player Owner;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class Actor
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{
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly UnitInfo unitInfo;
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public readonly uint ActorID;
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public int2 Location;
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public Player Owner;
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public int Health;
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public Actor( string name, int2 location, Player owner )
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{
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ActorID = Game.world.NextAID();
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
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Owner = owner;
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public Actor( string name, int2 location, Player owner )
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{
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ActorID = Game.world.NextAID();
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
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Owner = owner;
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Health = unitInfo.Strength; /* todo: handle cases where this is not true! */
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if( unitInfo.Traits != null )
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{
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name
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+ "; add Traits= to units.ini for appropriate unit" );
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}
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public Actor( TreeReference tree, TreeCache treeRenderer )
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{
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Location = new int2( tree.Location );
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traits.Add( new Traits.Tree( treeRenderer.GetImage( tree.Image ) ) );
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}
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public void Tick()
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{
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foreach (var tick in traits.WithInterface<Traits.ITick>())
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tick.Tick(this);
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}
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public float2 CenterLocation;
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public float2 SelectedSize { get { return Render().First().First.size; } }
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public IEnumerable<Pair<Sprite, float2>> Render()
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{
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return traits.WithInterface<Traits.IRender>().SelectMany( x => x.Render( this ) );
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}
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public Order Order( int2 xy, bool lmb )
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{
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if (Owner != Game.LocalPlayer)
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return null;
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var underCursor = Game.UnitInfluence.GetUnitAt( xy ) ?? Game.BuildingInfluence.GetBuildingAt( xy );
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return traits.WithInterface<Traits.IOrder>()
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.Select( x => x.Order( this, xy, lmb, underCursor ) )
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.FirstOrDefault( x => x != null );
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}
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public RectangleF Bounds
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{
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get
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{
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var size = SelectedSize;
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var loc = CenterLocation - 0.5f * size;
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return new RectangleF(loc.X, loc.Y, size.X, size.Y);
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}
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}
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public bool IsDead { get { return Health <= 0; } }
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public void InflictDamage(Actor attacker, Bullet inflictor, int damage)
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{
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/* todo: auto-retaliate, etc */
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/* todo: death sequence for infantry based on inflictor */
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/* todo: start smoking if < conditionYellow and took damage, and not already smoking */
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if (Health <= 0) return; /* overkill! don't count extra hits as more kills! */
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Health -= damage;
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if (Health <= 0)
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{
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Health = 0;
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if (attacker.Owner != null)
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attacker.Owner.Kills++;
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Game.world.AddFrameEndTask(w => w.Remove(this));
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if (Owner == Game.LocalPlayer && !traits.Contains<Building>())
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if( unitInfo.Traits != null )
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{
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name
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+ "; add Traits= to units.ini for appropriate unit" );
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}
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public Actor( TreeReference tree, TreeCache treeRenderer )
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{
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Location = new int2( tree.Location );
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traits.Add( new Traits.Tree( treeRenderer.GetImage( tree.Image ) ) );
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}
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public void Tick()
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{
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foreach (var tick in traits.WithInterface<Traits.ITick>())
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tick.Tick(this);
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}
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public float2 CenterLocation;
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public float2 SelectedSize { get { return Render().First().First.size; } }
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public IEnumerable<Pair<Sprite, float2>> Render()
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{
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return traits.WithInterface<Traits.IRender>().SelectMany( x => x.Render( this ) );
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}
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public Order Order( int2 xy, bool lmb )
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{
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if (Owner != Game.LocalPlayer)
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return null;
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var underCursor = Game.UnitInfluence.GetUnitAt( xy ) ?? Game.BuildingInfluence.GetBuildingAt( xy );
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return traits.WithInterface<Traits.IOrder>()
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.Select( x => x.Order( this, xy, lmb, underCursor ) )
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.FirstOrDefault( x => x != null );
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}
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public RectangleF Bounds
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{
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get
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{
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var size = SelectedSize;
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var loc = CenterLocation - 0.5f * size;
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return new RectangleF(loc.X, loc.Y, size.X, size.Y);
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}
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}
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public bool IsDead { get { return Health <= 0; } }
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public void InflictDamage(Actor attacker, Bullet inflictor, int damage)
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{
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/* todo: auto-retaliate, etc */
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/* todo: death sequence for infantry based on inflictor */
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/* todo: start smoking if < conditionYellow and took damage, and not already smoking */
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if (Health <= 0) return; /* overkill! don't count extra hits as more kills! */
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Health -= damage;
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if (Health <= 0)
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{
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Health = 0;
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if (attacker.Owner != null)
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attacker.Owner.Kills++;
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Game.world.AddFrameEndTask(w => w.Remove(this));
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if (Owner == Game.LocalPlayer && !traits.Contains<Building>())
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Game.PlaySound("unitlst1.aud", false);
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if (traits.Contains<Building>())
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{
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Game.PlaySound("kaboom22.aud", false);
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// todo: spawn explosion sprites
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}
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}
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}
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var halfStrength = unitInfo.Strength * Rules.General.ConditionYellow;
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@@ -122,7 +122,7 @@ namespace OpenRa.Game
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/* we just went below half health! */
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foreach (var nd in traits.WithInterface<INotifyDamage>())
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nd.Damaged(this, DamageState.Half);
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -166,8 +166,8 @@ namespace OpenRa.Game
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{
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var oresw = new Stopwatch();
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map.GrowOre(SharedRandom);
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OreTime = oresw.ElapsedTime();
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oreTicks = oreFrequency;
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OreTime = oresw.ElapsedTime();
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oreTicks = oreFrequency;
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}
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world.Tick();
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UnitInfluence.Tick();
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@@ -324,7 +324,7 @@ namespace OpenRa.Game
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unit = new Actor(name, (1 / 24f * producer.CenterLocation).ToInt2(), player);
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = 128;
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mobile.QueueActivity(new Traits.Activities.Move(unit.Location + new int2(0, 3)));
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mobile.QueueActivity(new Traits.Activities.Move(unit.Location + new int2(0, 3), 1));
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}
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world.Add( unit );
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@@ -54,7 +54,7 @@ namespace OpenRa.Game
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WorldRenderer.ShowUnitPaths = settings.GetValue("pathdebug", false);
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Game.Replay = settings.GetValue("replay", "");
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Game.Initialize(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize),
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Game.Initialize(settings.GetValue("map", "scm12ea.ini"), renderer, new int2(ClientSize),
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settings.GetValue("player", 1));
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SequenceProvider.ForcePrecache();
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@@ -66,12 +66,12 @@ namespace OpenRa.Game
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return ret;
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}
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List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
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public List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
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{
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return FindUnitPath( new[] { unitLocation }, estimator, umt );
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}
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List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
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public List<int2> FindUnitPath( IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt )
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{
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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@@ -109,6 +109,9 @@ namespace OpenRa.Game
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continue;
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if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere ) != null )
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continue;
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var est = estimator( newHere );
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if( est == double.PositiveInfinity )
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continue;
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double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
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double newCost = cellInfo[ here.X, here.Y ].MinCost + cellCost;
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@@ -119,7 +122,7 @@ namespace OpenRa.Game
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cellInfo[ newHere.X, newHere.Y ].Path = here;
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cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
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queue.Add( new PathDistance( newCost + estimator( newHere ), newHere ) );
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queue.Add( new PathDistance( newCost + est, newHere ) );
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}
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}
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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@@ -14,7 +14,9 @@ namespace OpenRa.Game.Traits
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w =>
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{
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var harvester = new Actor("harv", self.Location + new int2(1, 2), self.Owner);
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harvester.traits.Get<Mobile>().facing = 64;
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var mobile = harvester.traits.Get<Mobile>();
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mobile.facing = 64;
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mobile.InternalSetActivity( new Harvest() );
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w.Add(harvester);
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});
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}
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@@ -21,8 +21,9 @@ namespace OpenRa.Game.Traits.Activities
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harv.gemsCarried = 0;
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harv.oreCarried = 0;
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if( NextActivity == null )
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NextActivity = new Harvest();
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mobile.InternalSetActivity(NextActivity);
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/* todo: return to the ore patch */
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return;
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}
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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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@@ -10,17 +10,19 @@ namespace OpenRa.Game.Traits.Activities
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public Activity NextActivity { get; set; }
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int2? destination;
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int nearEnough;
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public List<int2> path;
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Func<Actor, Mobile, List<int2>> getPath;
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MovePart move;
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public Move( int2 destination )
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public Move( int2 destination, int nearEnough )
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{
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this.getPath = ( self, mobile ) => Game.PathFinder.FindUnitPath(
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self.Location, destination,
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mobile.GetMovementType() );
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this.destination = destination;
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this.nearEnough = nearEnough;
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}
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public Move( Actor target, int range )
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@@ -29,6 +31,13 @@ namespace OpenRa.Game.Traits.Activities
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self.Location, target.Location,
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mobile.GetMovementType(), range );
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this.destination = null;
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this.nearEnough = range;
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}
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public Move( List<int2> path )
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{
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this.path = path;
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this.destination = path[ 0 ];
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}
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static bool CanEnterCell( int2 c, Actor self )
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@@ -98,7 +107,7 @@ namespace OpenRa.Game.Traits.Activities
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var nextCell = path[ path.Count - 1 ];
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if( !CanEnterCell( nextCell, self ) )
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{
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if( ( mobile.toCell - destination.Value ).LengthSquared <= 8 )
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if( ( mobile.toCell - destination.Value ).LengthSquared <= nearEnough )
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{
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path.Clear();
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return null;
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@@ -120,6 +129,11 @@ namespace OpenRa.Game.Traits.Activities
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if( path.Count == 0 )
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return null;
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nextCell = path[ path.Count - 1 ];
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if( !CanEnterCell( nextCell, self ) )
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{
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path.Clear();
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return null;
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}
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}
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path.RemoveAt( path.Count - 1 );
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return nextCell;
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@@ -29,7 +29,7 @@ namespace OpenRa.Game.Traits
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&& underCursor.traits.Contains<AcceptsOre>() && !IsEmpty)
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return OpenRa.Game.Order.DeliverOre(self, underCursor);
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if (underCursor == null && Game.map.ContainsResource(xy) && !IsFull)
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if (underCursor == null && Game.map.ContainsResource(xy))
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return OpenRa.Game.Order.Harvest(self, xy);
|
||||
|
||||
return null;
|
||||
|
||||
@@ -12,8 +12,9 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
public Actor self;
|
||||
|
||||
public int2 fromCell;
|
||||
public int2 toCell { get { return self.Location; } set { self.Location = value; } }
|
||||
int2 __fromCell;
|
||||
public int2 fromCell { get { return __fromCell; } set { Game.UnitInfluence.Remove( this ); __fromCell = value; Game.UnitInfluence.Add( this ); } }
|
||||
public int2 toCell { get { return self.Location; } set { Game.UnitInfluence.Remove( this ); self.Location = value; Game.UnitInfluence.Add( this ); } }
|
||||
public int facing;
|
||||
|
||||
public int Voice = Game.CosmeticRandom.Next(2);
|
||||
|
||||
@@ -47,6 +47,14 @@ namespace OpenRa.Game
|
||||
}
|
||||
}
|
||||
|
||||
[System.Diagnostics.Conditional( "SANITY_CHECKS" )]
|
||||
void SanityCheckAdd( Mobile a )
|
||||
{
|
||||
foreach( var c in a.OccupiedCells() )
|
||||
if( influence[c.X, c.Y] != null )
|
||||
throw new InvalidOperationException( "UIM: Sanity check failed (Add)" );
|
||||
}
|
||||
|
||||
public Actor GetUnitAt( int2 a )
|
||||
{
|
||||
return influence[ a.X, a.Y ];
|
||||
@@ -54,6 +62,7 @@ namespace OpenRa.Game
|
||||
|
||||
public void Add(Mobile a)
|
||||
{
|
||||
SanityCheckAdd(a);
|
||||
foreach (var c in a.OccupiedCells())
|
||||
influence[c.X, c.Y] = a.self;
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace OpenRa.Game
|
||||
{
|
||||
var mobile = order.Subject.traits.Get<Mobile>();
|
||||
mobile.Cancel( order.Subject );
|
||||
mobile.QueueActivity( new Traits.Activities.Move( order.TargetLocation ) );
|
||||
mobile.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 8 ) );
|
||||
|
||||
var attackBase = order.Subject.traits.WithInterface<AttackBase>().FirstOrDefault();
|
||||
if( attackBase != null )
|
||||
@@ -57,7 +57,7 @@ namespace OpenRa.Game
|
||||
{
|
||||
var mobile = order.Subject.traits.Get<Mobile>();
|
||||
mobile.Cancel(order.Subject);
|
||||
mobile.QueueActivity(new Traits.Activities.Move(order.TargetActor.Location + new int2(1, 2)));
|
||||
mobile.QueueActivity(new Traits.Activities.Move(order.TargetActor.Location + new int2(1, 2), 0));
|
||||
mobile.QueueActivity(new Traits.Activities.Turn(64));
|
||||
mobile.QueueActivity(new Traits.Activities.DeliverOre());
|
||||
break;
|
||||
@@ -66,7 +66,7 @@ namespace OpenRa.Game
|
||||
{
|
||||
var mobile = order.Subject.traits.Get<Mobile>();
|
||||
mobile.Cancel(order.Subject);
|
||||
mobile.QueueActivity(new Traits.Activities.Move(order.TargetLocation));
|
||||
mobile.QueueActivity(new Traits.Activities.Move(order.TargetLocation, 0));
|
||||
mobile.QueueActivity(new Traits.Activities.Harvest() );
|
||||
break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user