Various harvesting fixes.

This commit is contained in:
Bob
2009-11-12 11:38:28 +13:00
parent 39a7b01f4a
commit efb200c16c
4 changed files with 56 additions and 55 deletions

View File

@@ -130,7 +130,10 @@ namespace OpenRa.Game
return MakeBidiPath(fromSrc, fromDest, p);
/* make some progress on the second search */
fromDest.Expand( passableCost );
var q = fromDest.Expand( passableCost );
if (fromSrc.cellInfo[q.X, q.Y].Seen && fromSrc.cellInfo[q.X, q.Y].MinCost < float.PositiveInfinity)
return MakeBidiPath(fromSrc, fromDest, q);
}
return new List<int2>();

View File

@@ -118,7 +118,7 @@ namespace OpenRa.Game
return cellInfo;
}
static Func<int2, float> DefaultEstimator( int2 destination )
public static Func<int2, float> DefaultEstimator( int2 destination )
{
return here =>
{

View File

@@ -12,6 +12,8 @@ namespace OpenRa.Game.Traits.Activities
bool isDone;
Actor refinery;
public DeliverOre() { }
public DeliverOre( Actor refinery )
{
this.refinery = refinery;
@@ -21,14 +23,44 @@ namespace OpenRa.Game.Traits.Activities
public void Tick(Actor self, Mobile mobile)
{
if( self.Location != refinery.Location + refineryDeliverOffset )
if( isDone )
{
var move = new Move( refinery.Location + refineryDeliverOffset, 0 );
mobile.InternalSetActivity( move );
mobile.QueueActivity( this );
move.Tick( self, mobile );
var harv = self.traits.Get<Harvester>();
harv.Deliver( self );
if( NextActivity == null )
NextActivity = new Harvest();
mobile.InternalSetActivity( NextActivity );
return;
}
else if( refinery == null || refinery.IsDead )
{
var search = new PathSearch
{
heuristic = PathSearch.DefaultEstimator( self.Location ),
umt = mobile.GetMovementType(),
checkForBlocked = false,
};
var refineries = Game.world.Actors.Where( x => x.unitInfo == Rules.UnitInfo[ "proc" ] ).ToList();
foreach( var r in refineries )
search.AddInitialCell( r.Location + refineryDeliverOffset );
var path = Game.PathFinder.FindPath( search );
path.Reverse();
if( path.Count != 0 )
{
refinery = refineries.FirstOrDefault( x => x.Location + refineryDeliverOffset == path[ 0 ] );
var move = new Move( () => path );
mobile.InternalSetActivity( move );
mobile.QueueActivity( this );
move.Tick( self, mobile );
return;
}
else
// no refineries reachable?
return;
}
else if( mobile.facing != 64 )
{
var turn = new Turn( 64 );
@@ -37,22 +69,11 @@ namespace OpenRa.Game.Traits.Activities
turn.Tick( self, mobile );
return;
}
else if (isDone)
{
var harv = self.traits.Get<Harvester>();
harv.Deliver(self);
if( NextActivity == null )
NextActivity = new Harvest();
mobile.InternalSetActivity(NextActivity);
return;
}
var renderUnit = self.traits.WithInterface<RenderUnit>().First();
if (renderUnit.anim.CurrentSequence.Name != "empty")
renderUnit.PlayCustomAnimation(self, "empty",
() => isDone = true);
if( renderUnit.anim.CurrentSequence.Name != "empty" )
renderUnit.PlayCustomAnimation( self, "empty",
() => isDone = true );
}
public void Cancel(Actor self, Mobile mobile)

View File

@@ -12,6 +12,8 @@ namespace OpenRa.Game.Traits.Activities
public void Tick(Actor self, Mobile mobile)
{
if( isHarvesting ) return;
if( NextActivity != null )
{
mobile.InternalSetActivity( NextActivity );
@@ -20,10 +22,15 @@ namespace OpenRa.Game.Traits.Activities
}
var harv = self.traits.Get<Harvester>();
var isGem = false;
if (!harv.IsFull &&
Game.map.ContainsResource(self.Location) &&
if( harv.IsFull )
{
mobile.QueueActivity( new DeliverOre() );
mobile.InternalSetActivity( NextActivity );
}
var isGem = false;
if (Game.map.ContainsResource(self.Location) &&
Game.map.Harvest(self.Location, out isGem))
{
var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8);
@@ -37,37 +44,7 @@ namespace OpenRa.Game.Traits.Activities
return;
}
if (isHarvesting) return;
if (harv.IsFull)
PlanReturnToBase(self, mobile);
else
PlanMoreHarvesting(self, mobile);
}
/* maybe this doesnt really belong here, since it's the
* same as what UnitOrders has to do for an explicit return */
void PlanReturnToBase(Actor self, Mobile mobile)
{
/* find a proc */
var proc = ChooseReturnLocation(self);
if( proc != null )
mobile.QueueActivity( new DeliverOre( proc ) );
mobile.InternalSetActivity(NextActivity);
}
static Actor ChooseReturnLocation(Actor self)
{
/* todo: compute paths to possible procs, taking into account enemy presence */
/* currently, we're good at choosing close, inaccessible procs */
return Game.world.Actors.Where(
a => a.Owner == self.Owner &&
a.traits.Contains<AcceptsOre>())
.OrderBy(p => (p.Location - self.Location).LengthSquared)
.FirstOrDefault();
PlanMoreHarvesting( self, mobile );
}
void PlanMoreHarvesting(Actor self, Mobile mobile)