Various harvesting fixes.
This commit is contained in:
@@ -130,7 +130,10 @@ namespace OpenRa.Game
|
|||||||
return MakeBidiPath(fromSrc, fromDest, p);
|
return MakeBidiPath(fromSrc, fromDest, p);
|
||||||
|
|
||||||
/* make some progress on the second search */
|
/* 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>();
|
return new List<int2>();
|
||||||
|
|||||||
@@ -118,7 +118,7 @@ namespace OpenRa.Game
|
|||||||
return cellInfo;
|
return cellInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Func<int2, float> DefaultEstimator( int2 destination )
|
public static Func<int2, float> DefaultEstimator( int2 destination )
|
||||||
{
|
{
|
||||||
return here =>
|
return here =>
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -12,6 +12,8 @@ namespace OpenRa.Game.Traits.Activities
|
|||||||
bool isDone;
|
bool isDone;
|
||||||
Actor refinery;
|
Actor refinery;
|
||||||
|
|
||||||
|
public DeliverOre() { }
|
||||||
|
|
||||||
public DeliverOre( Actor refinery )
|
public DeliverOre( Actor refinery )
|
||||||
{
|
{
|
||||||
this.refinery = refinery;
|
this.refinery = refinery;
|
||||||
@@ -21,14 +23,44 @@ namespace OpenRa.Game.Traits.Activities
|
|||||||
|
|
||||||
public void Tick(Actor self, Mobile mobile)
|
public void Tick(Actor self, Mobile mobile)
|
||||||
{
|
{
|
||||||
if( self.Location != refinery.Location + refineryDeliverOffset )
|
if( isDone )
|
||||||
{
|
{
|
||||||
var move = new Move( refinery.Location + refineryDeliverOffset, 0 );
|
var harv = self.traits.Get<Harvester>();
|
||||||
mobile.InternalSetActivity( move );
|
|
||||||
mobile.QueueActivity( this );
|
harv.Deliver( self );
|
||||||
move.Tick( self, mobile );
|
|
||||||
|
if( NextActivity == null )
|
||||||
|
NextActivity = new Harvest();
|
||||||
|
mobile.InternalSetActivity( NextActivity );
|
||||||
return;
|
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 )
|
else if( mobile.facing != 64 )
|
||||||
{
|
{
|
||||||
var turn = new Turn( 64 );
|
var turn = new Turn( 64 );
|
||||||
@@ -37,22 +69,11 @@ namespace OpenRa.Game.Traits.Activities
|
|||||||
turn.Tick( self, mobile );
|
turn.Tick( self, mobile );
|
||||||
return;
|
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();
|
var renderUnit = self.traits.WithInterface<RenderUnit>().First();
|
||||||
if (renderUnit.anim.CurrentSequence.Name != "empty")
|
if( renderUnit.anim.CurrentSequence.Name != "empty" )
|
||||||
renderUnit.PlayCustomAnimation(self, "empty",
|
renderUnit.PlayCustomAnimation( self, "empty",
|
||||||
() => isDone = true);
|
() => isDone = true );
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Cancel(Actor self, Mobile mobile)
|
public void Cancel(Actor self, Mobile mobile)
|
||||||
|
|||||||
@@ -12,6 +12,8 @@ namespace OpenRa.Game.Traits.Activities
|
|||||||
|
|
||||||
public void Tick(Actor self, Mobile mobile)
|
public void Tick(Actor self, Mobile mobile)
|
||||||
{
|
{
|
||||||
|
if( isHarvesting ) return;
|
||||||
|
|
||||||
if( NextActivity != null )
|
if( NextActivity != null )
|
||||||
{
|
{
|
||||||
mobile.InternalSetActivity( NextActivity );
|
mobile.InternalSetActivity( NextActivity );
|
||||||
@@ -20,10 +22,15 @@ namespace OpenRa.Game.Traits.Activities
|
|||||||
}
|
}
|
||||||
|
|
||||||
var harv = self.traits.Get<Harvester>();
|
var harv = self.traits.Get<Harvester>();
|
||||||
var isGem = false;
|
|
||||||
|
|
||||||
if (!harv.IsFull &&
|
if( harv.IsFull )
|
||||||
Game.map.ContainsResource(self.Location) &&
|
{
|
||||||
|
mobile.QueueActivity( new DeliverOre() );
|
||||||
|
mobile.InternalSetActivity( NextActivity );
|
||||||
|
}
|
||||||
|
|
||||||
|
var isGem = false;
|
||||||
|
if (Game.map.ContainsResource(self.Location) &&
|
||||||
Game.map.Harvest(self.Location, out isGem))
|
Game.map.Harvest(self.Location, out isGem))
|
||||||
{
|
{
|
||||||
var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8);
|
var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8);
|
||||||
@@ -37,37 +44,7 @@ namespace OpenRa.Game.Traits.Activities
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (isHarvesting) return;
|
PlanMoreHarvesting( self, mobile );
|
||||||
|
|
||||||
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();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlanMoreHarvesting(Actor self, Mobile mobile)
|
void PlanMoreHarvesting(Actor self, Mobile mobile)
|
||||||
|
|||||||
Reference in New Issue
Block a user