Files
OpenRA/OpenRa.Game/Traits/Activities/Harvest.cs
2009-11-03 19:24:28 +13:00

76 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits.Activities
{
class Harvest : Activity
{
public Activity NextActivity { get; set; }
bool isHarvesting = false;
public void Tick(Actor self, Mobile mobile)
{
var harv = self.traits.Get<Harvester>();
var isGem = false;
if (!harv.IsFull &&
Game.map.ContainsResource(self.Location) &&
Game.map.Harvest(self.Location, out isGem))
{
var harvestAnim = "harvest" + Util.QuantizeFacing(mobile.facing, 8);
var renderUnit = self.traits.WithInterface<RenderUnit>().First(); /* better have one of these! */
if (harvestAnim != renderUnit.anim.CurrentSequence.Name)
renderUnit.PlayCustomAnimation(self, harvestAnim, () => isHarvesting = false);
harv.AcceptResource(isGem);
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 = Game.world.Actors.Where(
a => a.Owner == self.Owner &&
a.traits.Contains<AcceptsOre>())
.FirstOrDefault(); /* todo: *closest* proc, maybe? */
if (proc == null)
{
Cancel(self, mobile); /* is this a sane way to cancel? */
return;
}
mobile.QueueActivity(new Move(proc.Location + new int2(1, 2)));
mobile.QueueActivity(new Turn(64));
mobile.QueueActivity(new DeliverOre());
mobile.InternalSetActivity(NextActivity);
}
void PlanMoreHarvesting(Actor self, Mobile mobile)
{
/* find a nearby patch */
/* todo: add the queries we need to support this! */
mobile.InternalSetActivity(NextActivity);
}
public void Cancel(Actor self, Mobile mobile)
{
mobile.InternalSetActivity(null); /* bob: anything else required? */
}
}
}