Files
OpenRA/OpenRa.Game/Traits/Activities/Harvest.cs

104 lines
2.7 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)
{
if( NextActivity != null )
{
mobile.InternalSetActivity( NextActivity );
NextActivity.Tick( self, mobile );
return;
}
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 )
{
isHarvesting = true;
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 = 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)
{
/* find a nearby patch */
/* todo: add the queries we need to support this! */
var search = new PathSearch
{
heuristic = loc => ( Game.map.ContainsResource( loc ) ? 0 : 1 ),
umt = UnitMovementType.Wheel,
checkForBlocked = true
};
search.AddInitialCell( self.Location );
var path = Game.PathFinder.FindPath( search )
.TakeWhile( a => a != self.Location )
.ToList();
if( path.Count != 0 )
{
mobile.QueueActivity( new Move( path ) );
mobile.QueueActivity( new Harvest() );
}
mobile.InternalSetActivity( NextActivity );
}
public void Cancel(Actor self, Mobile mobile)
{
}
}
}