Files
OpenRA/OpenRa.Game/Traits/Activities/Harvest.cs
2009-11-25 18:34:30 +13:00

64 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits.Activities
{
class Harvest : IActivity
{
public IActivity NextActivity { get; set; }
bool isHarvesting = false;
public IActivity Tick( Actor self )
{
var unit = self.traits.Get<Unit>();
var mobile = self.traits.Get<Mobile>();
if( isHarvesting ) return null;
if( NextActivity != null )
return NextActivity;
var harv = self.traits.Get<Harvester>();
if( harv.IsFull )
return new DeliverOre { NextActivity = NextActivity };
var isGem = false;
if( Rules.Map.ContainsResource( self.Location ) &&
Rules.Map.Harvest( self.Location, out isGem ) )
{
var harvestAnim = "harvest" + Util.QuantizeFacing( unit.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 null;
}
else
{
self.QueueActivity( new Move(
() =>
{
var search = new PathSearch
{
heuristic = loc => ( Rules.Map.ContainsResource( loc ) ? 0 : 1 ),
umt = UnitMovementType.Wheel,
checkForBlocked = true
};
search.AddInitialCell( self.Location );
return Game.PathFinder.FindPath( search );
} ) );
self.QueueActivity( new Harvest() );
return NextActivity;
}
}
public void Cancel(Actor self) { }
}
}