69 lines
1.6 KiB
C#
69 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class Harvest : Activity
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{
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public Activity NextActivity { get; set; }
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public void Tick(Actor self, Mobile mobile)
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{
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var harv = self.traits.Get<Harvester>();
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var isGem = false;
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if (!harv.IsFull &&
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Game.map.ContainsResource(self.Location) &&
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Game.map.Harvest(self.Location, out isGem))
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{
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harv.AcceptResource(isGem);
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return;
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}
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if (harv.IsFull)
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PlanReturnToBase(self, mobile);
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else
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PlanMoreHarvesting(self, mobile);
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}
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/* maybe this doesnt really belong here, since it's the
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* same as what UnitOrders has to do for an explicit return */
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void PlanReturnToBase(Actor self, Mobile mobile)
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{
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/* find a proc */
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var proc = Game.world.Actors.Where(
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a => a.Owner == self.Owner &&
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a.traits.Contains<AcceptsOre>())
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.FirstOrDefault(); /* todo: *closest* proc, maybe? */
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if (proc == null)
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{
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Cancel(self, mobile); /* is this a sane way to cancel? */
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return;
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}
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mobile.QueueActivity(new Move(proc.Location + new int2(1, 2)));
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mobile.QueueActivity(new Turn(64));
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/* todo: DeliverOre activity */
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mobile.InternalSetActivity(NextActivity);
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}
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void PlanMoreHarvesting(Actor self, Mobile mobile)
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{
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/* find a nearby patch */
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/* todo: add the queries we need to support this! */
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mobile.InternalSetActivity(NextActivity);
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}
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public void Cancel(Actor self, Mobile mobile)
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{
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mobile.InternalSetActivity(null); /* bob: anything else required? */
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}
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}
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}
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