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ResourceAgent.cs
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124 lines (116 loc) · 3.73 KB
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using UnityEngine;
using System.Collections.Generic;
public class ResourceAgent : MonoBehaviour
{
public int neededCount;
public int currCount; //{ get; protected set; }
public Resource myRes; //One agent controls one resource.
List<ResourceController> storeList; //List of strores nearby to give orders.
PlayerManager player;
List<Order> myOrders;
List<DeliveryJob> myJobs;
void OnEnable()
{
storeList = new List<ResourceController>();
player = GameObject.Find("GameScript").GetComponent<PlayerManager>();
myOrders = new List<Order>();
myJobs = new List<DeliveryJob>();
currCount = 10;
}
public void OnBuild()
{
lookForStores();
updateOrders();
}
void lookForStores()
{
foreach (ResourceController rc in player.storeList)
{
//Debug.Log((rc.position.GetTileBeforeEnter() - position.GetTileBeforeEnter()).magnitude.ToString());
//Debug.Log(rc.position.GetTileBeforeEnter());
//Debug.Log(position.GetTileBeforeEnter());
if ((rc.position.GetTileBeforeEnter() - GetComponent<PositionScript>().GetTileBeforeEnter()).magnitude < ResourceController.RADIUS)
{
storeList.Add(rc);
Debug.Log("lookForStores: added store. Is it null? " + (rc == null).ToString());
}
}
}
public void AddStore(ResourceController store)
{
if (!storeList.Contains(store))
{
storeList.Add(store);
foreach(Order order in myOrders)
{
store.AddOrder(order, neededCount != 0);
//Debug.Log("AddStore: order added");
}
}
}
public void OrderIsTaken(Order order, DeliveryJob job, bool isLack)
{
foreach (ResourceController rc in storeList)
{
rc.RemoveOrder(order, isLack);
}
myOrders.Remove(order);
myJobs.Add(job);
}
public void JobIsEnded(DeliveryJob job)
{
Debug.Log("JobIsEnded: " + myRes + " Left jobs " + myJobs.Count.ToString());
myJobs.Remove(job);
Debug.Log("JobIsEnded: " + myRes + " Left jobs " + myJobs.Count.ToString());
Debug.Log("JobIsEnded: " + myRes + " Left orders " + myOrders.Count.ToString());
}
void MakeOrder(bool isLack)
{
Order order = new Order(myRes, GetComponent<PositionScript>());
foreach (ResourceController rc in storeList)
{
rc.AddOrder(order, isLack);
}
myOrders.Add(order);
}
void updateOrders()
{
if (neededCount == 0)
{
int over = currCount - myOrders.Count - myJobs.Count;
for (int i = 0; i < over; i++)
{
MakeOrder(false);
Debug.Log("updateOrders: Over order is made.");
}
} else
{
int lack = neededCount - currCount - myOrders.Count - myJobs.Count;
for (int i = 0; i < lack; i++)
{
MakeOrder(true);
Debug.Log("updateOrders: Lack order is made.");
}
}
}
public void TakeResource()
{
if (currCount > 0)
{
currCount--;
if (GetComponent<House>().someChanges != null) GetComponent<House>().someChanges();
updateOrders();
}
else
{
Debug.LogError("TakeResource: There is no resource in house.");
}
}
public void BringResource()
{
currCount++;
Debug.Log("BringResource: " + myRes + " now " + currCount);
updateOrders();
if (GetComponent<House>().someChanges != null) GetComponent<House>().someChanges();
}
}