Simplify MoveAdjacentTo logic. Fixes #5445.
This commit is contained in:
@@ -21,11 +21,10 @@ namespace OpenRA.Mods.RA.Activities
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readonly Mobile mobile;
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readonly PathFinder pathFinder;
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readonly DomainIndex domainIndex;
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readonly int movementClass;
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readonly uint movementClass;
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Activity inner;
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CPos cachedTargetPosition;
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CPos[] adjacentCells;
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CPos targetPosition;
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bool repath;
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public MoveAdjacentTo(Actor self, Target target)
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@@ -35,74 +34,86 @@ namespace OpenRA.Mods.RA.Activities
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mobile = self.Trait<Mobile>();
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pathFinder = self.World.WorldActor.Trait<PathFinder>();
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domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
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movementClass = mobile.Info.GetMovementClass(self.World.TileSet);
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movementClass = (uint)mobile.Info.GetMovementClass(self.World.TileSet);
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repath = true;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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var targetIsValid = target.IsValidFor(self);
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var targetPosition = target.CenterPosition.ToCPos();
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// Calculate path to target
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if (inner == null && repath)
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// Inner move order has completed.
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if (inner == null)
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{
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cachedTargetPosition = targetPosition;
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adjacentCells = Util.AdjacentCells(target).ToArray();
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// We are done here if the order was cancelled for any
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// reason except the target moving.
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if (IsCanceled || !repath || !targetIsValid)
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return NextActivity;
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// Target has moved, and MoveAdjacentTo is still valid.
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UpdateInnerPath(self);
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repath = false;
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var loc = self.Location;
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var searchCells = new List<CPos>();
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foreach (var cell in adjacentCells)
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{
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if (cell == loc)
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return NextActivity;
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else if (domainIndex == null || domainIndex.IsPassable(loc, cell, (uint)movementClass))
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searchCells.Add(cell);
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}
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if (searchCells.Any())
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{
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var ps1 = new PathSearch(self.World, mobile.Info, self)
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{
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checkForBlocked = true,
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heuristic = location => 0,
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inReverse = true
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};
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foreach (var cell in searchCells)
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ps1.AddInitialCell(cell);
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ps1.heuristic = PathSearch.DefaultEstimator(mobile.toCell);
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var ps2 = PathSearch.FromPoint(self.World, mobile.Info, self, mobile.toCell, target.CenterPosition.ToCPos(), true);
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var ret = pathFinder.FindBidiPath(ps1, ps2);
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inner = mobile.MoveTo(() => ret);
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}
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}
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// Force a repath once the actor reaches the next cell
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if (!repath && cachedTargetPosition != targetPosition)
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if (targetIsValid)
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{
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if (inner != null)
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inner.Cancel(self);
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// Check if the target has moved
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var oldPosition = targetPosition;
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targetPosition = target.CenterPosition.ToCPos();
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if (!repath && targetPosition != oldPosition)
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{
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// Finish moving into the next cell and then repath.
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if (inner != null)
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inner.Cancel(self);
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repath = true;
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repath = true;
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}
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}
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else
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{
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// Target became invalid. Cancel the inner order,
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// and then wait for it to move into the next cell
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// before finishing this order (handled above).
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inner.Cancel(self);
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}
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// Ticks the inner move activity to actually move the actor.
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inner = Util.RunActivity(self, inner);
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// Move completed
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if (inner == null && adjacentCells.Contains(self.Location))
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return NextActivity;
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return this;
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}
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void UpdateInnerPath(Actor self)
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{
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var targetCells = Util.AdjacentCells(target);
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var searchCells = new List<CPos>();
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var loc = self.Location;
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foreach (var cell in targetCells)
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if (mobile.CanEnterCell(cell) && (domainIndex == null || domainIndex.IsPassable(loc, cell, movementClass)))
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searchCells.Add(cell);
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if (searchCells.Any())
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{
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var ps1 = new PathSearch(self.World, mobile.Info, self)
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{
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checkForBlocked = true,
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heuristic = location => 0,
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inReverse = true
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};
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foreach (var cell in searchCells)
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ps1.AddInitialCell(cell);
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ps1.heuristic = PathSearch.DefaultEstimator(mobile.toCell);
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var ps2 = PathSearch.FromPoint(self.World, mobile.Info, self, mobile.toCell, targetPosition, true);
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var ret = pathFinder.FindBidiPath(ps1, ps2);
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inner = mobile.MoveTo(() => ret);
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}
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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if (inner != null)
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@@ -110,5 +121,13 @@ namespace OpenRA.Mods.RA.Activities
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return Target.None;
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}
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public override void Cancel(Actor self)
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{
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if (inner != null)
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inner.Cancel(self);
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base.Cancel(self);
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}
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}
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}
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