Allow units to give way when path is blocked by oncoming unit.

This commit is contained in:
tovl
2019-04-12 19:26:22 +02:00
committed by RoosterDragon
parent 32309bb8ea
commit 4a609bbee8
25 changed files with 309 additions and 184 deletions

View File

@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Traits
bool IOccupySpaceInfo.SharesCell { get { return false; } }
// Used to determine if an aircraft can spawn landed
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
if (!world.Map.Contains(cell))
return false;
@@ -170,7 +170,7 @@ namespace OpenRA.Mods.Common.Traits
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return false;
if (!checkTransientActors)
if (check == BlockedByActor.None)
return true;
return !world.ActorMap.GetActorsAt(cell).Any(x => x != ignoreActor);
@@ -721,9 +721,9 @@ namespace OpenRA.Mods.Common.Traits
public bool CanExistInCell(CPos cell) { return true; }
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; } // TODO: Handle landing
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true) { return true; }
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All) { return true; }
public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
// Does not use any subcell
return SubCell.Invalid;

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@@ -231,7 +231,7 @@ namespace OpenRA.Mods.Common.Traits
if (IsTraitDisabled)
return false;
if (Info.AttackRequiresEnteringCell && (positionable == null || !positionable.CanEnterCell(t.Actor.Location, null, false)))
if (Info.AttackRequiresEnteringCell && (positionable == null || !positionable.CanEnterCell(t.Actor.Location, null, BlockedByActor.None)))
return false;
// PERF: Avoid LINQ.

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@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Traits
claimLayer.CanClaimCell(actor, cell);
var path = pathfinder.FindPath(
PathSearch.Search(world, harv.Locomotor, actor, true, isValidResource)
PathSearch.Search(world, harv.Locomotor, actor, BlockedByActor.Stationary, isValidResource)
.WithCustomCost(loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)))

View File

@@ -198,7 +198,7 @@ namespace OpenRA.Mods.Common.Traits
if (mobile.locomotor.MovementCostForCell(cell) == short.MaxValue)
return false;
return mobile.locomotor.CanMoveFreelyInto(self, cell, null, CellConditions.BlockedByMovers);
return mobile.locomotor.CanMoveFreelyInto(self, cell, BlockedByActor.All, null);
}
}
}

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@@ -218,7 +218,7 @@ namespace OpenRA.Mods.Common.Traits
return Util.AdjacentCells(self.World, Target.FromActor(self)).Where(c => self.Location != c);
}
public bool CanUnload(bool immediate = false)
public bool CanUnload(BlockedByActor check = BlockedByActor.None)
{
if (checkTerrainType)
{
@@ -229,7 +229,7 @@ namespace OpenRA.Mods.Common.Traits
}
return !IsEmpty(self) && (aircraft == null || aircraft.CanLand(self.Location, blockedByMobile: false))
&& CurrentAdjacentCells != null && CurrentAdjacentCells.Any(c => Passengers.Any(p => !p.IsDead && p.Trait<IPositionable>().CanEnterCell(c, null, immediate)));
&& CurrentAdjacentCells != null && CurrentAdjacentCells.Any(c => Passengers.Any(p => !p.IsDead && p.Trait<IPositionable>().CanEnterCell(c, null, check)));
}
public bool CanLoad(Actor self, Actor a)
@@ -430,7 +430,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyKilled.Killed(Actor self, AttackInfo e)
{
if (Info.EjectOnDeath)
while (!IsEmpty(self) && CanUnload(true))
while (!IsEmpty(self) && CanUnload(BlockedByActor.All))
{
var passenger = Unload(self);
var cp = self.CenterPosition;
@@ -438,7 +438,7 @@ namespace OpenRA.Mods.Common.Traits
var positionable = passenger.Trait<IPositionable>();
positionable.SetPosition(passenger, self.Location);
if (!inAir && positionable.CanEnterCell(self.Location, self, false))
if (!inAir && positionable.CanEnterCell(self.Location, self, BlockedByActor.None))
{
self.World.AddFrameEndTask(w => w.Add(passenger));
var nbms = passenger.TraitsImplementing<INotifyBlockingMove>();

View File

@@ -40,9 +40,9 @@ namespace OpenRA.Mods.Common.Traits
bool IOccupySpaceInfo.SharesCell { get { return false; } }
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
return GetAvailableSubCell(world, cell, ignoreActor, checkTransientActors) != SubCell.Invalid;
return GetAvailableSubCell(world, cell, ignoreActor, check) != SubCell.Invalid;
}
public bool CanExistInCell(World world, CPos cell)
@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public SubCell GetAvailableSubCell(World world, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
public SubCell GetAvailableSubCell(World world, CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
if (!CanExistInCell(world, cell))
return SubCell.Invalid;
@@ -65,7 +65,7 @@ namespace OpenRA.Mods.Common.Traits
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return SubCell.Invalid;
if (!checkTransientActors)
if (check == BlockedByActor.None)
return SubCell.FullCell;
return !world.ActorMap.GetActorsAt(cell).Any(x => x != ignoreActor)
@@ -208,16 +208,16 @@ namespace OpenRA.Mods.Common.Traits
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return self.Location == location && ticks + 1 == info.Lifetime * 25; }
public SubCell GetValidSubCell(SubCell preferred = SubCell.Any) { return SubCell.FullCell; }
public SubCell GetAvailableSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
public SubCell GetAvailableSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
return info.GetAvailableSubCell(self.World, cell, ignoreActor, checkTransientActors);
return info.GetAvailableSubCell(self.World, cell, ignoreActor, check);
}
public bool CanExistInCell(CPos cell) { return info.CanExistInCell(self.World, cell); }
public bool CanEnterCell(CPos a, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(CPos a, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
return GetAvailableSubCell(a, SubCell.Any, ignoreActor, checkTransientActors) != SubCell.Invalid;
return GetAvailableSubCell(a, SubCell.Any, ignoreActor, check) != SubCell.Invalid;
}
bool ICrushable.CrushableBy(Actor self, Actor crusher, BitSet<CrushClass> crushClasses)

View File

@@ -184,7 +184,7 @@ namespace OpenRA.Mods.Common.Traits
// Start a search from each refinery's delivery location:
List<CPos> path;
using (var search = PathSearch.FromPoints(self.World, mobile.Locomotor, self, refs.Values.Select(r => r.Location), self.Location, false)
using (var search = PathSearch.FromPoints(self.World, mobile.Locomotor, self, refs.Values.Select(r => r.Location), self.Location, BlockedByActor.None)
.WithCustomCost(loc =>
{
if (!refs.ContainsKey(loc))

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
bool IOccupySpaceInfo.SharesCell { get { return false; } }
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
// IPositionable*Info*.CanEnterCell is only ever used for things like exiting production facilities,
// all places relevant for husks check IPositionable.CanEnterCell instead, so we can safely set this to true.
@@ -107,21 +107,21 @@ namespace OpenRA.Mods.Common.Traits
public Pair<CPos, SubCell>[] OccupiedCells() { return new[] { Pair.New(TopLeft, SubCell.FullCell) }; }
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; }
public SubCell GetValidSubCell(SubCell preferred = SubCell.Any) { return SubCell.FullCell; }
public SubCell GetAvailableSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
public SubCell GetAvailableSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
if (!CanExistInCell(cell))
return SubCell.Invalid;
if (!checkTransientActors)
if (check == BlockedByActor.None)
return SubCell.FullCell;
return self.World.ActorMap.GetActorsAt(cell)
.All(x => x == ignoreActor) ? SubCell.FullCell : SubCell.Invalid;
}
public bool CanEnterCell(CPos a, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(CPos a, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
return GetAvailableSubCell(a, SubCell.Any, ignoreActor, checkTransientActors) != SubCell.Invalid;
return GetAvailableSubCell(a, SubCell.Any, ignoreActor, check) != SubCell.Invalid;
}
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any) { SetPosition(self, self.World.Map.CenterOfCell(cell)); }

View File

@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Traits
// initialized and used by CanEnterCell
Locomotor locomotor;
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
// PERF: Avoid repeated trait queries on the hot path
if (locomotor == null)
@@ -92,8 +92,7 @@ namespace OpenRA.Mods.Common.Traits
if (locomotor.MovementCostForCell(cell) == short.MaxValue)
return false;
var check = checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers;
return locomotor.CanMoveFreelyInto(self, cell, ignoreActor, check);
return locomotor.CanMoveFreelyInto(self, cell, check, ignoreActor);
}
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
@@ -176,6 +175,8 @@ namespace OpenRA.Mods.Common.Traits
INotifyFinishedMoving[] notifyFinishedMoving;
IWrapMove[] moveWrappers;
bool requireForceMove;
public bool TurnToMove;
public bool IsBlocking { get; private set; }
#region IFacing
[Sync]
@@ -298,15 +299,6 @@ namespace OpenRA.Mods.Common.Traits
if (IsTraitDisabled || IsTraitPaused)
return;
// Initial fairly braindead implementation.
// don't allow ourselves to be pushed around by the enemy!
if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally)
return;
// Don't nudge if we're busy doing something!
if (!force && !self.IsIdle)
return;
// Pick an adjacent available cell.
var availCells = new List<CPos>();
var notStupidCells = new List<CPos>();
@@ -358,6 +350,17 @@ namespace OpenRA.Mods.Common.Traits
}
}
public bool IsLeaving()
{
if (CurrentMovementTypes.HasFlag(MovementType.Horizontal))
return true;
if (CurrentMovementTypes.HasFlag(MovementType.Turn))
return TurnToMove;
return false;
}
public bool CanInteractWithGroundLayer(Actor self)
{
// TODO: Think about extending this to support arbitrary layer-layer checks
@@ -442,10 +445,9 @@ namespace OpenRA.Mods.Common.Traits
&& (subCell == SubCell.Any || FromSubCell == subCell || subCell == SubCell.FullCell || FromSubCell == SubCell.FullCell);
}
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
var cellConditions = checkTransientActors ? CellConditions.All : CellConditions.None;
return Locomotor.GetAvailableSubCell(self, a, preferredSubCell, ignoreActor, cellConditions);
return Locomotor.GetAvailableSubCell(self, a, check, preferredSubCell, ignoreActor);
}
public bool CanExistInCell(CPos cell)
@@ -453,9 +455,9 @@ namespace OpenRA.Mods.Common.Traits
return Locomotor.MovementCostForCell(cell) != short.MaxValue;
}
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, BlockedByActor check = BlockedByActor.All)
{
return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors);
return Info.CanEnterCell(self.World, self, cell, ignoreActor, check);
}
#endregion
@@ -474,6 +476,7 @@ namespace OpenRA.Mods.Common.Traits
FromSubCell = fromSub;
ToSubCell = toSub;
AddInfluence();
IsBlocking = false;
// Most custom layer conditions are added/removed when starting the transition between layers.
if (toCell.Layer != fromCell.Layer)
@@ -737,7 +740,7 @@ namespace OpenRA.Mods.Common.Traits
}
public Activity ScriptedMove(CPos cell) { return new Move(self, cell); }
public Activity MoveTo(Func<List<CPos>> pathFunc) { return new Move(self, pathFunc); }
public Activity MoveTo(Func<BlockedByActor, List<CPos>> pathFunc) { return new Move(self, pathFunc); }
Activity VisualMove(Actor self, WPos fromPos, WPos toPos, CPos cell)
{
@@ -758,7 +761,7 @@ namespace OpenRA.Mods.Common.Traits
var pathFinder = self.World.WorldActor.Trait<IPathFinder>();
List<CPos> path;
using (var search = PathSearch.Search(self.World, Locomotor, self, true,
using (var search = PathSearch.Search(self.World, Locomotor, self, BlockedByActor.All,
loc => loc.Layer == 0 && CanEnterCell(loc))
.FromPoint(self.Location))
path = pathFinder.FindPath(search);
@@ -782,7 +785,7 @@ namespace OpenRA.Mods.Common.Traits
init.Add(new FacingInit(facing));
// Allows the husk to drag to its final position
if (CanEnterCell(self.Location, self, false))
if (CanEnterCell(self.Location, self, BlockedByActor.Stationary))
init.Add(new HuskSpeedInit(MovementSpeedForCell(self, self.Location)));
}
@@ -804,8 +807,16 @@ namespace OpenRA.Mods.Common.Traits
void INotifyBlockingMove.OnNotifyBlockingMove(Actor self, Actor blocking)
{
if (self.IsIdle && self.AppearsFriendlyTo(blocking))
if (!self.AppearsFriendlyTo(blocking))
return;
if (self.IsIdle)
{
Nudge(self, blocking, true);
return;
}
IsBlocking = true;
}
public override IEnumerable<VariableObserver> GetVariableObservers()

View File

@@ -19,33 +19,19 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Flags]
public enum CellConditions
{
None = 0,
TransientActors,
BlockedByMovers,
All = TransientActors | BlockedByMovers
}
[Flags]
public enum CellFlag : byte
{
HasFreeSpace = 0,
HasActor = 1,
HasMovingActor = 2,
HasCrushableActor = 4,
HasTemporaryBlocker = 8
HasMovingActor = 1,
HasStationaryActor = 2,
HasMovableActor = 4,
HasCrushableActor = 8,
HasTemporaryBlocker = 16
}
public static class LocomoterExts
{
public static bool HasCellCondition(this CellConditions c, CellConditions cellCondition)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (c & cellCondition) == cellCondition;
}
public static bool HasCellFlag(this CellFlag c, CellFlag cellFlag)
{
// PERF: Enum.HasFlag is slower and requires allocations.
@@ -204,13 +190,13 @@ namespace OpenRA.Mods.Common.Traits
{
struct CellCache
{
public readonly LongBitSet<PlayerBitMask> Blocking;
public readonly LongBitSet<PlayerBitMask> Immovable;
public readonly LongBitSet<PlayerBitMask> Crushable;
public readonly CellFlag CellFlag;
public CellCache(LongBitSet<PlayerBitMask> blocking, CellFlag cellFlag, LongBitSet<PlayerBitMask> crushable = default(LongBitSet<PlayerBitMask>))
public CellCache(LongBitSet<PlayerBitMask> immovable, CellFlag cellFlag, LongBitSet<PlayerBitMask> crushable = default(LongBitSet<PlayerBitMask>))
{
Blocking = blocking;
Immovable = immovable;
Crushable = crushable;
CellFlag = cellFlag;
}
@@ -244,7 +230,7 @@ namespace OpenRA.Mods.Common.Traits
return cell.Layer == 0 ? cellsCost[cell] : customLayerCellsCost[cell.Layer][cell];
}
public short MovementCostToEnterCell(Actor actor, CPos destNode, Actor ignoreActor, CellConditions check)
public short MovementCostToEnterCell(Actor actor, CPos destNode, BlockedByActor check, Actor ignoreActor)
{
if (!world.Map.Contains(destNode))
return short.MaxValue;
@@ -252,19 +238,20 @@ namespace OpenRA.Mods.Common.Traits
var cellCost = destNode.Layer == 0 ? cellsCost[destNode] : customLayerCellsCost[destNode.Layer][destNode];
if (cellCost == short.MaxValue ||
!CanMoveFreelyInto(actor, destNode, ignoreActor, check))
!CanMoveFreelyInto(actor, destNode, check, ignoreActor))
return short.MaxValue;
return cellCost;
}
// Determines whether the actor is blocked by other Actors
public bool CanMoveFreelyInto(Actor actor, CPos cell, Actor ignoreActor, CellConditions check)
public bool CanMoveFreelyInto(Actor actor, CPos cell, BlockedByActor check, Actor ignoreActor)
{
var cellCache = GetCache(cell);
var cellFlag = cellCache.CellFlag;
if (!check.HasCellCondition(CellConditions.TransientActors))
// If the check allows: We are not blocked by transient actors.
if (check == BlockedByActor.None)
return true;
// No actor in the cell or free SubCell.
@@ -281,14 +268,31 @@ namespace OpenRA.Mods.Common.Traits
if (cellCache.Crushable.Overlaps(actor.Owner.PlayerMask))
return true;
// If the check allows: We are not blocked by moving units.
if (check <= BlockedByActor.Stationary && !cellFlag.HasCellFlag(CellFlag.HasStationaryActor))
return true;
// If the check allows: We are not blocked by units that we can force to move out of the way.
if (check <= BlockedByActor.Immovable && !cellCache.Immovable.Overlaps(actor.Owner.PlayerMask))
return true;
// Cache doesn't account for ignored actors or temporary blockers - these must use the slow path.
if (ignoreActor == null && !cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker))
{
// We are blocked by another actor in the cell.
if (cellCache.Blocking.Overlaps(actor.Owner.PlayerMask))
// We already know there are uncrushable actors in the cell so we are always blocked.
if (check == BlockedByActor.All)
return false;
if (check == CellConditions.BlockedByMovers && cellFlag < CellFlag.HasCrushableActor)
// We already know there are either immovable or stationary actors which the check does not allow.
if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor))
return false;
// All actors in the cell are immovable and some cannot be crushed.
if (!cellFlag.HasCellFlag(CellFlag.HasMovableActor))
return false;
// All actors in the cell are stationary and some cannot be crushed.
if (check == BlockedByActor.Stationary && !cellFlag.HasCellFlag(CellFlag.HasMovingActor))
return false;
}
@@ -299,12 +303,12 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
public SubCell GetAvailableSubCell(Actor self, CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, CellConditions check = CellConditions.All)
public SubCell GetAvailableSubCell(Actor self, CPos cell, BlockedByActor check, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null)
{
if (MovementCostForCell(cell) == short.MaxValue)
return SubCell.Invalid;
if (check.HasCellCondition(CellConditions.TransientActors))
if (check > BlockedByActor.None)
{
Func<Actor, bool> checkTransient = otherActor => IsBlockedBy(self, otherActor, ignoreActor, check, GetCache(cell).CellFlag);
@@ -320,15 +324,20 @@ namespace OpenRA.Mods.Common.Traits
return world.ActorMap.FreeSubCell(cell, preferredSubCell);
}
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, CellConditions check, CellFlag cellFlag)
bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, BlockedByActor check, CellFlag cellFlag)
{
if (otherActor == ignoreActor)
return false;
// If the check allows: we are not blocked by allied units moving in our direction.
if (!check.HasCellCondition(CellConditions.BlockedByMovers) && cellFlag.HasCellFlag(CellFlag.HasMovingActor) &&
// If the check allows: We are not blocked by units that we can force to move out of the way.
if (check <= BlockedByActor.Immovable && cellFlag.HasCellFlag(CellFlag.HasMovableActor) &&
self.Owner.Stances[otherActor.Owner] == Stance.Ally &&
IsMovingInMyDirection(self, otherActor))
otherActor.TraitOrDefault<IMove>() != null)
return false;
// If the check allows: we are not blocked by moving units.
if (check <= BlockedByActor.Stationary && cellFlag.HasCellFlag(CellFlag.HasMovingActor) &&
IsMoving(self, otherActor))
return false;
if (cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker))
@@ -339,11 +348,8 @@ namespace OpenRA.Mods.Common.Traits
return false;
}
if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor))
return true;
// If we cannot crush the other actor in our way, we are blocked.
if (Info.Crushes.IsEmpty)
if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor) || Info.Crushes.IsEmpty)
return true;
// If the other actor in our way cannot be crushed, we are blocked.
@@ -356,7 +362,7 @@ namespace OpenRA.Mods.Common.Traits
return true;
}
static bool IsMovingInMyDirection(Actor self, Actor other)
static bool IsMoving(Actor self, Actor other)
{
// PERF: Because we can be sure that OccupiesSpace is Mobile here we can save some performance by avoiding querying for the trait.
var otherMobile = other.OccupiesSpace as Mobile;
@@ -368,9 +374,7 @@ namespace OpenRA.Mods.Common.Traits
if (selfMobile == null)
return false;
// Moving in the same direction if the facing delta is between +/- 90 degrees
var delta = Util.NormalizeFacing(otherMobile.Facing - selfMobile.Facing);
return delta < 64 || delta > 192;
return true;
}
public void WorldLoaded(World w, WorldRenderer wr)
@@ -456,31 +460,32 @@ namespace OpenRA.Mods.Common.Traits
var cache = cell.Layer == 0 ? blockingCache : customLayerBlockingCache[cell.Layer];
var actors = actorMap.GetActorsAt(cell);
var cellFlag = CellFlag.HasFreeSpace;
if (!actors.Any())
{
cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), CellFlag.HasFreeSpace);
cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
return;
}
if (sharesCell && actorMap.HasFreeSubCell(cell))
{
cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), CellFlag.HasFreeSpace);
cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
return;
}
var cellFlag = CellFlag.HasActor;
var cellBlockedPlayers = default(LongBitSet<PlayerBitMask>);
var cellImmovablePlayers = default(LongBitSet<PlayerBitMask>);
var cellCrushablePlayers = world.AllPlayersMask;
foreach (var actor in actors)
{
var actorBlocksPlayers = world.AllPlayersMask;
var actorImmovablePlayers = world.AllPlayersMask;
var actorCrushablePlayers = world.NoPlayersMask;
var crushables = actor.TraitsImplementing<ICrushable>();
var mobile = actor.OccupiesSpace as Mobile;
var isMoving = mobile != null && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
var isMovable = mobile != null;
var isMoving = isMovable && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
if (crushables.Any())
{
@@ -490,9 +495,14 @@ namespace OpenRA.Mods.Common.Traits
}
if (isMoving)
{
actorBlocksPlayers = actorBlocksPlayers.Except(actor.Owner.AlliedPlayersMask);
cellFlag |= CellFlag.HasMovingActor;
else
cellFlag |= CellFlag.HasStationaryActor;
if (isMovable)
{
cellFlag |= CellFlag.HasMovableActor;
actorImmovablePlayers = actorImmovablePlayers.Except(actor.Owner.AlliedPlayersMask);
}
// PERF: Only perform ITemporaryBlocker trait look-up if mod/map rules contain any actors that are temporary blockers
@@ -504,10 +514,10 @@ namespace OpenRA.Mods.Common.Traits
}
cellCrushablePlayers = cellCrushablePlayers.Intersect(actorCrushablePlayers);
cellBlockedPlayers = cellBlockedPlayers.Union(actorBlocksPlayers);
cellImmovablePlayers = cellImmovablePlayers.Union(actorImmovablePlayers);
}
cache[cell] = new CellCache(cellBlockedPlayers, cellFlag, cellCrushablePlayers);
cache[cell] = new CellCache(cellImmovablePlayers, cellFlag, cellCrushablePlayers);
}
}
}

View File

@@ -33,9 +33,9 @@ namespace OpenRA.Mods.Common.Traits
/// Calculates a path for the actor from source to destination
/// </summary>
/// <returns>A path from start to target</returns>
List<CPos> FindUnitPath(CPos source, CPos target, Actor self, Actor ignoreActor);
List<CPos> FindUnitPath(CPos source, CPos target, Actor self, Actor ignoreActor, BlockedByActor check);
List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WDist range, Actor self);
List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WDist range, Actor self, BlockedByActor check);
/// <summary>
/// Calculates a path given a search specification
@@ -62,7 +62,7 @@ namespace OpenRA.Mods.Common.Traits
this.world = world;
}
public List<CPos> FindUnitPath(CPos source, CPos target, Actor self, Actor ignoreActor)
public List<CPos> FindUnitPath(CPos source, CPos target, Actor self, Actor ignoreActor, BlockedByActor check)
{
var mobile = self.Trait<Mobile>();
var locomotor = mobile.Locomotor;
@@ -78,19 +78,23 @@ namespace OpenRA.Mods.Common.Traits
return EmptyPath;
var distance = source - target;
if (source.Layer == target.Layer && distance.LengthSquared < 3 && locomotor.CanMoveFreelyInto(self, target, null, CellConditions.All))
var canMoveFreely = locomotor.CanMoveFreelyInto(self, target, check, null);
if (distance.LengthSquared < 3 && !canMoveFreely)
return new List<CPos> { };
if (source.Layer == target.Layer && distance.LengthSquared < 3 && canMoveFreely)
return new List<CPos> { target };
List<CPos> pb;
using (var fromSrc = PathSearch.FromPoint(world, locomotor, self, target, source, true).WithIgnoredActor(ignoreActor))
using (var fromDest = PathSearch.FromPoint(world, locomotor, self, source, target, true).WithIgnoredActor(ignoreActor).Reverse())
using (var fromSrc = PathSearch.FromPoint(world, locomotor, self, target, source, check).WithIgnoredActor(ignoreActor))
using (var fromDest = PathSearch.FromPoint(world, locomotor, self, source, target, check).WithIgnoredActor(ignoreActor).Reverse())
pb = FindBidiPath(fromSrc, fromDest);
return pb;
}
public List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WDist range, Actor self)
public List<CPos> FindUnitPathToRange(CPos source, SubCell srcSub, WPos target, WDist range, Actor self, BlockedByActor check)
{
if (!cached)
{
@@ -123,8 +127,8 @@ namespace OpenRA.Mods.Common.Traits
var locomotor = mobile.Locomotor;
using (var fromSrc = PathSearch.FromPoints(world, locomotor, self, tilesInRange, source, true))
using (var fromDest = PathSearch.FromPoint(world, locomotor, self, source, targetCell, true).Reverse())
using (var fromSrc = PathSearch.FromPoints(world, locomotor, self, tilesInRange, source, check))
using (var fromDest = PathSearch.FromPoint(world, locomotor, self, source, targetCell, check).Reverse())
return FindBidiPath(fromSrc, fromDest);
}