Move Enter and Repair Building activities, EngineerRepair trait and ActorExts to Mods.Common and extract IgnoresDisguise trait to its own file
This commit is contained in:
269
OpenRA.Mods.Common/Activities/Enter.cs
Normal file
269
OpenRA.Mods.Common/Activities/Enter.cs
Normal file
@@ -0,0 +1,269 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRA.Activities;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Activities
|
||||
{
|
||||
public abstract class Enter : Activity
|
||||
{
|
||||
public enum ReserveStatus { None, TooFar, Pending, Ready }
|
||||
enum State { ApproachingOrEntering, Inside, Exiting, Done }
|
||||
|
||||
readonly IMove move;
|
||||
readonly int maxTries = 0;
|
||||
readonly bool targetCenter;
|
||||
public Target Target { get { return target; } }
|
||||
Target target;
|
||||
State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
|
||||
bool isEnteringOrInside = false; // Used to know if exiting should be used
|
||||
WPos savedPos; // Position just before entering
|
||||
Activity inner;
|
||||
bool firstApproach = true;
|
||||
|
||||
protected Enter(Actor self, Actor target, int maxTries = 1, bool targetCenter = false)
|
||||
{
|
||||
this.move = self.Trait<IMove>();
|
||||
this.target = Target.FromActor(target);
|
||||
this.maxTries = maxTries;
|
||||
this.targetCenter = targetCenter;
|
||||
}
|
||||
|
||||
// CanEnter(target) should to be true; othwise, Enter may abort.
|
||||
// Tries counter starts at 1 (reset every tick)
|
||||
protected virtual bool TryGetAlternateTarget(Actor self, int tries, ref Target target) { return false; }
|
||||
protected virtual bool CanReserve(Actor self) { return true; }
|
||||
protected virtual ReserveStatus Reserve(Actor self)
|
||||
{
|
||||
return !CanReserve(self) ? ReserveStatus.None : move.CanEnterTargetNow(self, target) ? ReserveStatus.Ready : ReserveStatus.TooFar;
|
||||
}
|
||||
|
||||
protected virtual void Unreserve(Actor self, bool abort) { }
|
||||
protected virtual void OnInside(Actor self) { }
|
||||
|
||||
protected bool TryGetAlternateTargetInCircle(Actor self, WRange radius, Action<Target> update, Func<Actor, bool> primaryFilter, Func<Actor, bool>[] preferenceFilters = null)
|
||||
{
|
||||
var radiusSquared = radius.Range * radius.Range;
|
||||
var diff = new WVec(radius, radius, WRange.Zero);
|
||||
var candidates = self.World.ActorMap.ActorsInBox(self.CenterPosition - diff, self.CenterPosition + diff)
|
||||
.Where(primaryFilter).Select(a => new { Actor = a, Ls = (self.CenterPosition - a.CenterPosition).HorizontalLengthSquared })
|
||||
.Where(p => p.Ls <= radiusSquared).OrderBy(p => p.Ls).Select(p => p.Actor);
|
||||
if (preferenceFilters != null)
|
||||
foreach (var filter in preferenceFilters)
|
||||
{
|
||||
var preferredCandidate = candidates.FirstOrDefault(filter);
|
||||
if (preferredCandidate == null)
|
||||
continue;
|
||||
target = Target.FromActor(preferredCandidate);
|
||||
update(target);
|
||||
return true;
|
||||
}
|
||||
|
||||
var candidate = candidates.FirstOrDefault();
|
||||
if (candidate == null)
|
||||
return false;
|
||||
target = Target.FromActor(candidate);
|
||||
update(target);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Called when inner activity is this and returns inner activity for next tick.
|
||||
protected virtual Activity InsideTick(Actor self) { return null; }
|
||||
|
||||
// Abort entering and/or leave if necessary
|
||||
protected virtual void AbortOrExit(Actor self)
|
||||
{
|
||||
if (nextState == State.Done)
|
||||
return;
|
||||
nextState = isEnteringOrInside ? State.Exiting : State.Done;
|
||||
if (inner == this)
|
||||
inner = null;
|
||||
else if (inner != null)
|
||||
inner.Cancel(self);
|
||||
if (isEnteringOrInside)
|
||||
Unreserve(self, true);
|
||||
}
|
||||
|
||||
// Cancel inner activity and mark as done unless already leaving or done
|
||||
protected void Done(Actor self)
|
||||
{
|
||||
if (nextState == State.Done)
|
||||
return;
|
||||
nextState = State.Done;
|
||||
if (inner == this)
|
||||
inner = null;
|
||||
else if (inner != null)
|
||||
inner.Cancel(self);
|
||||
}
|
||||
|
||||
public override void Cancel(Actor self)
|
||||
{
|
||||
AbortOrExit(self);
|
||||
if (nextState < State.Exiting)
|
||||
base.Cancel(self);
|
||||
else
|
||||
NextActivity = null;
|
||||
}
|
||||
|
||||
ReserveStatus TryReserveElseTryAlternateReserve(Actor self)
|
||||
{
|
||||
for (var tries = 0;;)
|
||||
switch (Reserve(self))
|
||||
{
|
||||
case ReserveStatus.None:
|
||||
if (++tries > maxTries || !TryGetAlternateTarget(self, tries, ref target))
|
||||
return ReserveStatus.None;
|
||||
continue;
|
||||
case ReserveStatus.TooFar:
|
||||
// Always goto to transport on first approach
|
||||
if (firstApproach)
|
||||
{
|
||||
firstApproach = false;
|
||||
return ReserveStatus.TooFar;
|
||||
}
|
||||
|
||||
if (++tries > maxTries)
|
||||
return ReserveStatus.TooFar;
|
||||
Target t = target;
|
||||
if (!TryGetAlternateTarget(self, tries, ref t))
|
||||
return ReserveStatus.TooFar;
|
||||
if ((target.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= (t.CenterPosition - self.CenterPosition).HorizontalLengthSquared)
|
||||
return ReserveStatus.TooFar;
|
||||
target = t;
|
||||
continue;
|
||||
case ReserveStatus.Pending:
|
||||
return ReserveStatus.Pending;
|
||||
case ReserveStatus.Ready:
|
||||
return ReserveStatus.Ready;
|
||||
}
|
||||
}
|
||||
|
||||
State FindAndTransitionToNextState(Actor self)
|
||||
{
|
||||
switch (nextState)
|
||||
{
|
||||
case State.ApproachingOrEntering:
|
||||
|
||||
// Reserve to enter or approach
|
||||
isEnteringOrInside = false;
|
||||
switch (TryReserveElseTryAlternateReserve(self))
|
||||
{
|
||||
case ReserveStatus.None:
|
||||
return State.Done; // No available target -> abort to next activity
|
||||
case ReserveStatus.TooFar:
|
||||
inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
|
||||
return State.ApproachingOrEntering;
|
||||
case ReserveStatus.Pending:
|
||||
return State.ApproachingOrEntering; // Retry next tick
|
||||
case ReserveStatus.Ready:
|
||||
break; // Reserved target -> start entering target
|
||||
}
|
||||
|
||||
// Entering
|
||||
isEnteringOrInside = true;
|
||||
savedPos = self.CenterPosition; // Save position of self, before entering, for returning on exit
|
||||
|
||||
inner = move.MoveIntoTarget(self, target); // Enter
|
||||
|
||||
if (inner != null)
|
||||
{
|
||||
nextState = State.Inside; // Should be inside once inner activity is null
|
||||
return State.ApproachingOrEntering;
|
||||
}
|
||||
|
||||
// Can enter but there is no activity for it, so go inside without one
|
||||
goto case State.Inside;
|
||||
|
||||
case State.Inside:
|
||||
// Might as well teleport into target if there is no MoveIntoTarget activity
|
||||
if (nextState == State.ApproachingOrEntering)
|
||||
nextState = State.Inside;
|
||||
|
||||
// Otherwise, try to recover from moving target
|
||||
else if (target.CenterPosition != self.CenterPosition)
|
||||
{
|
||||
nextState = State.ApproachingOrEntering;
|
||||
Unreserve(self, false);
|
||||
if (Reserve(self) == ReserveStatus.Ready)
|
||||
{
|
||||
inner = move.MoveIntoTarget(self, target); // Enter
|
||||
if (inner != null)
|
||||
return State.ApproachingOrEntering;
|
||||
|
||||
nextState = State.ApproachingOrEntering;
|
||||
goto case State.ApproachingOrEntering;
|
||||
}
|
||||
|
||||
nextState = State.ApproachingOrEntering;
|
||||
isEnteringOrInside = false;
|
||||
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
|
||||
|
||||
return State.ApproachingOrEntering;
|
||||
}
|
||||
|
||||
OnInside(self);
|
||||
|
||||
// Return if Abort(Actor) or Done(self) was called from OnInside.
|
||||
if (nextState >= State.Exiting)
|
||||
return State.Inside;
|
||||
|
||||
inner = this; // Start inside activity
|
||||
nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called)
|
||||
return State.Inside;
|
||||
|
||||
// TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity
|
||||
case State.Exiting:
|
||||
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
|
||||
|
||||
// If not successfully exiting, retry on next tick
|
||||
if (inner == null)
|
||||
return State.Exiting;
|
||||
isEnteringOrInside = false;
|
||||
nextState = State.Done;
|
||||
return State.Exiting;
|
||||
|
||||
case State.Done:
|
||||
return State.Done;
|
||||
}
|
||||
|
||||
return State.Done; // dummy to quiet dumb compiler
|
||||
}
|
||||
|
||||
Activity CanceledTick(Actor self)
|
||||
{
|
||||
if (inner == null)
|
||||
return Util.RunActivity(self, NextActivity);
|
||||
inner.Cancel(self);
|
||||
inner.Queue(NextActivity);
|
||||
return Util.RunActivity(self, inner);
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
if (IsCanceled)
|
||||
return CanceledTick(self);
|
||||
|
||||
// Check target validity if not exiting or done
|
||||
if (nextState != State.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
|
||||
AbortOrExit(self);
|
||||
|
||||
// If no current activity, tick next activity
|
||||
if (inner == null && FindAndTransitionToNextState(self) == State.Done)
|
||||
return CanceledTick(self);
|
||||
|
||||
// Run inner activity/InsideTick
|
||||
inner = inner == this ? InsideTick(self) : Util.RunActivity(self, inner);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user