Split Locomotor trait from Mobile
Add GrantConditionOn*Layer traits This allows to - drop some booleans from Locomotor - drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile - grant more than 1 condition per layer type (via multiple traits) - easily add more traits of this kind for other layers
This commit is contained in:
302
OpenRA.Mods.Common/Traits/World/Locomotor.cs
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302
OpenRA.Mods.Common/Traits/World/Locomotor.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Flags]
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public enum CellConditions
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{
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None = 0,
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TransientActors,
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BlockedByMovers,
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All = TransientActors | BlockedByMovers
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}
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public static class CellConditionsExts
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{
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public static bool HasCellCondition(this CellConditions c, CellConditions cellCondition)
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{
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// PERF: Enum.HasFlag is slower and requires allocations.
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return (c & cellCondition) == cellCondition;
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}
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}
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public static class CustomMovementLayerType
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{
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public const byte Tunnel = 1;
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public const byte Subterranean = 2;
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public const byte Jumpjet = 3;
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public const byte ElevatedBridge = 4;
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}
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[Desc("Used by Mobile. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
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public class LocomotorInfo : ITraitInfo
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{
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[Desc("Locomotor ID.")]
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public readonly string Name = "default";
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public readonly int WaitAverage = 5;
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public readonly int WaitSpread = 2;
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[Desc("Allow multiple (infantry) units in one cell.")]
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public readonly bool SharesCell = false;
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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[Desc("e.g. crate, wall, infantry")]
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public readonly HashSet<string> Crushes = new HashSet<string>();
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[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
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public readonly HashSet<string> CrushDamageTypes = new HashSet<string>();
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[FieldLoader.LoadUsing("LoadSpeeds", true)]
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[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
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public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
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protected static object LoadSpeeds(MiniYaml y)
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{
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var ret = new Dictionary<string, TerrainInfo>();
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foreach (var t in y.ToDictionary()["TerrainSpeeds"].Nodes)
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{
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var speed = FieldLoader.GetValue<int>("speed", t.Value.Value);
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var nodesDict = t.Value.ToDictionary();
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var cost = nodesDict.ContainsKey("PathingCost")
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? FieldLoader.GetValue<int>("cost", nodesDict["PathingCost"].Value)
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: 10000 / speed;
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ret.Add(t.Key, new TerrainInfo(speed, cost));
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}
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return ret;
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}
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TerrainInfo[] LoadTilesetSpeeds(TileSet tileSet)
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{
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var info = new TerrainInfo[tileSet.TerrainInfo.Length];
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for (var i = 0; i < info.Length; i++)
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info[i] = TerrainInfo.Impassable;
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foreach (var kvp in TerrainSpeeds)
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{
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byte index;
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if (tileSet.TryGetTerrainIndex(kvp.Key, out index))
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info[index] = kvp.Value;
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}
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return info;
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}
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public class TerrainInfo
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{
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public static readonly TerrainInfo Impassable = new TerrainInfo();
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public readonly int Cost;
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public readonly int Speed;
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public TerrainInfo()
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{
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Cost = int.MaxValue;
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Speed = 0;
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}
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public TerrainInfo(int speed, int cost)
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{
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Speed = speed;
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Cost = cost;
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}
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}
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public struct WorldMovementInfo
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{
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internal readonly World World;
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internal readonly TerrainInfo[] TerrainInfos;
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internal WorldMovementInfo(World world, LocomotorInfo info)
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{
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// PERF: This struct allows us to cache the terrain info for the tileset used by the world.
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// This allows us to speed up some performance-sensitive pathfinding calculations.
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World = world;
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TerrainInfos = info.TilesetTerrainInfo[world.Map.Rules.TileSet];
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}
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}
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public readonly Cache<TileSet, TerrainInfo[]> TilesetTerrainInfo;
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public readonly Cache<TileSet, int> TilesetMovementClass;
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public LocomotorInfo()
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{
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TilesetTerrainInfo = new Cache<TileSet, TerrainInfo[]>(LoadTilesetSpeeds);
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TilesetMovementClass = new Cache<TileSet, int>(CalculateTilesetMovementClass);
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}
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public int MovementCostForCell(World world, CPos cell)
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{
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return MovementCostForCell(world, TilesetTerrainInfo[world.Map.Rules.TileSet], cell);
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}
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int MovementCostForCell(World world, TerrainInfo[] terrainInfos, CPos cell)
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{
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if (!world.Map.Contains(cell))
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return int.MaxValue;
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var index = cell.Layer == 0 ? world.Map.GetTerrainIndex(cell) :
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world.GetCustomMovementLayers()[cell.Layer].GetTerrainIndex(cell);
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if (index == byte.MaxValue)
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return int.MaxValue;
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return terrainInfos[index].Cost;
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}
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public int CalculateTilesetMovementClass(TileSet tileset)
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{
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// collect our ability to cross *all* terraintypes, in a bitvector
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return TilesetTerrainInfo[tileset].Select(ti => ti.Cost < int.MaxValue).ToBits();
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}
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public int GetMovementClass(TileSet tileset)
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{
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return TilesetMovementClass[tileset];
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}
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public int TileSetMovementHash(TileSet tileSet)
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{
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var terrainInfos = TilesetTerrainInfo[tileSet];
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// Compute and return the hash using aggregate
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return terrainInfos.Aggregate(terrainInfos.Length,
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(current, terrainInfo) => unchecked(current * 31 + terrainInfo.Cost));
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}
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public WorldMovementInfo GetWorldMovementInfo(World world)
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{
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return new WorldMovementInfo(world, this);
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}
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public int MovementCostToEnterCell(WorldMovementInfo worldMovementInfo, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All)
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{
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var cost = MovementCostForCell(worldMovementInfo.World, worldMovementInfo.TerrainInfos, cell);
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if (cost == int.MaxValue || !CanMoveFreelyInto(worldMovementInfo.World, self, cell, ignoreActor, check))
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return int.MaxValue;
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return cost;
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}
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public SubCell GetAvailableSubCell(
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World world, Actor self, CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, CellConditions check = CellConditions.All)
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{
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if (MovementCostForCell(world, cell) == int.MaxValue)
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return SubCell.Invalid;
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if (check.HasCellCondition(CellConditions.TransientActors))
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{
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Func<Actor, bool> checkTransient = otherActor => IsBlockedBy(self, otherActor, ignoreActor, check);
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if (!SharesCell)
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return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell, checkTransient) ? SubCell.Invalid : SubCell.FullCell;
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return world.ActorMap.FreeSubCell(cell, preferredSubCell, checkTransient);
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}
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if (!SharesCell)
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return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell) ? SubCell.Invalid : SubCell.FullCell;
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return world.ActorMap.FreeSubCell(cell, preferredSubCell);
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}
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static bool IsMovingInMyDirection(Actor self, Actor other)
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{
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var otherMobile = other.TraitOrDefault<Mobile>();
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if (otherMobile == null || !otherMobile.IsMoving)
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return false;
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var selfMobile = self.TraitOrDefault<Mobile>();
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if (selfMobile == null)
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return false;
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// Moving in the same direction if the facing delta is between +/- 90 degrees
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var delta = Util.NormalizeFacing(otherMobile.Facing - selfMobile.Facing);
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return delta < 64 || delta > 192;
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}
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// Determines whether the actor is blocked by other Actors
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public bool CanMoveFreelyInto(World world, Actor self, CPos cell, Actor ignoreActor, CellConditions check)
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{
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if (!check.HasCellCondition(CellConditions.TransientActors))
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return true;
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if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
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return true;
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// PERF: Avoid LINQ.
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foreach (var otherActor in world.ActorMap.GetActorsAt(cell))
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if (IsBlockedBy(self, otherActor, ignoreActor, check))
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return false;
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return true;
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}
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bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, CellConditions check)
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{
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// We are not blocked by the actor we are ignoring.
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if (otherActor == ignoreActor)
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return false;
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// If self is null, we don't have a real actor - we're just checking what would happen theoretically.
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// In such a scenario - we'll just assume any other actor in the cell will block us by default.
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// If we have a real actor, we can then perform the extra checks that allow us to avoid being blocked.
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if (self == null)
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return true;
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// If the check allows: we are not blocked by allied units moving in our direction.
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if (!check.HasCellCondition(CellConditions.BlockedByMovers) &&
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self.Owner.Stances[otherActor.Owner] == Stance.Ally &&
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IsMovingInMyDirection(self, otherActor))
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return false;
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// If there is a temporary blocker in our path, but we can remove it, we are not blocked.
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var temporaryBlocker = otherActor.TraitOrDefault<ITemporaryBlocker>();
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if (temporaryBlocker != null && temporaryBlocker.CanRemoveBlockage(otherActor, self))
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return false;
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// If we cannot crush the other actor in our way, we are blocked.
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if (Crushes == null || Crushes.Count == 0)
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return true;
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// If the other actor in our way cannot be crushed, we are blocked.
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// PERF: Avoid LINQ.
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var crushables = otherActor.TraitsImplementing<ICrushable>();
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foreach (var crushable in crushables)
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if (crushable.CrushableBy(otherActor, self, Crushes))
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return false;
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return true;
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}
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public virtual object Create(ActorInitializer init) { return new Locomotor(init.Self, this); }
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}
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public class Locomotor
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{
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public readonly LocomotorInfo Info;
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public Locomotor(Actor self, LocomotorInfo info)
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{
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Info = info;
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}
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}
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}
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