Rewrite Enter activity, accounting for frozen and hidden actors.

This commit is contained in:
Paul Chote
2019-01-31 20:27:41 +00:00
committed by Oliver Brakmann
parent d2274f4285
commit c1e8bbfc58
3 changed files with 176 additions and 2 deletions

View File

@@ -0,0 +1,175 @@
#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public enum EnterBehaviour { Exit, Suicide, Dispose }
public abstract class Enter : Activity
{
enum EnterState { Approaching, Waiting, Entering, Exiting }
readonly IMove move;
readonly Color? targetLineColor;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
EnterState lastState = EnterState.Approaching;
protected Enter(Actor self, Target target, Color? targetLineColor = null)
{
move = self.Trait<IMove>();
this.target = target;
this.targetLineColor = targetLineColor;
}
/// <summary>
/// Called early in the activity tick to allow subclasses to update state.
/// Call Cancel(self, true) if it is no longer valid to enter
/// </summary>
protected virtual void TickInner(Actor self, Target target, bool targetIsDeadOrHiddenActor) { }
/// <summary>
/// Called when the actor is ready to transition from approaching to entering the target actor.
/// Return true to start entering, or false to wait in the WaitingToEnter state.
/// Call Cancel(self, true) before returning false if it is no longer valid to enter
/// </summary>
protected virtual bool TryStartEnter(Actor self, Actor targetActor) { return true; }
/// <summary>
/// Called when the actor has entered the target actor
/// Return true if the action succeeded and the actor should be Killed/Disposed
/// (assuming the relevant EnterBehaviour), or false if the actor should exit unharmed
/// </summary>
protected virtual void OnEnterComplete(Actor self, Actor targetActor) { }
/// <summary>
/// Called when the activity is cancelled to allow subclasses to clean up their own state.
/// </summary>
protected virtual void OnCancel(Actor self) { }
Activity moveActivity;
public override Activity Tick(Actor self)
{
// Update our view of the target
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
lastVisibleTarget = Target.FromTargetPositions(target);
var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// Cancel immediately if the target died while we were entering it
if (!IsCanceled && useLastVisibleTarget && lastState == EnterState.Entering)
Cancel(self, true);
TickInner(self, target, useLastVisibleTarget);
// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue)
self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, false);
// We need to wait for movement to finish before transitioning to
// the next state or next activity
if (moveActivity != null)
{
moveActivity = ActivityUtils.RunActivity(self, moveActivity);
if (moveActivity != null)
return this;
}
// Note that lastState refers to what we have just *finished* doing
switch (lastState)
{
case EnterState.Approaching:
case EnterState.Waiting:
{
// NOTE: We can safely cancel in this case because we know the
// actor has finished any in-progress move activities
if (IsCanceled)
return NextActivity;
// Lost track of the target
if (useLastVisibleTarget && lastVisibleTarget.Type == TargetType.Invalid)
return NextActivity;
// We are not next to the target - lets fix that
if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target))
{
lastState = EnterState.Approaching;
// Target lines are managed by this trait, so we do not pass targetLineColor
var initialTargetPosition = (useLastVisibleTarget ? lastVisibleTarget : target).CenterPosition;
moveActivity = ActivityUtils.RunActivity(self, move.MoveToTarget(self, target, initialTargetPosition));
break;
}
// We are next to where we thought the target should be, but it isn't here
// There's not much more we can do here
if (useLastVisibleTarget || target.Type != TargetType.Actor)
return NextActivity;
// Are we ready to move into the target?
if (TryStartEnter(self, target.Actor))
{
lastState = EnterState.Entering;
moveActivity = ActivityUtils.RunActivity(self, move.MoveIntoTarget(self, target));
return this;
}
// Subclasses can cancel the activity during TryStartEnter
// Return immediately to avoid an extra tick's delay
if (IsCanceled)
return NextActivity;
lastState = EnterState.Waiting;
break;
}
case EnterState.Entering:
{
// Check that we reached the requested position
var targetPos = target.Positions.PositionClosestTo(self.CenterPosition);
if (!IsCanceled && self.CenterPosition == targetPos && target.Type == TargetType.Actor)
OnEnterComplete(self, target.Actor);
lastState = EnterState.Exiting;
moveActivity = ActivityUtils.RunActivity(self, move.MoveIntoWorld(self, self.Location));
break;
}
case EnterState.Exiting:
return NextActivity;
}
return this;
}
public override bool Cancel(Actor self, bool keepQueue = false)
{
OnCancel(self);
if (!IsCanceled && moveActivity != null && !moveActivity.Cancel(self))
return false;
return base.Cancel(self, keepQueue);
}
}
}

View File

@@ -18,8 +18,6 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities namespace OpenRA.Mods.Common.Activities
{ {
public enum EnterBehaviour { Exit, Suicide, Dispose }
public abstract class LegacyEnter : Activity public abstract class LegacyEnter : Activity
{ {
public enum ReserveStatus { None, TooFar, Pending, Ready } public enum ReserveStatus { None, TooFar, Pending, Ready }

View File

@@ -91,6 +91,7 @@
<Compile Include="Activities\DeployForGrantedCondition.cs" /> <Compile Include="Activities\DeployForGrantedCondition.cs" />
<Compile Include="Activities\DonateCash.cs" /> <Compile Include="Activities\DonateCash.cs" />
<Compile Include="Activities\DonateExperience.cs" /> <Compile Include="Activities\DonateExperience.cs" />
<Compile Include="Activities\Enter.cs" />
<Compile Include="Activities\LegacyEnter.cs" /> <Compile Include="Activities\LegacyEnter.cs" />
<Compile Include="Activities\EnterTransport.cs" /> <Compile Include="Activities\EnterTransport.cs" />
<Compile Include="Activities\FindResources.cs" /> <Compile Include="Activities\FindResources.cs" />