diff --git a/OpenRA.Mods.Common/Traits/Mobile.cs b/OpenRA.Mods.Common/Traits/Mobile.cs index 4a299995fa..b2f0030907 100644 --- a/OpenRA.Mods.Common/Traits/Mobile.cs +++ b/OpenRA.Mods.Common/Traits/Mobile.cs @@ -198,32 +198,42 @@ namespace OpenRA.Mods.Common.Traits return true; if (check.HasCellCondition(CellConditions.TransientActors)) - { - var canIgnoreMovingAllies = self != null && !check.HasCellCondition(CellConditions.BlockedByMovers); - var needsCellExclusively = self == null || Crushes == null || !Crushes.Any(); - foreach (var a in world.ActorMap.GetUnitsAt(cell)) - { - if (a == ignoreActor) - continue; - - // Neutral/enemy units are blockers. Allied units that are moving are not blockers. - if (canIgnoreMovingAllies && self.Owner.Stances[a.Owner] == Stance.Ally && IsMovingInMyDirection(self, a)) continue; - - // Non-sharable unit can enter a cell with shareable units only if it can crush all of them. - if (needsCellExclusively) + foreach (var otherActor in world.ActorMap.GetUnitsAt(cell)) + if (IsBlockedBy(self, otherActor, ignoreActor, check)) return false; - var crushables = a.TraitsImplementing(); - if (!crushables.Any()) - return false; - foreach (var crushable in crushables) - if (!crushable.CrushableBy(Crushes, self.Owner)) - return false; - } - } return true; } + bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, CellConditions check) + { + // We are not blocked by the actor we are ignoring. + 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) && + self != null && + self.Owner.Stances[otherActor.Owner] == Stance.Ally && + IsMovingInMyDirection(self, otherActor)) + return false; + + // If we cannot crush the other actor in our way, we are blocked. + if (self == null || Crushes == null || Crushes.Length == 0) + return true; + + // If the other actor in our way cannot be crushed, we are blocked. + var crushables = otherActor.TraitsImplementing(); + if (!crushables.Any()) + return true; + foreach (var crushable in crushables) + if (!crushable.CrushableBy(Crushes, self.Owner)) + return true; + + // We are not blocked by the other actor. + return false; + } + public bool CanEnterCell(World world, Actor self, CPos cell, out int movementCost, Actor ignoreActor = null, CellConditions check = CellConditions.All) { if ((movementCost = MovementCostForCell(world, cell)) == int.MaxValue) @@ -240,30 +250,7 @@ namespace OpenRA.Mods.Common.Traits if (check.HasCellCondition(CellConditions.TransientActors)) { - var canIgnoreMovingAllies = self != null && !check.HasCellCondition(CellConditions.BlockedByMovers); - var needsCellExclusively = self == null || Crushes == null || !Crushes.Any(); - - Func checkTransient = a => - { - if (a == ignoreActor) - return false; - - // Neutral/enemy units are blockers. Allied units that are moving are not blockers. - if (canIgnoreMovingAllies && self.Owner.Stances[a.Owner] == Stance.Ally && IsMovingInMyDirection(self, a)) - return false; - - // Non-sharable unit can enter a cell with shareable units only if it can crush all of them. - if (needsCellExclusively) - return true; - var crushables = a.TraitsImplementing(); - if (!crushables.Any()) - return true; - foreach (var crushable in crushables) - if (!crushable.CrushableBy(Crushes, self.Owner)) - return true; - - return false; - }; + Func checkTransient = otherActor => IsBlockedBy(self, otherActor, ignoreActor, check); if (!SharesCell) return world.ActorMap.AnyUnitsAt(cell, SubCell.FullCell, checkTransient) ? SubCell.Invalid : SubCell.FullCell;