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