#region Copyright & License Information /* * Copyright 2007-2021 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.Collections.Generic; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public enum EnterBehaviour { Exit, Suicide, Dispose } public abstract class Enter : Activity { enum EnterState { Approaching, Entering, Exiting, Finished } readonly IMove move; readonly Color? targetLineColor; Target target; Target lastVisibleTarget; bool useLastVisibleTarget; EnterState lastState = EnterState.Approaching; protected Enter(Actor self, in Target target, Color? targetLineColor = null) { move = self.Trait(); this.target = target; this.targetLineColor = targetLineColor; ChildHasPriority = false; } /// /// Called early in the activity tick to allow subclasses to update state. /// Call Cancel(self, true) if it is no longer valid to enter /// protected virtual void TickInner(Actor self, in Target target, bool targetIsDeadOrHiddenActor) { } /// /// Called when the actor is ready to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 /// Call Cancel(self, true) before returning false if it is no longer valid to enter /// protected virtual bool TryStartEnter(Actor self, Actor targetActor) { return true; } /// /// Called when the actor has entered the target actor. /// Actor will be Killed/Disposed or they will enter/exit unharmed. /// Depends on either the EnterBehaviour of the actor or the requirements of an overriding function. /// protected virtual void OnEnterComplete(Actor self, Actor targetActor) { } public override bool Tick(Actor self) { // Update our view of the target target = target.Recalculate(self.Owner, out var 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 (!IsCanceling && useLastVisibleTarget && lastState == EnterState.Entering) Cancel(self, true); TickInner(self, target, useLastVisibleTarget); // We need to wait for movement to finish before transitioning to // the next state or next activity if (!TickChild(self)) return false; // Note that lastState refers to what we have just *finished* doing switch (lastState) { case EnterState.Approaching: { // NOTE: We can safely cancel in this case because we know the // actor has finished any in-progress move activities if (IsCanceling) return true; // Lost track of the target if (useLastVisibleTarget && lastVisibleTarget.Type == TargetType.Invalid) return true; // We are not next to the target - lets fix that if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target)) { // Target lines are managed by this trait, so we do not pass targetLineColor var initialTargetPosition = (useLastVisibleTarget ? lastVisibleTarget : target).CenterPosition; QueueChild(move.MoveToTarget(self, target, initialTargetPosition)); return false; } // 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 true; // Are we ready to move into the target? if (TryStartEnter(self, target.Actor)) { lastState = EnterState.Entering; QueueChild(move.MoveIntoTarget(self, target)); return false; } // Subclasses can cancel the activity during TryStartEnter // Return immediately to avoid an extra tick's delay if (IsCanceling) return true; return false; } case EnterState.Entering: { // Check that we reached the requested position var targetPos = target.Positions.PositionClosestTo(self.CenterPosition); if (!IsCanceling && self.CenterPosition == targetPos && target.Type == TargetType.Actor) OnEnterComplete(self, target.Actor); lastState = EnterState.Exiting; return false; } case EnterState.Exiting: { QueueChild(move.ReturnToCell(self)); lastState = EnterState.Finished; return false; } } return true; } public override IEnumerable TargetLineNodes(Actor self) { if (targetLineColor != null) yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value); } } }