#region Copyright & License Information /* * Copyright 2007-2014 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. For more information, * see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Mods.RA.Move; using OpenRA.Traits; namespace OpenRA.Mods.RA.Activities { public class MoveAdjacentTo : Activity { readonly Target target; readonly Mobile mobile; readonly PathFinder pathFinder; readonly DomainIndex domainIndex; readonly int movementClass; Activity inner; CPos cachedTargetPosition; CPos[] adjacentCells; bool repath; public MoveAdjacentTo(Actor self, Target target) { this.target = target; mobile = self.Trait(); pathFinder = self.World.WorldActor.Trait(); domainIndex = self.World.WorldActor.TraitOrDefault(); movementClass = mobile.Info.GetMovementClass(self.World.TileSet); repath = true; } public override Activity Tick(Actor self) { if (IsCanceled || !target.IsValidFor(self)) return NextActivity; var targetPosition = target.CenterPosition.ToCPos(); // Calculate path to target if (inner == null && repath) { cachedTargetPosition = targetPosition; adjacentCells = Util.AdjacentCells(target).ToArray(); repath = false; var loc = self.Location; var searchCells = new List(); foreach (var cell in adjacentCells) { if (cell == loc) return NextActivity; else if (domainIndex == null || domainIndex.IsPassable(loc, cell, (uint)movementClass)) searchCells.Add(cell); } if (searchCells.Any()) { var ps1 = new PathSearch(self.World, mobile.Info, self) { checkForBlocked = true, heuristic = location => 0, inReverse = true }; foreach (var cell in searchCells) ps1.AddInitialCell(cell); ps1.heuristic = PathSearch.DefaultEstimator(mobile.toCell); var ps2 = PathSearch.FromPoint(self.World, mobile.Info, self, mobile.toCell, target.CenterPosition.ToCPos(), true); var ret = pathFinder.FindBidiPath(ps1, ps2); inner = mobile.MoveTo(() => ret); } } // Force a repath once the actor reaches the next cell if (!repath && cachedTargetPosition != targetPosition) { if (inner != null) inner.Cancel(self); repath = true; } inner = Util.RunActivity(self, inner); // Move completed if (inner == null && adjacentCells.Contains(self.Location)) return NextActivity; return this; } public override IEnumerable GetTargets(Actor self) { if (inner != null) return inner.GetTargets(self); return Target.None; } } }