#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 { protected readonly Target target; readonly Mobile mobile; readonly PathFinder pathFinder; readonly DomainIndex domainIndex; readonly uint movementClass; protected CPos targetPosition; Activity inner; 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 = (uint)mobile.Info.GetMovementClass(self.World.TileSet); repath = true; } protected virtual bool ShouldStop(Actor self, CPos oldTargetPosition) { return false; } protected virtual bool ShouldRepath(Actor self, CPos oldTargetPosition) { return targetPosition != oldTargetPosition; } public override Activity Tick(Actor self) { var targetIsValid = target.IsValidFor(self); // Inner move order has completed. if (inner == null) { // We are done here if the order was cancelled for any // reason except the target moving. if (IsCanceled || !repath || !targetIsValid) return NextActivity; // Target has moved, and MoveAdjacentTo is still valid. UpdateInnerPath(self); repath = false; } if (targetIsValid) { // Check if the target has moved var oldTargetPosition = targetPosition; targetPosition = target.CenterPosition.ToCPos(); var shroudStop = ShouldStop(self, oldTargetPosition); if (shroudStop || (!repath && ShouldRepath(self, oldTargetPosition))) { // Finish moving into the next cell and then repath. if (inner != null) inner.Cancel(self); repath = !shroudStop; } } else { // Target became invalid. Cancel the inner order, // and then wait for it to move into the next cell // before finishing this order (handled above). inner.Cancel(self); } // Ticks the inner move activity to actually move the actor. inner = Util.RunActivity(self, inner); return this; } protected virtual IEnumerable CandidateMovementCells(Actor self) { return Util.AdjacentCells(target); } void UpdateInnerPath(Actor self) { var targetCells = CandidateMovementCells(self); var searchCells = new List(); var loc = self.Location; foreach (var cell in targetCells) if (mobile.CanEnterCell(cell) && (domainIndex == null || domainIndex.IsPassable(loc, cell, 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, targetPosition, true); var ret = pathFinder.FindBidiPath(ps1, ps2); inner = mobile.MoveTo(() => ret); } } public override IEnumerable GetTargets(Actor self) { if (inner != null) return inner.GetTargets(self); return Target.None; } public override void Cancel(Actor self) { if (inner != null) inner.Cancel(self); base.Cancel(self); } } }