#region Copyright & License Information /* * Copyright 2007-2019 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 System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Pathfinder; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class MoveAdjacentTo : Activity { static readonly List NoPath = new List(); protected readonly Mobile Mobile; readonly IPathFinder pathFinder; readonly DomainIndex domainIndex; readonly Color? targetLineColor; protected Target Target { get { return useLastVisibleTarget ? lastVisibleTarget : target; } } Target target; Target lastVisibleTarget; protected CPos lastVisibleTargetLocation; bool useLastVisibleTarget; bool repath; public MoveAdjacentTo(Actor self, Target target, WPos? initialTargetPosition = null, Color? targetLineColor = null) { this.target = target; this.targetLineColor = targetLineColor; Mobile = self.Trait(); pathFinder = self.World.WorldActor.Trait(); domainIndex = self.World.WorldActor.Trait(); // The target may become hidden between the initial order request and the first tick (e.g. if queued) // Moving to any position (even if quite stale) is still better than immediately giving up if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner)) || target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain) { lastVisibleTarget = Target.FromPos(target.CenterPosition); lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition); } else if (initialTargetPosition.HasValue) { lastVisibleTarget = Target.FromPos(initialTargetPosition.Value); lastVisibleTargetLocation = self.World.Map.CellContaining(initialTargetPosition.Value); } repath = true; } protected virtual bool ShouldStop(Actor self) { return false; } protected virtual bool ShouldRepath(Actor self, CPos targetLocation) { return lastVisibleTargetLocation != targetLocation; } protected virtual IEnumerable CandidateMovementCells(Actor self) { return Util.AdjacentCells(self.World, Target); } public override Activity Tick(Actor self) { bool targetIsHiddenActor; var oldTargetLocation = lastVisibleTargetLocation; target = target.Recalculate(self.Owner, out targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition); } // Target is equivalent to checkTarget variable in other activities // value is either lastVisibleTarget or target based on visibility and validity var targetIsValid = Target.IsValidFor(self); var oldUseLastVisibleTarget = useLastVisibleTarget; useLastVisibleTarget = targetIsHiddenActor || !targetIsValid; // Update target lines if required if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue) self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, false); // Target is hidden or dead, and we don't have a fallback position to move towards var noTarget = useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self); // Inner move order has completed. if (ChildActivity == null) { // We are done here if the order was cancelled for any // reason except the target moving. if (IsCanceling || !repath || !targetIsValid) return NextActivity; // Target has moved, and MoveAdjacentTo is still valid. ChildActivity = Mobile.MoveTo(() => CalculatePathToTarget(self)); repath = false; } // Cancel the current path if the activity asks to stop, or asks to repath // The repath happens once the move activity stops in the next cell var shouldStop = ShouldStop(self); var shouldRepath = targetIsValid && !repath && ShouldRepath(self, oldTargetLocation); if (shouldStop || shouldRepath || noTarget) { if (ChildActivity != null) ChildActivity.Cancel(self); repath = shouldRepath; } // Ticks the inner move activity to actually move the actor. ChildActivity = ActivityUtils.RunActivity(self, ChildActivity); return this; } List CalculatePathToTarget(Actor self) { var targetCells = CandidateMovementCells(self); var searchCells = new List(); var loc = self.Location; foreach (var cell in targetCells) if (domainIndex.IsPassable(loc, cell, Mobile.Info.LocomotorInfo) && Mobile.CanEnterCell(cell)) searchCells.Add(cell); if (!searchCells.Any()) return NoPath; using (var fromSrc = PathSearch.FromPoints(self.World, Mobile.Info.LocomotorInfo, self, searchCells, loc, true)) using (var fromDest = PathSearch.FromPoint(self.World, Mobile.Info.LocomotorInfo, self, loc, lastVisibleTargetLocation, true).Reverse()) return pathFinder.FindBidiPath(fromSrc, fromDest); } public override IEnumerable GetTargets(Actor self) { if (ChildActivity != null) return ChildActivity.GetTargets(self); return Target.None; } } }