#region Copyright & License Information /* * Copyright 2007-2018 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.Drawing; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Pathfinder; using OpenRA.Mods.Common.Traits; 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 uint movementClass; Target target; bool canHideUnderFog; protected Target Target { get { return target; } private set { target = value; if (target.Type == TargetType.Actor) canHideUnderFog = target.Actor.Info.HasTraitInfo(); } } protected CPos targetPosition; Activity inner; bool repath; public MoveAdjacentTo(Actor self, Target target) { Target = target; Mobile = self.Trait(); pathFinder = self.World.WorldActor.Trait(); domainIndex = self.World.WorldActor.Trait(); movementClass = (uint)Mobile.Info.LocomotorInfo.GetMovementClass(self.World.Map.Rules.TileSet); if (target.IsValidFor(self)) targetPosition = self.World.Map.CellContaining(target.CenterPosition); repath = true; } protected virtual bool ShouldStop(Actor self, CPos oldTargetPosition) { return false; } protected virtual bool ShouldRepath(Actor self, CPos oldTargetPosition) { return targetPosition != oldTargetPosition; } protected virtual IEnumerable CandidateMovementCells(Actor self) { return Util.AdjacentCells(self.World, Target); } public override Activity Tick(Actor self) { var targetIsValid = Target.IsValidFor(self); // Target moved under the fog. Move to its last known position. if (Target.Type == TargetType.Actor && canHideUnderFog && !Target.Actor.CanBeViewedByPlayer(self.Owner)) { if (inner != null) inner.Cancel(self); self.SetTargetLine(Target.FromCell(self.World, targetPosition), Color.Green); return ActivityUtils.RunActivity(self, new AttackMoveActivity(self, Mobile.MoveTo(targetPosition, 0))); } // 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. inner = Mobile.MoveTo(() => CalculatePathToTarget(self)); repath = false; } if (targetIsValid) { // Check if the target has moved var oldTargetPosition = targetPosition; targetPosition = self.World.Map.CellContaining(Target.CenterPosition); var shouldStop = ShouldStop(self, oldTargetPosition); if (shouldStop || (!repath && ShouldRepath(self, oldTargetPosition))) { // Finish moving into the next cell and then repath. if (inner != null) inner.Cancel(self); repath = !shouldStop; } } else { // Target became invalid. Move to its last known position. Target = Target.FromCell(self.World, targetPosition); } // Ticks the inner move activity to actually move the actor. inner = ActivityUtils.RunActivity(self, inner); 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, movementClass) && 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, targetPosition, true).Reverse()) return pathFinder.FindBidiPath(fromSrc, fromDest); } public override IEnumerable GetTargets(Actor self) { if (inner != null) return inner.GetTargets(self); return Target.None; } public override bool Cancel(Actor self, bool keepQueue = false) { if (!IsCanceled && inner != null && !inner.Cancel(self)) return false; return base.Cancel(self); } } }