#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using OpenRA.Mods.RA.Activities; using OpenRA.Traits; using OpenRA.Traits.Activities; namespace OpenRA.Mods.RA.Move { class Move : CancelableActivity { int2? destination; int nearEnough; public List path; Func> getPath; public Actor ignoreBuilding; // Scriptable move order // Ignores lane bias and nearby units public Move( int2 destination ) { this.getPath = (self,mobile) => self.World.WorldActor.Trait().FindPath( PathSearch.FromPoint( self.World, mobile.Info, mobile.toCell, destination, false ) .WithoutLaneBias()); this.destination = destination; this.nearEnough = 0; } public Move( int2 destination, int nearEnough ) { this.getPath = (self,mobile) => self.World.WorldActor.Trait().FindUnitPath( mobile.toCell, destination, self ); this.destination = destination; this.nearEnough = nearEnough; } public Move(int2 destination, Actor ignoreBuilding) { this.getPath = (self,mobile) => self.World.WorldActor.Trait().FindPath( PathSearch.FromPoint( self.World, mobile.Info, mobile.toCell, destination, false ) .WithIgnoredBuilding( ignoreBuilding )); this.destination = destination; this.nearEnough = 0; this.ignoreBuilding = ignoreBuilding; } public Move( Actor target, int range ) { this.getPath = (self,mobile) => self.World.WorldActor.Trait().FindUnitPathToRange( mobile.toCell, target.Location, range, self ); this.destination = null; this.nearEnough = range; } public Move(Target target, int range) { this.getPath = (self,mobile) => self.World.WorldActor.Trait().FindUnitPathToRange( mobile.toCell, Util.CellContaining(target.CenterLocation), range, self); this.destination = null; this.nearEnough = range; } public Move(Func> getPath) { this.getPath = (_1,_2) => getPath(); this.destination = null; this.nearEnough = 0; } static int HashList(List xs) { int hash = 0; int n = 0; foreach (var x in xs) hash += n++ * x.GetHashCode(); return hash; } List EvalPath( Actor self, Mobile mobile ) { var path = getPath(self, mobile).TakeWhile(a => a != mobile.toCell).ToList(); mobile.PathHash = HashList(path); Log.Write("debug", "EvalPathHash #{0} {1}", self.ActorID, mobile.PathHash); return path; } public override IActivity Tick( Actor self ) { var mobile = self.Trait(); if (destination == mobile.toCell) return NextActivity; if( path == null ) { if (mobile.ticksBeforePathing > 0) { --mobile.ticksBeforePathing; return this; } path = EvalPath(self, mobile); SanityCheckPath( mobile ); } if( path.Count == 0 ) { destination = mobile.toCell; return this; } destination = path[ 0 ]; var nextCell = PopPath( self, mobile ); if( nextCell == null ) return this; int2 dir = nextCell.Value - mobile.fromCell; var firstFacing = Util.GetFacing( dir, mobile.Facing ); if( firstFacing != mobile.Facing ) { path.Add( nextCell.Value ); return Util.SequenceActivities( new Turn( firstFacing ), this ).Tick( self ); } else { mobile.SetLocation( mobile.fromCell, nextCell.Value ); var move = new MoveFirstHalf( this, Util.CenterOfCell( mobile.fromCell ), Util.BetweenCells( mobile.fromCell, mobile.toCell ), mobile.Facing, mobile.Facing, 0 ); return move.Tick( self ); } } [Conditional( "SANITY_CHECKS")] void SanityCheckPath( Mobile mobile ) { if( path.Count == 0 ) return; var d = path[path.Count-1] - mobile.toCell; if( d.LengthSquared > 2 ) throw new InvalidOperationException( "(Move) Sanity check failed" ); } bool hasWaited; bool hasNudged; int waitTicksRemaining; void NudgeBlocker(Actor self, int2 nextCell) { var blocker = self.World.WorldActor.Trait().GetUnitsAt(nextCell).FirstOrDefault(); if (blocker == null) return; Log.Write("debug", "NudgeBlocker #{0} nudges #{1} at {2} from {3}", self.ActorID, blocker.ActorID, nextCell, self.Location); var nudge = blocker.TraitOrDefault(); if (nudge != null) nudge.OnNudge(blocker, self); } int2? PopPath( Actor self, Mobile mobile ) { if( path.Count == 0 ) return null; var nextCell = path[ path.Count - 1 ]; if( !mobile.CanEnterCell( nextCell, ignoreBuilding, true ) ) { if( ( mobile.toCell - destination.Value ).LengthSquared <= nearEnough ) { path.Clear(); return null; } if (!hasNudged) { NudgeBlocker(self, nextCell); hasNudged = true; } if (!hasWaited) { var info = self.Info.Traits.Get(); waitTicksRemaining = info.WaitAverage + self.World.SharedRandom.Next(-info.WaitSpread, info.WaitSpread); hasWaited = true; } if (--waitTicksRemaining >= 0) return null; if (mobile.ticksBeforePathing > 0) { --mobile.ticksBeforePathing; return null; } mobile.RemoveInfluence(); var newPath = EvalPath(self, mobile); mobile.AddInfluence(); if (newPath.Count != 0) path = newPath; return null; } hasNudged = false; hasWaited = false; path.RemoveAt( path.Count - 1 ); return nextCell; } protected override bool OnCancel( Actor self ) { path = new List(); return true; } public override IEnumerable GetCurrentPath() { if( path != null ) return Enumerable.Reverse(path).Select( c => (float2)Util.CenterOfCell(c) ); if( destination != null ) return new float2[] { destination.Value }; return new float2[ 0 ]; } abstract class MovePart : IActivity { public readonly Move move; public readonly int2 from, to; public readonly int fromFacing, toFacing; public int moveFraction; public readonly int moveFractionTotal; public MovePart( Move move, int2 from, int2 to, int fromFacing, int toFacing, int startingFraction ) { this.move = move; this.from = from; this.to = to; this.fromFacing = fromFacing; this.toFacing = toFacing; this.moveFraction = startingFraction; this.moveFractionTotal = ( ( to - from ) * 3 ).Length; } public void Cancel( Actor self ) { move.Cancel( self ); } public void Queue( IActivity activity ) { move.Queue( activity ); } public IActivity Tick( Actor self ) { var mobile = self.Trait(); var ret = InnerTick( self, mobile ); mobile.IsMoving = ( ret is MovePart ); if( moveFraction > moveFractionTotal ) moveFraction = moveFractionTotal; UpdateCenterLocation( self, mobile ); return ret; } IActivity InnerTick( Actor self, Mobile mobile ) { moveFraction += mobile.MovementSpeedForCell(self, mobile.toCell); if( moveFraction <= moveFractionTotal ) return this; var next = OnComplete( self, mobile, move ); if( next != null ) return next; return move; } void UpdateCenterLocation( Actor self, Mobile mobile ) { mobile.PxPosition = int2.Lerp( from, to, moveFraction, moveFractionTotal ); if( moveFraction >= moveFractionTotal ) mobile.Facing = toFacing & 0xFF; else mobile.Facing = int2.Lerp( fromFacing, toFacing, moveFraction, moveFractionTotal ) & 0xFF; } protected abstract MovePart OnComplete( Actor self, Mobile mobile, Move parent ); public IEnumerable GetCurrentPath() { return move.GetCurrentPath(); } } class MoveFirstHalf : MovePart { public MoveFirstHalf( Move move, int2 from, int2 to, int fromFacing, int toFacing, int startingFraction ) : base( move, from, to, fromFacing, toFacing, startingFraction ) { } protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent ) { var nextCell = parent.PopPath( self, mobile ); if( nextCell != null ) { if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) ) { var ret = new MoveFirstHalf( move, Util.BetweenCells( mobile.fromCell, mobile.toCell ), Util.BetweenCells( mobile.toCell, nextCell.Value ), mobile.Facing, Util.GetNearestFacing( mobile.Facing, Util.GetFacing( nextCell.Value - mobile.toCell, mobile.Facing ) ), moveFraction - moveFractionTotal ); mobile.SetLocation( mobile.toCell, nextCell.Value ); return ret; } else parent.path.Add( nextCell.Value ); } var ret2 = new MoveSecondHalf( move, Util.BetweenCells( mobile.fromCell, mobile.toCell ), Util.CenterOfCell( mobile.toCell ), mobile.Facing, mobile.Facing, moveFraction - moveFractionTotal ); mobile.SetLocation( mobile.toCell, mobile.toCell ); return ret2; } } class MoveSecondHalf : MovePart { public MoveSecondHalf( Move move, int2 from, int2 to, int fromFacing, int toFacing, int startingFraction ) : base( move, from, to, fromFacing, toFacing, startingFraction ) { } protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent ) { mobile.PxPosition = Util.CenterOfCell( mobile.toCell ); mobile.SetLocation( mobile.toCell, mobile.toCell ); mobile.FinishedMoving(self); return null; } } } }