#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; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Mods.RA.Activities; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.RA.Move { [Flags] public enum CellConditions { None = 0, TransientActors, BlockedByMovers, All = TransientActors | BlockedByMovers }; [Desc("Unit is able to move.")] public class MobileInfo : ITraitInfo, IOccupySpaceInfo, IFacingInfo, IMoveInfo, UsesInit, UsesInit, UsesInit { [FieldLoader.LoadUsing("LoadSpeeds")] [Desc("Set Water: 0 for ground units and lower the value on rough terrain.")] public readonly Dictionary TerrainSpeeds; [Desc("e.g. crate, wall, infantry")] public readonly string[] Crushes = { }; public readonly int WaitAverage = 5; public readonly int WaitSpread = 2; public readonly int InitialFacing = 128; [Desc("Rate of Turning")] public readonly int ROT = 255; public readonly int Speed = 1; public readonly bool OnRails = false; [Desc("Allow multiple (infantry) units in one cell.")] public readonly bool SharesCell = false; [Desc("Can the actor be ordered to move in to shroud?")] public readonly bool MoveIntoShroud = true; public virtual object Create(ActorInitializer init) { return new Mobile(init, this); } static object LoadSpeeds(MiniYaml y) { var ret = new Dictionary(); foreach (var t in y.ToDictionary()["TerrainSpeeds"].Nodes) { var speed = FieldLoader.GetValue("speed", t.Value.Value); var nodesDict = t.Value.ToDictionary(); var cost = nodesDict.ContainsKey("PathingCost") ? FieldLoader.GetValue("cost", nodesDict["PathingCost"].Value) : (int)(10000 / speed); ret.Add(t.Key, new TerrainInfo(speed, cost)); } return ret; } TerrainInfo[] LoadTilesetSpeeds(TileSet tileSet) { var info = new TerrainInfo[tileSet.TerrainsCount]; for (var i = 0; i < info.Length; i++) info[i] = TerrainInfo.Impassable; foreach (var kvp in TerrainSpeeds) { int index; if (tileSet.TryGetTerrainIndex(kvp.Key, out index)) info[index] = kvp.Value; } return info; } public class TerrainInfo { public static readonly TerrainInfo Impassable = new TerrainInfo(); public readonly int Cost; public readonly decimal Speed; public TerrainInfo() { Cost = int.MaxValue; Speed = 0; } public TerrainInfo(decimal speed, int cost) { Speed = speed; Cost = cost; } } public readonly Cache TilesetTerrainInfo; public readonly Cache TilesetMovementClass; public MobileInfo() { TilesetTerrainInfo = new Cache(LoadTilesetSpeeds); TilesetMovementClass = new Cache(CalculateTilesetMovementClass); } public int MovementCostForCell(World world, CPos cell) { if (!world.Map.Contains(cell)) return int.MaxValue; var index = world.Map.GetTerrainIndex(cell); if (index == -1) return int.MaxValue; return TilesetTerrainInfo[world.TileSet][index].Cost; } public int CalculateTilesetMovementClass(TileSet tileset) { /* collect our ability to cross *all* terraintypes, in a bitvector */ return TilesetTerrainInfo[tileset].Select(ti => ti.Cost < int.MaxValue).ToBits(); } public int GetMovementClass(TileSet tileset) { return TilesetMovementClass[tileset]; } static bool IsMovingInMyDirection(Actor self, Actor other) { if (!other.IsMoving()) return false; if (self == null) return true; var selfMobile = self.TraitOrDefault(); if (selfMobile == null) return false; var otherMobile = other.TraitOrDefault(); if (otherMobile == null) return false; // Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions: var dp = CVec.Dot((selfMobile.toCell - self.Location), (otherMobile.toCell - other.Location)); if (dp <= 0) return false; return true; } public bool CanEnterCell(World world, CPos cell, int subCell = -1, CellConditions check = CellConditions.All) { return CanEnterCell(world, null, cell, subCell, null, check); } public bool CanEnterCell(World world, Actor self, CPos cell, int subCell, CellConditions check) { return CanEnterCell(world, self, cell, subCell, null, check); } public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor, CellConditions check = CellConditions.All) { return CanEnterCell(world, self, cell, -1, ignoreActor, check); } public bool CanEnterCell(World world, Actor self, CPos cell, int subCell = -1, Actor ignoreActor = null, CellConditions check = CellConditions.All) { if (MovementCostForCell(world, cell) == int.MaxValue) return false; if (SharesCell && world.ActorMap.HasFreeSubCell(cell)) return true; if (check.HasFlag(CellConditions.TransientActors)) { var canIgnoreMovingAllies = self != null && !check.HasFlag(CellConditions.BlockedByMovers); var needsCellExclusively = self == null || Crushes == null; foreach(var a in world.ActorMap.GetUnitsAt(cell)) { if (a == ignoreActor) continue; // Neutral/enemy units are blockers. Allied units that are moving are not blockers. if (canIgnoreMovingAllies && self.Owner.Stances[a.Owner] == Stance.Ally && IsMovingInMyDirection(self, a)) continue; // Non-sharable unit can enter a cell with shareable units only if it can crush all of them. if (needsCellExclusively) return false; if (!a.HasTrait()) return false; foreach (var crushable in a.TraitsImplementing()) if (!crushable.CrushableBy(Crushes, self.Owner)) return false; } } return true; } public int GetInitialFacing() { return InitialFacing; } } public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove, IFacing, ISync, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove { public readonly Actor self; public readonly MobileInfo Info; public bool IsMoving { get; set; } int __facing; CPos __fromCell, __toCell; public int fromSubCell, toSubCell; //int __altitude; [Sync] public int Facing { get { return __facing; } set { __facing = value; } } public int ROT { get { return Info.ROT; } } [Sync] public WPos CenterPosition { get; private set; } [Sync] public CPos fromCell { get { return __fromCell; } } [Sync] public CPos toCell { get { return __toCell; } } [Sync] public int PathHash; // written by Move.EvalPath, to temporarily debug this crap. public void SetLocation(CPos from, int fromSub, CPos to, int toSub) { if (fromCell == from && toCell == to && fromSubCell == fromSub && toSubCell == toSub) return; RemoveInfluence(); __fromCell = from; __toCell = to; fromSubCell = fromSub; toSubCell = toSub; AddInfluence(); } const int avgTicksBeforePathing = 5; const int spreadTicksBeforePathing = 5; internal int ticksBeforePathing = 0; public Mobile(ActorInitializer init, MobileInfo info) { this.self = init.self; this.Info = info; toSubCell = fromSubCell = info.SharesCell ? init.world.Map.SubCellDefaultIndex : 0; if (init.Contains()) { this.fromSubCell = this.toSubCell = init.Get(); } if (init.Contains()) { this.__fromCell = this.__toCell = init.Get(); SetVisualPosition(self, init.world.Map.CenterOfCell(fromCell) + self.World.Map.SubCellOffsets[fromSubCell]); } this.Facing = init.Contains() ? init.Get() : info.InitialFacing; // Sets the visual position to WPos accuracy // Use LocationInit if you want to insert the actor into the ActorMap! if (init.Contains()) SetVisualPosition(self, init.Get()); } public void SetPosition(Actor self, CPos cell, int subCell = -1) { SetLocation(cell, fromSubCell, cell, fromSubCell); SetVisualPosition(self, self.World.Map.CenterOfCell(fromCell) + self.World.Map.SubCellOffsets[subCell >= 0 ? subCell : fromSubCell]); FinishedMoving(self); } public void SetPosition(Actor self, WPos pos) { var cell = self.World.Map.CellContaining(pos); SetLocation(cell, fromSubCell, cell, fromSubCell); SetVisualPosition(self, pos); FinishedMoving(self); } public void SetVisualPosition(Actor self, WPos pos) { CenterPosition = pos; if (self.IsInWorld) { self.World.ScreenMap.Update(self); self.World.ActorMap.UpdatePosition(self, this); } } public void AddedToWorld(Actor self) { self.World.ActorMap.AddInfluence(self, this); self.World.ActorMap.AddPosition(self, this); self.World.ScreenMap.Add(self); } public void RemovedFromWorld(Actor self) { self.World.ActorMap.RemoveInfluence(self, this); self.World.ActorMap.RemovePosition(self, this); self.World.ScreenMap.Remove(self); } public IEnumerable Orders { get { yield return new MoveOrderTargeter(self, Info); } } // Note: Returns a valid order even if the unit can't move to the target public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued) { if (order is MoveOrderTargeter) { if (Info.OnRails) return null; return new Order("Move", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) }; } return null; } public CPos NearestMoveableCell(CPos target) { // Limit search to a radius of 10 tiles return NearestMoveableCell(target, 1, 10); } public CPos NearestMoveableCell(CPos target, int minRange, int maxRange) { if (CanEnterCell(target)) return target; foreach (var tile in self.World.Map.FindTilesInAnnulus(target, minRange, maxRange)) if (CanEnterCell(tile)) return tile; // Couldn't find a cell return target; } public CPos NearestCell(CPos target, Func check, int minRange, int maxRange) { if (check(target)) return target; foreach (var tile in self.World.Map.FindTilesInAnnulus(target, minRange, maxRange)) if (check(tile)) return tile; // Couldn't find a cell return target; } void PerformMoveInner(Actor self, CPos targetLocation, bool queued) { var currentLocation = NearestMoveableCell(targetLocation); if (!CanEnterCell(currentLocation)) { if (queued) self.CancelActivity(); return; } if (!queued) self.CancelActivity(); ticksBeforePathing = avgTicksBeforePathing + self.World.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing); self.QueueActivity(new Move(currentLocation, 8)); self.SetTargetLine(Target.FromCell(self.World, currentLocation), Color.Green); } protected void PerformMove(Actor self, CPos targetLocation, bool queued) { if (queued) self.QueueActivity(new CallFunc(() => PerformMoveInner(self, targetLocation, true))); else PerformMoveInner(self, targetLocation, false); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Move") { if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation)) return; PerformMove(self, self.World.Map.Clamp(order.TargetLocation), order.Queued && !self.IsIdle); } if (order.OrderString == "Stop") self.CancelActivity(); if (order.OrderString == "Scatter") Nudge(self, self, true); } public string VoicePhraseForOrder(Actor self, Order order) { switch (order.OrderString) { case "Move": case "Scatter": case "Stop": return "Move"; default: return null; } } public CPos TopLeft { get { return toCell; } } public IEnumerable> OccupiedCells() { if (fromCell == toCell) yield return Pair.New(fromCell, fromSubCell); else if (CanEnterCell(toCell)) yield return Pair.New(toCell, toSubCell); else { yield return Pair.New(fromCell, fromSubCell); yield return Pair.New(toCell, toSubCell); } } bool IsDesiredSubcellNotBlocked(CPos a, int b, Actor ignoreActor) { var blockingActors = self.World.ActorMap.GetUnitsAt(a, b).Where(c => c != ignoreActor); if (blockingActors.Any()) { // Non-sharable unit can enter a cell with shareable units only if it can crush all of them if (Info.Crushes == null) return false; if (blockingActors.Any(c => !(c.HasTrait() && c.TraitsImplementing().Any(d => d.CrushableBy(Info.Crushes, self.Owner))))) return false; } return true; } public int GetDesiredSubcell(CPos a, Actor ignoreActor) { if (!Info.SharesCell) return 0; // Prioritise the current subcell if (IsDesiredSubcellNotBlocked(a, fromSubCell, ignoreActor)) return fromSubCell; for (var i = 1; i < self.World.Map.SubCellOffsets.Length; i++) if (IsDesiredSubcellNotBlocked(a, i, ignoreActor)) return i; return -1; } public bool CanEnterCell(CPos p) { return CanEnterCell(p, null, true); } public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors) { return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers); } public void EnteringCell(Actor self) { var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait()); foreach (var a in crushable) { var crushActions = a.TraitsImplementing().Where(b => b.CrushableBy(Info.Crushes, self.Owner)); foreach (var b in crushActions) b.WarnCrush(self); } } public void FinishedMoving(Actor self) { var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait()); foreach (var a in crushable) { var crushActions = a.TraitsImplementing().Where(b => b.CrushableBy(Info.Crushes, self.Owner)); foreach (var b in crushActions) b.OnCrush(self); } } public int MovementSpeedForCell(Actor self, CPos cell) { var index = self.World.Map.GetTerrainIndex(cell); if (index == -1) return 0; // TODO: Convert to integers var speed = Info.TilesetTerrainInfo[self.World.TileSet][index].Speed; if (speed == decimal.Zero) return 0; speed *= Info.Speed; foreach (var t in self.TraitsImplementing()) speed *= t.GetSpeedModifier() / 100m; return (int)(speed / 100); } public void AddInfluence() { if (self.IsInWorld) self.World.ActorMap.AddInfluence(self, this); } public void RemoveInfluence() { if (self.IsInWorld) self.World.ActorMap.RemoveInfluence(self, this); } public void Nudge(Actor self, Actor nudger, bool force) { /* initial fairly braindead implementation. */ if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally) return; /* don't allow ourselves to be pushed around * by the enemy! */ if (!force && !self.IsIdle) return; /* don't nudge if we're busy doing something! */ // pick an adjacent available cell. var availCells = new List(); var notStupidCells = new List(); for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) { var p = toCell + new CVec(i, j); if (CanEnterCell(p)) availCells.Add(p); else if (p != nudger.Location && p != toCell) notStupidCells.Add(p); } var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) : notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (CPos?)null; if (moveTo.HasValue) { self.CancelActivity(); self.SetTargetLine(Target.FromCell(self.World, moveTo.Value), Color.Green, false); self.QueueActivity(new Move(moveTo.Value, 0)); Log.Write("debug", "OnNudge #{0} from {1} to {2}", self.ActorID, self.Location, moveTo.Value); } else Log.Write("debug", "OnNudge #{0} refuses at {1}", self.ActorID, self.Location); } class MoveOrderTargeter : IOrderTargeter { readonly MobileInfo unitType; readonly bool rejectMove; public MoveOrderTargeter(Actor self, MobileInfo unitType) { this.unitType = unitType; this.rejectMove = !self.AcceptsOrder("Move"); } public string OrderID { get { return "Move"; } } public int OrderPriority { get { return 4; } } public bool IsQueued { get; protected set; } public bool CanTarget(Actor self, Target target, List othersAtTarget, TargetModifiers modifiers, ref string cursor) { if (rejectMove || !target.IsValidFor(self)) return false; var location = self.World.Map.CellContaining(target.CenterPosition); IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue); var explored = self.Owner.Shroud.IsExplored(location); cursor = self.World.Map.Contains(location) ? (self.World.Map.GetTerrainInfo(location).CustomCursor ?? "move") : "move-blocked"; if ((!explored && !unitType.MoveIntoShroud) || (explored && unitType.MovementCostForCell(self.World, location) == int.MaxValue)) cursor = "move-blocked"; return true; } } public Activity ScriptedMove(CPos cell) { return new Move(cell); } public Activity MoveTo(CPos cell, int nearEnough) { return new Move(cell, nearEnough); } public Activity MoveTo(CPos cell, Actor ignoredActor) { return new Move(cell, ignoredActor); } public Activity MoveWithinRange(Target target, WRange range) { return new MoveWithinRange(self, target, WRange.Zero, range); } public Activity MoveWithinRange(Target target, WRange minRange, WRange maxRange) { return new MoveWithinRange(self, target, minRange, maxRange); } public Activity MoveFollow(Actor self, Target target, WRange minRange, WRange maxRange) { return new Follow(self, target, minRange, maxRange); } public Activity MoveTo(Func> pathFunc) { return new Move(pathFunc); } public void OnNotifyBlockingMove(Actor self, Actor blocking) { if (self.IsIdle && self.AppearsFriendlyTo(blocking)) Nudge(self, blocking, true); } public Activity MoveIntoWorld(Actor self, CPos cell, int subCell = -1) { var pos = self.CenterPosition; subCell = self.World.ActorMap.FreeSubCell(cell, subCell); // TODO: solve/reduce cell is full problem if (subCell < 0) subCell = self.World.Map.SubCellDefaultIndex; // Reserve the exit cell SetPosition(self, cell); SetVisualPosition(self, pos); // Animate transition var to = self.World.Map.CenterOfCell(cell); var speed = MovementSpeedForCell(self, cell); var length = speed > 0 ? (to - pos).Length / speed : 0; var facing = Util.GetFacing(to - pos, Facing); return Util.SequenceActivities(new Turn(facing), new Drag(pos, to, length)); } public Activity VisualMove(Actor self, WPos fromPos, WPos toPos) { var speed = MovementSpeedForCell(self, self.Location); var length = speed > 0 ? (toPos - fromPos).Length / speed : 0; var facing = Util.GetFacing(toPos - fromPos, Facing); return Util.SequenceActivities(new Turn(facing), new Drag(fromPos, toPos, length)); } } }