using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using OpenRa.GameRules; namespace OpenRa.Traits.Activities { public class Move : IActivity { public IActivity NextActivity { get; set; } int2? destination; int nearEnough; public List path; Func> getPath; public Actor ignoreBuilding; MovePart move; public Move( int2 destination, int nearEnough ) { this.getPath = ( self, mobile ) => Game.world.PathFinder.FindUnitPath( self.Location, destination, mobile.GetMovementType() ); this.destination = destination; this.nearEnough = nearEnough; } public Move(int2 destination, Actor ignoreBuilding) { this.getPath = (self, mobile) => Game.world.PathFinder.FindPath( PathSearch.FromPoint( self.Location, destination, mobile.GetMovementType(), false ) .WithCustomBlocker( Game.world.PathFinder.AvoidUnitsNear( self.Location, 4 )).WithIgnoredBuilding( ignoreBuilding )); this.destination = destination; this.nearEnough = 0; this.ignoreBuilding = ignoreBuilding; } public Move( Actor target, int range ) { this.getPath = ( self, mobile ) => Game.world.PathFinder.FindUnitPathToRange( self.Location, target.Location, mobile.GetMovementType(), range ); this.destination = null; this.nearEnough = range; } public Move(Func> getPath) { this.getPath = (_, _2) => getPath(); this.destination = null; this.nearEnough = 0; } bool CanEnterCell( int2 c, Actor self ) { if (!Game.world.BuildingInfluence.CanMoveHere(c) && Game.world.BuildingInfluence.GetBuildingAt(c) != ignoreBuilding) return false; // Cannot enter a cell if any unit inside is uncrushable // This will need to be updated for multiple-infantry-in-a-cell return (!Game.world.UnitInfluence.GetUnitsAt(c).Any(a => a != self && !Game.world.IsActorCrushableByActor(a, self))); } public IActivity Tick( Actor self ) { var unit = self.traits.Get(); var mobile = self.traits.Get(); if( move != null ) { move.TickMove( self, mobile, this ); return this; } if( destination == self.Location ) return NextActivity; if( path == null ) { path = getPath( self, mobile ).TakeWhile( a => a != self.Location ).ToList(); 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, unit.Facing ); if( firstFacing != unit.Facing ) { path.Add( nextCell.Value ); return new Turn( firstFacing ) { NextActivity = this }; } else { mobile.toCell = nextCell.Value; move = new MoveFirstHalf( Util.CenterOfCell( mobile.fromCell ), Util.BetweenCells( mobile.fromCell, mobile.toCell ), unit.Facing, unit.Facing, 0 ); move.TickMove( self, mobile, this ); return this; } } [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" ); } int2? PopPath( Actor self, Mobile mobile ) { if( path.Count == 0 ) return null; var nextCell = path[ path.Count - 1 ]; if( !CanEnterCell( nextCell, self ) ) { if( ( mobile.toCell - destination.Value ).LengthSquared <= nearEnough ) { path.Clear(); return null; } Game.world.UnitInfluence.Remove( self, mobile ); var newPath = getPath(self, mobile).TakeWhile(a => a != self.Location).ToList(); Game.world.UnitInfluence.Add( self, mobile ); if (newPath.Count != 0) path = newPath; return null; } path.RemoveAt( path.Count - 1 ); return nextCell; } public void Cancel( Actor self ) { path = new List(); NextActivity = null; } abstract class MovePart { public readonly float2 from, to; public readonly int fromFacing, toFacing; public int moveFraction; public readonly int moveFractionTotal; public MovePart( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction ) { this.from = from; this.to = to; this.fromFacing = fromFacing; this.toFacing = toFacing; this.moveFraction = startingFraction; this.moveFractionTotal = (int)( to - from ).Length * ( 25 / 6 ); } public void TickMove( Actor self, Mobile mobile, Move parent ) { var oldFraction = moveFraction; var oldTotal = moveFractionTotal; moveFraction += (int)Util.GetEffectiveSpeed(self); if( moveFraction >= moveFractionTotal ) moveFraction = moveFractionTotal; UpdateCenterLocation( self, mobile ); if( moveFraction >= moveFractionTotal ) { parent.move = OnComplete( self, mobile, parent ); if( parent.move == null ) UpdateCenterLocation( self, mobile ); } } void UpdateCenterLocation( Actor self, Mobile mobile ) { var unit = self.traits.Get(); var frac = (float)moveFraction / moveFractionTotal; self.CenterLocation = float2.Lerp( from, to, frac ); if( moveFraction >= moveFractionTotal ) unit.Facing = toFacing & 0xFF; else unit.Facing = ( fromFacing + ( toFacing - fromFacing ) * moveFraction / moveFractionTotal ) & 0xFF; } protected abstract MovePart OnComplete( Actor self, Mobile mobile, Move parent ); } class MoveFirstHalf : MovePart { public MoveFirstHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction ) : base( from, to, fromFacing, toFacing, startingFraction ) { } protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent ) { var unit = self.traits.Get(); var nextCell = parent.PopPath( self, mobile ); if( nextCell != null ) { if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) ) { var ret = new MoveFirstHalf( Util.BetweenCells( mobile.fromCell, mobile.toCell ), Util.BetweenCells( mobile.toCell, nextCell.Value ), unit.Facing, Util.GetNearestFacing( unit.Facing, Util.GetFacing( nextCell.Value - mobile.toCell, unit.Facing ) ), moveFraction - moveFractionTotal ); mobile.fromCell = mobile.toCell; mobile.toCell = nextCell.Value; return ret; } else parent.path.Add( nextCell.Value ); } var ret2 = new MoveSecondHalf( Util.BetweenCells( mobile.fromCell, mobile.toCell ), Util.CenterOfCell( mobile.toCell ), unit.Facing, unit.Facing, moveFraction - moveFractionTotal ); mobile.fromCell = mobile.toCell; return ret2; } } class MoveSecondHalf : MovePart { public MoveSecondHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction ) : base( from, to, fromFacing, toFacing, startingFraction ) { } protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent ) { self.CenterLocation = Util.CenterOfCell( mobile.toCell ); mobile.fromCell = mobile.toCell; return null; } } } }