173 lines
4.6 KiB
C#
173 lines
4.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class MoveAdjacentTo : Activity
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{
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static readonly List<CPos> NoPath = new List<CPos>();
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protected readonly Mobile Mobile;
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readonly IPathFinder pathFinder;
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readonly DomainIndex domainIndex;
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readonly uint movementClass;
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Target target;
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bool canHideUnderFog;
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protected Target Target
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{
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get
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{
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return target;
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}
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private set
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{
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target = value;
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if (target.Type == TargetType.Actor)
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canHideUnderFog = target.Actor.Info.HasTraitInfo<HiddenUnderFogInfo>();
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}
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}
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protected CPos targetPosition;
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Activity inner;
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bool repath;
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public MoveAdjacentTo(Actor self, Target target)
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{
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Target = target;
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Mobile = self.Trait<Mobile>();
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pathFinder = self.World.WorldActor.Trait<IPathFinder>();
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domainIndex = self.World.WorldActor.Trait<DomainIndex>();
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movementClass = (uint)Mobile.Info.GetMovementClass(self.World.Map.Rules.TileSet);
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if (target.IsValidFor(self))
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targetPosition = self.World.Map.CellContaining(target.CenterPosition);
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repath = true;
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}
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protected virtual bool ShouldStop(Actor self, CPos oldTargetPosition)
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{
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return false;
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}
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protected virtual bool ShouldRepath(Actor self, CPos oldTargetPosition)
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{
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return targetPosition != oldTargetPosition;
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}
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protected virtual IEnumerable<CPos> CandidateMovementCells(Actor self)
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{
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return Util.AdjacentCells(self.World, Target);
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}
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public override Activity Tick(Actor self)
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{
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var targetIsValid = Target.IsValidFor(self);
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// Target moved under the fog. Move to its last known position.
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if (Target.Type == TargetType.Actor && canHideUnderFog
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&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
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{
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if (inner != null)
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inner.Cancel(self);
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self.SetTargetLine(Target.FromCell(self.World, targetPosition), Color.Green);
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return ActivityUtils.RunActivity(self, new AttackMoveActivity(self, Mobile.MoveTo(targetPosition, 0)));
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}
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// Inner move order has completed.
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if (inner == null)
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{
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// We are done here if the order was cancelled for any
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// reason except the target moving.
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if (IsCanceled || !repath || !targetIsValid)
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return NextActivity;
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// Target has moved, and MoveAdjacentTo is still valid.
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inner = Mobile.MoveTo(() => CalculatePathToTarget(self));
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repath = false;
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}
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if (targetIsValid)
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{
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// Check if the target has moved
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var oldTargetPosition = targetPosition;
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targetPosition = self.World.Map.CellContaining(Target.CenterPosition);
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var shouldStop = ShouldStop(self, oldTargetPosition);
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if (shouldStop || (!repath && ShouldRepath(self, oldTargetPosition)))
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{
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// Finish moving into the next cell and then repath.
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if (inner != null)
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inner.Cancel(self);
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repath = !shouldStop;
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}
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}
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else
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{
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// Target became invalid. Move to its last known position.
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Target = Target.FromCell(self.World, targetPosition);
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}
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// Ticks the inner move activity to actually move the actor.
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inner = ActivityUtils.RunActivity(self, inner);
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return this;
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}
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List<CPos> CalculatePathToTarget(Actor self)
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{
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var targetCells = CandidateMovementCells(self);
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var searchCells = new List<CPos>();
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var loc = self.Location;
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foreach (var cell in targetCells)
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if (domainIndex.IsPassable(loc, cell, Mobile.Info, movementClass) && Mobile.CanEnterCell(cell))
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searchCells.Add(cell);
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if (!searchCells.Any())
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return NoPath;
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using (var fromSrc = PathSearch.FromPoints(self.World, Mobile.Info, self, searchCells, loc, true))
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using (var fromDest = PathSearch.FromPoint(self.World, Mobile.Info, self, loc, targetPosition, true).Reverse())
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return pathFinder.FindBidiPath(fromSrc, fromDest);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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if (inner != null)
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return inner.GetTargets(self);
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return Target.None;
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}
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public override bool Cancel(Actor self, bool keepQueue = false)
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{
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if (!IsCanceled && inner != null && !inner.Cancel(self))
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return false;
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return base.Cancel(self);
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}
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}
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}
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