Files
OpenRA/OpenRA.Mods.Common/Traits/Mobile.cs
2018-07-26 13:19:31 +01:00

712 lines
23 KiB
C#

#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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Unit is able to move.")]
public class MobileInfo : ConditionalTraitInfo, IMoveInfo, IPositionableInfo, IFacingInfo,
UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>, IActorPreviewInitInfo
{
[Desc("Which Locomotor does this trait use. Must be defined on the World actor.")]
[LocomotorReference, FieldLoader.Require]
public readonly string Locomotor = null;
public readonly int InitialFacing = 0;
[Desc("Speed at which the actor turns.")]
public readonly int TurnSpeed = 255;
[Desc("Should turning always be considering as moving (instead of only turning while moving forward).")]
public readonly bool AlwaysConsiderTurnAsMove = false;
public readonly int Speed = 1;
public readonly string Cursor = "move";
public readonly string BlockedCursor = "move-blocked";
[VoiceReference] public readonly string Voice = "Action";
[Desc("Facing to use for actor previews (map editor, color picker, etc)")]
public readonly int PreviewFacing = 92;
IEnumerable<object> IActorPreviewInitInfo.ActorPreviewInits(ActorInfo ai, ActorPreviewType type)
{
yield return new FacingInit(PreviewFacing);
}
public override object Create(ActorInitializer init) { return new Mobile(init, this); }
public LocomotorInfo LocomotorInfo { get; private set; }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var locomotorInfos = rules.Actors["world"].TraitInfos<LocomotorInfo>();
LocomotorInfo = locomotorInfos.FirstOrDefault(li => li.Name == Locomotor);
if (LocomotorInfo == null)
throw new YamlException("A locomotor named '{0}' doesn't exist.".F(Locomotor));
else if (locomotorInfos.Count(li => li.Name == Locomotor) > 1)
throw new YamlException("There is more than one locomotor named '{0}'.".F(Locomotor));
base.RulesetLoaded(rules, ai);
}
public int GetInitialFacing() { return InitialFacing; }
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
{
if (LocomotorInfo.MovementCostForCell(world, cell) == int.MaxValue)
return false;
var check = checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers;
return LocomotorInfo.CanMoveFreelyInto(world, self, cell, ignoreActor, check);
}
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
{
return new ReadOnlyDictionary<CPos, SubCell>(new Dictionary<CPos, SubCell>() { { location, subCell } });
}
bool IOccupySpaceInfo.SharesCell { get { return LocomotorInfo.SharesCell; } }
}
public class Mobile : ConditionalTrait<MobileInfo>, INotifyCreated, IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove,
IFacing, IDeathActorInitModifier, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove, IActorPreviewInitModifier, INotifyBecomingIdle
{
readonly Actor self;
readonly Lazy<IEnumerable<int>> speedModifiers;
#region IMove IsMoving checks
public bool IsMoving { get; set; }
public bool IsMovingVertically { get { return false; } set { } }
#endregion
int facing;
CPos fromCell, toCell;
public SubCell FromSubCell, ToSubCell;
INotifyCustomLayerChanged[] notifyCustomLayerChanged;
INotifyVisualPositionChanged[] notifyVisualPositionChanged;
INotifyFinishedMoving[] notifyFinishedMoving;
#region IFacing
[Sync] public int Facing
{
get { return facing; }
set { facing = value; }
}
public int TurnSpeed { get { return Info.TurnSpeed; } }
#endregion
[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.
#region IOccupySpace
[Sync] public WPos CenterPosition { get; private set; }
public CPos TopLeft { get { return ToCell; } }
public Pair<CPos, SubCell>[] OccupiedCells()
{
if (FromCell == ToCell)
return new[] { Pair.New(FromCell, FromSubCell) };
if (CanEnterCell(ToCell))
return new[] { Pair.New(ToCell, ToSubCell) };
return new[] { Pair.New(FromCell, FromSubCell), Pair.New(ToCell, ToSubCell) };
}
#endregion
public Mobile(ActorInitializer init, MobileInfo info)
: base(info)
{
self = init.Self;
speedModifiers = Exts.Lazy(() => self.TraitsImplementing<ISpeedModifier>().ToArray().Select(x => x.GetSpeedModifier()));
ToSubCell = FromSubCell = info.LocomotorInfo.SharesCell ? init.World.Map.Grid.DefaultSubCell : SubCell.FullCell;
if (init.Contains<SubCellInit>())
FromSubCell = ToSubCell = init.Get<SubCellInit, SubCell>();
if (init.Contains<LocationInit>())
{
fromCell = toCell = init.Get<LocationInit, CPos>();
SetVisualPosition(self, init.World.Map.CenterOfSubCell(FromCell, FromSubCell));
}
Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
// Sets the visual position to WPos accuracy
// Use LocationInit if you want to insert the actor into the ActorMap!
if (init.Contains<CenterPositionInit>())
SetVisualPosition(self, init.Get<CenterPositionInit, WPos>());
}
protected override void Created(Actor self)
{
notifyCustomLayerChanged = self.TraitsImplementing<INotifyCustomLayerChanged>().ToArray();
notifyVisualPositionChanged = self.TraitsImplementing<INotifyVisualPositionChanged>().ToArray();
notifyFinishedMoving = self.TraitsImplementing<INotifyFinishedMoving>().ToArray();
base.Created(self);
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
self.World.AddToMaps(self, this);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
self.World.RemoveFromMaps(self, this);
}
#region Local misc stuff
public void Nudge(Actor self, Actor nudger, bool force)
{
if (IsTraitDisabled)
return;
// Initial fairly braindead implementation.
// don't allow ourselves to be pushed around by the enemy!
if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally)
return;
// Don't nudge if we're busy doing something!
if (!force && !self.IsIdle)
return;
// Pick an adjacent available cell.
var availCells = new List<CPos>();
var notStupidCells = new List<CPos>();
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) : (CPos?)null;
if (moveTo.HasValue)
{
self.CancelActivity();
self.SetTargetLine(Target.FromCell(self.World, moveTo.Value), Color.Green, false);
self.QueueActivity(new Move(self, moveTo.Value, WDist.Zero));
Log.Write("debug", "OnNudge #{0} from {1} to {2}",
self.ActorID, self.Location, moveTo.Value);
}
else
{
var cellInfo = notStupidCells
.SelectMany(c => self.World.ActorMap.GetActorsAt(c)
.Where(a => a.IsIdle && a.Info.HasTraitInfo<MobileInfo>()),
(c, a) => new { Cell = c, Actor = a })
.RandomOrDefault(self.World.SharedRandom);
if (cellInfo != null)
{
self.CancelActivity();
var notifyBlocking = new CallFunc(() => self.NotifyBlocker(cellInfo.Cell));
var waitFor = new WaitFor(() => CanEnterCell(cellInfo.Cell));
var move = new Move(self, cellInfo.Cell);
self.QueueActivity(ActivityUtils.SequenceActivities(notifyBlocking, waitFor, move));
Log.Write("debug", "OnNudge (notify next blocking actor, wait and move) #{0} from {1} to {2}",
self.ActorID, self.Location, cellInfo.Cell);
}
else
{
Log.Write("debug", "OnNudge #{0} refuses at {1}",
self.ActorID, self.Location);
}
}
}
public bool CanInteractWithGroundLayer(Actor self)
{
// TODO: Think about extending this to support arbitrary layer-layer checks
// in a way that is compatible with the other IMove types.
// This would then allow us to e.g. have units attack other units inside tunnels.
if (ToCell.Layer == 0)
return true;
ICustomMovementLayer layer;
if (self.World.GetCustomMovementLayers().TryGetValue(ToCell.Layer, out layer))
return layer.InteractsWithDefaultLayer;
return true;
}
#endregion
#region IPositionable
// Returns a valid sub-cell
public SubCell GetValidSubCell(SubCell preferred = SubCell.Any)
{
// Try same sub-cell
if (preferred == SubCell.Any)
preferred = FromSubCell;
// Fix sub-cell assignment
if (Info.LocomotorInfo.SharesCell)
{
if (preferred <= SubCell.FullCell)
return self.World.Map.Grid.DefaultSubCell;
}
else
{
if (preferred != SubCell.FullCell)
return SubCell.FullCell;
}
return preferred;
}
// Sets the location (fromCell, toCell, FromSubCell, ToSubCell) and visual position (CenterPosition)
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
subCell = GetValidSubCell(subCell);
SetLocation(cell, subCell, cell, subCell);
var position = cell.Layer == 0 ? self.World.Map.CenterOfCell(cell) :
self.World.GetCustomMovementLayers()[cell.Layer].CenterOfCell(cell);
var subcellOffset = self.World.Map.Grid.OffsetOfSubCell(subCell);
SetVisualPosition(self, position + subcellOffset);
FinishedMoving(self);
}
// Sets the location (fromCell, toCell, FromSubCell, ToSubCell) and visual position (CenterPosition)
public void SetPosition(Actor self, WPos pos)
{
var cell = self.World.Map.CellContaining(pos);
SetLocation(cell, FromSubCell, cell, FromSubCell);
SetVisualPosition(self, self.World.Map.CenterOfSubCell(cell, FromSubCell) + new WVec(0, 0, self.World.Map.DistanceAboveTerrain(pos).Length));
FinishedMoving(self);
}
// Sets only the visual position (CenterPosition)
public void SetVisualPosition(Actor self, WPos pos)
{
CenterPosition = pos;
self.World.UpdateMaps(self, this);
// The first time SetVisualPosition is called is in the constructor before creation, so we need a null check here as well
if (notifyVisualPositionChanged == null)
return;
foreach (var n in notifyVisualPositionChanged)
n.VisualPositionChanged(self, fromCell.Layer, toCell.Layer);
}
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any)
{
return ToCell != location && fromCell == location
&& (subCell == SubCell.Any || FromSubCell == subCell || subCell == SubCell.FullCell || FromSubCell == SubCell.FullCell);
}
public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
{
var cellConditions = checkTransientActors ? CellConditions.All : CellConditions.None;
return Info.LocomotorInfo.GetAvailableSubCell(self.World, self, a, preferredSubCell, ignoreActor, cellConditions);
}
public bool CanExistInCell(CPos cell)
{
return Info.LocomotorInfo.MovementCostForCell(self.World, cell) != int.MaxValue;
}
public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
{
return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors);
}
#endregion
#region Local IPositionable-related
// Sets only the location (fromCell, toCell, FromSubCell, ToSubCell)
public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub)
{
if (FromCell == from && ToCell == to && FromSubCell == fromSub && ToSubCell == toSub)
return;
RemoveInfluence();
fromCell = from;
toCell = to;
FromSubCell = fromSub;
ToSubCell = toSub;
AddInfluence();
// Most custom layer conditions are added/removed when starting the transition between layers.
if (toCell.Layer != fromCell.Layer)
foreach (var n in notifyCustomLayerChanged)
n.CustomLayerChanged(self, fromCell.Layer, toCell.Layer);
}
public void FinishedMoving(Actor self)
{
// Need to check both fromCell and toCell because FinishedMoving is called multiple times during the move
if (fromCell.Layer == toCell.Layer)
foreach (var n in notifyFinishedMoving)
n.FinishedMoving(self, fromCell.Layer, toCell.Layer);
// Only make actor crush if it is on the ground
if (!self.IsAtGroundLevel())
return;
var actors = self.World.ActorMap.GetActorsAt(ToCell).Where(a => a != self).ToList();
if (!AnyCrushables(actors))
return;
var notifiers = actors.SelectMany(a => a.TraitsImplementing<INotifyCrushed>().Select(t => new TraitPair<INotifyCrushed>(a, t)));
foreach (var notifyCrushed in notifiers)
notifyCrushed.Trait.OnCrush(notifyCrushed.Actor, self, Info.LocomotorInfo.Crushes);
}
bool AnyCrushables(List<Actor> actors)
{
var crushables = actors.SelectMany(a => a.TraitsImplementing<ICrushable>().Select(t => new TraitPair<ICrushable>(a, t))).ToList();
if (crushables.Count == 0)
return false;
foreach (var crushes in crushables)
if (crushes.Trait.CrushableBy(crushes.Actor, self, Info.LocomotorInfo.Crushes))
return true;
return false;
}
public void AddInfluence()
{
if (self.IsInWorld)
self.World.ActorMap.AddInfluence(self, this);
}
public void RemoveInfluence()
{
if (self.IsInWorld)
self.World.ActorMap.RemoveInfluence(self, this);
}
#endregion
#region IMove
public Activity MoveTo(CPos cell, int nearEnough) { return new Move(self, cell, WDist.FromCells(nearEnough)); }
public Activity MoveTo(CPos cell, Actor ignoreActor) { return new Move(self, cell, WDist.Zero, ignoreActor); }
public Activity MoveWithinRange(Target target, WDist range) { return new MoveWithinRange(self, target, WDist.Zero, range); }
public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange) { return new MoveWithinRange(self, target, minRange, maxRange); }
public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange) { return new Follow(self, target, minRange, maxRange); }
public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
var pos = self.CenterPosition;
if (subCell == SubCell.Any)
subCell = Info.LocomotorInfo.SharesCell ? self.World.ActorMap.FreeSubCell(cell, subCell) : SubCell.FullCell;
// TODO: solve/reduce cell is full problem
if (subCell == SubCell.Invalid)
subCell = self.World.Map.Grid.DefaultSubCell;
// Reserve the exit cell
SetPosition(self, cell, subCell);
SetVisualPosition(self, pos);
return VisualMove(self, pos, self.World.Map.CenterOfSubCell(cell, subCell), cell);
}
public Activity MoveToTarget(Actor self, Target target)
{
if (target.Type == TargetType.Invalid)
return null;
return new MoveAdjacentTo(self, target);
}
public Activity MoveIntoTarget(Actor self, Target target)
{
if (target.Type == TargetType.Invalid)
return null;
return VisualMove(self, self.CenterPosition, target.Positions.PositionClosestTo(self.CenterPosition));
}
public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
{
return VisualMove(self, fromPos, toPos, self.Location);
}
public CPos NearestMoveableCell(CPos target)
{
// Limit search to a radius of 10 tiles
return NearestMoveableCell(target, 1, 10);
}
public bool CanEnterTargetNow(Actor self, Target target)
{
return self.Location == self.World.Map.CellContaining(target.CenterPosition) || Util.AdjacentCells(self.World, target).Any(c => c == self.Location);
}
#endregion
#region Local IMove-related
public int MovementSpeedForCell(Actor self, CPos cell)
{
var index = cell.Layer == 0 ? self.World.Map.GetTerrainIndex(cell) :
self.World.GetCustomMovementLayers()[cell.Layer].GetTerrainIndex(cell);
if (index == byte.MaxValue)
return 0;
var terrainSpeed = Info.LocomotorInfo.TilesetTerrainInfo[self.World.Map.Rules.TileSet][index].Speed;
if (terrainSpeed == 0)
return 0;
var modifiers = speedModifiers.Value.Append(terrainSpeed);
return Util.ApplyPercentageModifiers(Info.Speed, modifiers);
}
public CPos NearestMoveableCell(CPos target, int minRange, int maxRange)
{
// HACK: This entire method is a hack, and needs to be replaced with
// a proper path search that can account for movement layer transitions.
// HACK: Work around code that blindly tries to move to cells in invalid movement layers.
// This will need to change (by removing this method completely as above) before we can
// properly support user-issued orders on to elevated bridges or other interactable custom layers
if (target.Layer != 0)
target = new CPos(target.X, target.Y);
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<CPos, bool> 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;
}
public bool CanMoveFreelyInto(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
{
return Info.LocomotorInfo.CanMoveFreelyInto(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
}
public void EnteringCell(Actor self)
{
// Only make actor crush if it is on the ground
if (!self.IsAtGroundLevel())
return;
var actors = self.World.ActorMap.GetActorsAt(ToCell).Where(a => a != self).ToList();
if (!AnyCrushables(actors))
return;
var notifiers = actors.SelectMany(a => a.TraitsImplementing<INotifyCrushed>().Select(t => new TraitPair<INotifyCrushed>(a, t)));
foreach (var notifyCrushed in notifiers)
notifyCrushed.Trait.WarnCrush(notifyCrushed.Actor, self, Info.LocomotorInfo.Crushes);
}
public Activity ScriptedMove(CPos cell) { return new Move(self, cell); }
public Activity MoveTo(Func<List<CPos>> pathFunc) { return new Move(self, pathFunc); }
Activity VisualMove(Actor self, WPos fromPos, WPos toPos, CPos cell)
{
var speed = MovementSpeedForCell(self, cell);
var length = speed > 0 ? (toPos - fromPos).Length / speed : 0;
var delta = toPos - fromPos;
var facing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : Facing;
return ActivityUtils.SequenceActivities(new Turn(self, facing), new Drag(self, fromPos, toPos, length));
}
CPos? ClosestGroundCell()
{
var above = new CPos(TopLeft.X, TopLeft.Y);
if (CanEnterCell(above))
return above;
var pathFinder = self.World.WorldActor.Trait<IPathFinder>();
List<CPos> path;
using (var search = PathSearch.Search(self.World, Info.LocomotorInfo, self, true,
loc => loc.Layer == 0 && CanEnterCell(loc))
.FromPoint(self.Location))
path = pathFinder.FindPath(search);
if (path.Count > 0)
return path[0];
return null;
}
#endregion
void IActorPreviewInitModifier.ModifyActorPreviewInit(Actor self, TypeDictionary inits)
{
if (!inits.Contains<DynamicFacingInit>() && !inits.Contains<FacingInit>())
inits.Add(new DynamicFacingInit(() => facing));
}
void IDeathActorInitModifier.ModifyDeathActorInit(Actor self, TypeDictionary init)
{
init.Add(new FacingInit(facing));
// Allows the husk to drag to its final position
if (CanEnterCell(self.Location, self, false))
init.Add(new HuskSpeedInit(MovementSpeedForCell(self, self.Location)));
}
void INotifyBecomingIdle.OnBecomingIdle(Actor self)
{
if (TopLeft.Layer == 0)
return;
var moveTo = ClosestGroundCell();
if (moveTo != null)
self.QueueActivity(MoveTo(moveTo.Value, 0));
}
void INotifyBlockingMove.OnNotifyBlockingMove(Actor self, Actor blocking)
{
if (self.IsIdle && self.AppearsFriendlyTo(blocking))
Nudge(self, blocking, true);
}
IEnumerable<IOrderTargeter> IIssueOrder.Orders { get { yield return new MoveOrderTargeter(self, this); } }
// Note: Returns a valid order even if the unit can't move to the target
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order is MoveOrderTargeter)
return new Order("Move", self, target, queued);
return null;
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Move")
{
var loc = self.World.Map.Clamp(order.TargetLocation);
if (!Info.LocomotorInfo.MoveIntoShroud && !self.Owner.Shroud.IsExplored(loc))
return;
if (!order.Queued)
self.CancelActivity();
self.SetTargetLine(Target.FromCell(self.World, loc), Color.Green);
self.QueueActivity(order.Queued, new Move(self, loc, WDist.FromCells(8), null, true));
}
if (order.OrderString == "Stop")
self.CancelActivity();
if (order.OrderString == "Scatter")
Nudge(self, self, true);
}
string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
{
if (!Info.LocomotorInfo.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
return null;
switch (order.OrderString)
{
case "Move":
case "Scatter":
case "Stop":
return Info.Voice;
default:
return null;
}
}
class MoveOrderTargeter : IOrderTargeter
{
readonly Mobile mobile;
readonly LocomotorInfo locomotorInfo;
readonly bool rejectMove;
public bool TargetOverridesSelection(TargetModifiers modifiers)
{
return modifiers.HasModifier(TargetModifiers.ForceMove);
}
public MoveOrderTargeter(Actor self, Mobile unit)
{
mobile = unit;
locomotorInfo = mobile.Info.LocomotorInfo;
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<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
{
if (rejectMove || target.Type != TargetType.Terrain)
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 ?? mobile.Info.Cursor) : mobile.Info.BlockedCursor;
if (mobile.IsTraitDisabled
|| (!explored && !locomotorInfo.MoveIntoShroud)
|| (explored && locomotorInfo.MovementCostForCell(self.World, location) == int.MaxValue))
cursor = mobile.Info.BlockedCursor;
return true;
}
}
}
}