286 lines
9.0 KiB
C#
286 lines
9.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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;
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using System.Linq;
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using OpenRA.Activities;
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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 enum EnterBehaviour { Exit, Suicide, Dispose }
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public abstract class Enter : Activity
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{
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public enum ReserveStatus { None, TooFar, Pending, Ready }
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enum State { ApproachingOrEntering, Inside, Exiting, Done }
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readonly IMove move;
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readonly int maxTries = 0;
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readonly EnterBehaviour enterBehaviour;
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readonly bool targetCenter;
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public Target Target { get { return target; } }
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Target target;
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State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
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bool isEnteringOrInside = false; // Used to know if exiting should be used
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WPos savedPos; // Position just before entering
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Activity inner;
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bool firstApproach = true;
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protected Enter(Actor self, Actor target, EnterBehaviour enterBehaviour, int maxTries = 1, bool targetCenter = false)
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{
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move = self.Trait<IMove>();
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this.target = Target.FromActor(target);
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this.maxTries = maxTries;
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this.enterBehaviour = enterBehaviour;
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this.targetCenter = targetCenter;
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}
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// CanEnter(target) should to be true; otherwise, Enter may abort.
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// Tries counter starts at 1 (reset every tick)
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protected virtual bool TryGetAlternateTarget(Actor self, int tries, ref Target target) { return false; }
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protected virtual bool CanReserve(Actor self) { return true; }
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protected virtual ReserveStatus Reserve(Actor self)
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{
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return !CanReserve(self) ? ReserveStatus.None : move.CanEnterTargetNow(self, target) ? ReserveStatus.Ready : ReserveStatus.TooFar;
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}
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protected virtual void Unreserve(Actor self, bool abort) { }
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protected virtual void OnInside(Actor self) { }
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protected bool TryGetAlternateTargetInCircle(
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Actor self, WDist radius, Action<Target> update, Func<Actor, bool> primaryFilter, Func<Actor, bool>[] preferenceFilters = null)
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{
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var diff = new WVec(radius, radius, WDist.Zero);
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var candidates = self.World.ActorMap.ActorsInBox(self.CenterPosition - diff, self.CenterPosition + diff)
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.Where(primaryFilter).Select(a => new { Actor = a, Ls = (self.CenterPosition - a.CenterPosition).HorizontalLengthSquared })
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.Where(p => p.Ls <= radius.LengthSquared).OrderBy(p => p.Ls).Select(p => p.Actor);
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if (preferenceFilters != null)
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foreach (var filter in preferenceFilters)
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{
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var preferredCandidate = candidates.FirstOrDefault(filter);
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if (preferredCandidate == null)
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continue;
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target = Target.FromActor(preferredCandidate);
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update(target);
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return true;
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}
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var candidate = candidates.FirstOrDefault();
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if (candidate == null)
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return false;
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target = Target.FromActor(candidate);
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update(target);
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return true;
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}
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// Called when inner activity is this and returns inner activity for next tick.
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protected virtual Activity InsideTick(Actor self) { return null; }
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// Abort entering and/or leave if necessary
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protected virtual void AbortOrExit(Actor self)
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{
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if (nextState == State.Done)
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return;
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nextState = isEnteringOrInside ? State.Exiting : State.Done;
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if (inner == this)
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inner = null;
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else if (inner != null)
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inner.Cancel(self);
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if (isEnteringOrInside)
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Unreserve(self, true);
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}
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// Cancel inner activity and mark as done unless already leaving or done
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protected void Done(Actor self)
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{
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if (nextState == State.Done)
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return;
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nextState = State.Done;
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if (inner == this)
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inner = null;
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else if (inner != null)
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inner.Cancel(self);
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}
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public override void Cancel(Actor self)
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{
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AbortOrExit(self);
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if (nextState < State.Exiting)
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base.Cancel(self);
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else
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NextActivity = null;
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}
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ReserveStatus TryReserveElseTryAlternateReserve(Actor self)
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{
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for (var tries = 0;;)
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switch (Reserve(self))
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{
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case ReserveStatus.None:
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if (++tries > maxTries || !TryGetAlternateTarget(self, tries, ref target))
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return ReserveStatus.None;
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continue;
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case ReserveStatus.TooFar:
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// Always goto to transport on first approach
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if (firstApproach)
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{
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firstApproach = false;
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return ReserveStatus.TooFar;
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}
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if (++tries > maxTries)
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return ReserveStatus.TooFar;
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Target t = target;
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if (!TryGetAlternateTarget(self, tries, ref t))
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return ReserveStatus.TooFar;
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if ((target.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= (t.CenterPosition - self.CenterPosition).HorizontalLengthSquared)
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return ReserveStatus.TooFar;
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target = t;
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continue;
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case ReserveStatus.Pending:
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return ReserveStatus.Pending;
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case ReserveStatus.Ready:
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return ReserveStatus.Ready;
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}
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}
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State FindAndTransitionToNextState(Actor self)
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{
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switch (nextState)
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{
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case State.ApproachingOrEntering:
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// Reserve to enter or approach
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isEnteringOrInside = false;
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switch (TryReserveElseTryAlternateReserve(self))
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{
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case ReserveStatus.None:
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return State.Done; // No available target -> abort to next activity
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case ReserveStatus.TooFar:
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inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
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return State.ApproachingOrEntering;
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case ReserveStatus.Pending:
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return State.ApproachingOrEntering; // Retry next tick
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case ReserveStatus.Ready:
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break; // Reserved target -> start entering target
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}
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// Entering
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isEnteringOrInside = true;
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savedPos = self.CenterPosition; // Save position of self, before entering, for returning on exit
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inner = move.MoveIntoTarget(self, target); // Enter
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if (inner != null)
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{
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nextState = State.Inside; // Should be inside once inner activity is null
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return State.ApproachingOrEntering;
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}
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// Can enter but there is no activity for it, so go inside without one
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goto case State.Inside;
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case State.Inside:
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// Might as well teleport into target if there is no MoveIntoTarget activity
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if (nextState == State.ApproachingOrEntering)
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nextState = State.Inside;
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// Otherwise, try to recover from moving target
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else if (target.CenterPosition != self.CenterPosition)
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{
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nextState = State.ApproachingOrEntering;
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Unreserve(self, false);
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if (Reserve(self) == ReserveStatus.Ready)
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{
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inner = move.MoveIntoTarget(self, target); // Enter
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if (inner != null)
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return State.ApproachingOrEntering;
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nextState = State.ApproachingOrEntering;
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goto case State.ApproachingOrEntering;
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}
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nextState = State.ApproachingOrEntering;
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isEnteringOrInside = false;
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inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
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return State.ApproachingOrEntering;
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}
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OnInside(self);
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if (enterBehaviour == EnterBehaviour.Suicide)
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self.Kill(self);
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else if (enterBehaviour == EnterBehaviour.Dispose)
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self.Dispose();
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// Return if Abort(Actor) or Done(self) was called from OnInside.
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if (nextState >= State.Exiting)
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return State.Inside;
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inner = this; // Start inside activity
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nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called)
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return State.Inside;
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// TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity
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case State.Exiting:
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inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
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// If not successfully exiting, retry on next tick
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if (inner == null)
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return State.Exiting;
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isEnteringOrInside = false;
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nextState = State.Done;
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return State.Exiting;
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case State.Done:
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return State.Done;
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}
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return State.Done; // dummy to quiet dumb compiler
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}
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Activity CanceledTick(Actor self)
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{
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if (inner == null)
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return ActivityUtils.RunActivity(self, NextActivity);
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inner.Cancel(self);
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inner.Queue(NextActivity);
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return ActivityUtils.RunActivity(self, inner);
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled)
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return CanceledTick(self);
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// Check target validity if not exiting or done
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if (nextState != State.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
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AbortOrExit(self);
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// If no current activity, tick next activity
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if (inner == null && FindAndTransitionToNextState(self) == State.Done)
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return CanceledTick(self);
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// Run inner activity/InsideTick
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inner = inner == this ? InsideTick(self) : ActivityUtils.RunActivity(self, inner);
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// If we are finished, move on to next activity
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if (inner == null && nextState == State.Done)
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return NextActivity;
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return this;
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}
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}
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}
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