Files
OpenRA/OpenRA.Mods.Common/Activities/Move/MoveAdjacentTo.cs

173 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class MoveAdjacentTo : Activity
{
static readonly List<CPos> NoPath = new List<CPos>();
protected readonly Mobile Mobile;
readonly IPathFinder pathFinder;
readonly DomainIndex domainIndex;
Target target;
bool canHideUnderFog;
protected Target Target
{
get
{
return target;
}
private set
{
target = value;
if (target.Type == TargetType.Actor)
canHideUnderFog = target.Actor.Info.HasTraitInfo<HiddenUnderFogInfo>();
}
}
protected CPos targetPosition;
Activity inner;
bool repath;
public MoveAdjacentTo(Actor self, Target target, WPos? initialTargetPosition = null, Color? targetLineColor = null)
{
Target = target;
Mobile = self.Trait<Mobile>();
pathFinder = self.World.WorldActor.Trait<IPathFinder>();
domainIndex = self.World.WorldActor.Trait<DomainIndex>();
if (initialTargetPosition.HasValue)
targetPosition = self.World.Map.CellContaining(initialTargetPosition.Value);
else if (target.IsValidFor(self) && target.Actor.CanBeViewedByPlayer(self.Owner))
targetPosition = self.World.Map.CellContaining(target.CenterPosition);
repath = true;
}
protected virtual bool ShouldStop(Actor self, CPos oldTargetPosition)
{
return false;
}
protected virtual bool ShouldRepath(Actor self, CPos oldTargetPosition)
{
return targetPosition != oldTargetPosition;
}
protected virtual IEnumerable<CPos> CandidateMovementCells(Actor self)
{
return Util.AdjacentCells(self.World, Target);
}
public override Activity Tick(Actor self)
{
var targetIsValid = Target.IsValidFor(self);
// Target moved under the fog. Move to its last known position.
if (Target.Type == TargetType.Actor && canHideUnderFog
&& !Target.Actor.CanBeViewedByPlayer(self.Owner))
{
if (inner != null)
inner.Cancel(self);
self.SetTargetLine(Target.FromCell(self.World, targetPosition), Color.Green);
return ActivityUtils.RunActivity(self, new AttackMoveActivity(self, Mobile.MoveTo(targetPosition, 0)));
}
// Inner move order has completed.
if (inner == null)
{
// We are done here if the order was cancelled for any
// reason except the target moving.
if (IsCanceled || !repath || !targetIsValid)
return NextActivity;
// Target has moved, and MoveAdjacentTo is still valid.
inner = Mobile.MoveTo(() => CalculatePathToTarget(self));
repath = false;
}
if (targetIsValid)
{
// Check if the target has moved
var oldTargetPosition = targetPosition;
targetPosition = self.World.Map.CellContaining(Target.CenterPosition);
var shouldStop = ShouldStop(self, oldTargetPosition);
if (shouldStop || (!repath && ShouldRepath(self, oldTargetPosition)))
{
// Finish moving into the next cell and then repath.
if (inner != null)
inner.Cancel(self);
repath = !shouldStop;
}
}
else
{
// Target became invalid. Move to its last known position.
Target = Target.FromCell(self.World, targetPosition);
}
// Ticks the inner move activity to actually move the actor.
inner = ActivityUtils.RunActivity(self, inner);
return this;
}
List<CPos> CalculatePathToTarget(Actor self)
{
var targetCells = CandidateMovementCells(self);
var searchCells = new List<CPos>();
var loc = self.Location;
foreach (var cell in targetCells)
if (domainIndex.IsPassable(loc, cell, Mobile.Info.LocomotorInfo) && Mobile.CanEnterCell(cell))
searchCells.Add(cell);
if (!searchCells.Any())
return NoPath;
using (var fromSrc = PathSearch.FromPoints(self.World, Mobile.Info.LocomotorInfo, self, searchCells, loc, true))
using (var fromDest = PathSearch.FromPoint(self.World, Mobile.Info.LocomotorInfo, self, loc, targetPosition, true).Reverse())
return pathFinder.FindBidiPath(fromSrc, fromDest);
}
public override IEnumerable<Target> GetTargets(Actor self)
{
if (inner != null)
return inner.GetTargets(self);
return Target.None;
}
public override bool Cancel(Actor self, bool keepQueue = false)
{
if (!IsCanceled && inner != null && !inner.Cancel(self))
return false;
return base.Cancel(self);
}
}
}