Files
OpenRA/OpenRa.Game/Traits/Activities/Move.cs
2009-12-05 14:23:59 +13:00

266 lines
6.9 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits.Activities
{
class Move : IActivity
{
public IActivity NextActivity { get; set; }
int2? destination;
int nearEnough;
public List<int2> path;
Func<Actor, Mobile, List<int2>> getPath;
MovePart move;
public Move( int2 destination, int nearEnough )
{
this.getPath = ( self, mobile ) => Game.PathFinder.FindUnitPath(
self.Location, destination,
mobile.GetMovementType() );
this.destination = destination;
this.nearEnough = nearEnough;
}
public Move( Actor target, int range )
{
this.getPath = ( self, mobile ) => Game.PathFinder.FindUnitPathToRange(
self.Location, target.Location,
mobile.GetMovementType(), range );
this.destination = null;
this.nearEnough = range;
}
public Move(Func<List<int2>> getPath)
{
this.getPath = (_, _2) => getPath();
this.destination = null;
this.nearEnough = 0;
}
static bool CanEnterCell( int2 c, Actor self )
{
if (!Game.BuildingInfluence.CanMoveHere(c)) return false;
var u = Game.UnitInfluence.GetUnitAt( c );
return (u == null || u == self);
}
public IActivity Tick( Actor self )
{
var unit = self.traits.Get<Unit>();
var mobile = self.traits.Get<Mobile>();
if( move != null )
{
move.TickMove( self, mobile, this );
return null;
}
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 null;
}
destination = path[ 0 ];
var nextCell = PopPath( self, mobile );
if( nextCell == null )
return null;
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(
CenterOfCell( mobile.fromCell ),
BetweenCells( mobile.fromCell, mobile.toCell ),
unit.Facing,
unit.Facing,
0 );
Game.UnitInfluence.Update( mobile );
move.TickMove( self, mobile, this );
return null;
}
}
[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.UnitInfluence.Remove( mobile );
var newPath = getPath(self, mobile).TakeWhile(a => a != self.Location).ToList();
Game.UnitInfluence.Add( mobile );
if (newPath.Count != 0)
path = newPath;
return null;
}
path.RemoveAt( path.Count - 1 );
return nextCell;
}
static float2 CenterOfCell( int2 loc )
{
return new float2( 12, 12 ) + Game.CellSize * (float2)loc;
}
static float2 BetweenCells( int2 from, int2 to )
{
return 0.5f * ( CenterOfCell( from ) + CenterOfCell( to ) );
}
public void Cancel( Actor self )
{
path = new List<int2>();
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 += ( self.unitInfo as MobileInfo ).Speed;
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<Unit>();
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<Unit>();
var nextCell = parent.PopPath( self, mobile );
if( nextCell != null )
{
if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
{
var ret = new MoveFirstHalf(
BetweenCells( mobile.fromCell, mobile.toCell ),
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;
Game.UnitInfluence.Update( mobile );
return ret;
}
else
parent.path.Add( nextCell.Value );
}
var ret2 = new MoveSecondHalf(
BetweenCells( mobile.fromCell, mobile.toCell ),
CenterOfCell( mobile.toCell ),
unit.Facing,
unit.Facing,
moveFraction - moveFractionTotal );
mobile.fromCell = mobile.toCell;
Game.UnitInfluence.Update( mobile );
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 = CenterOfCell( mobile.toCell );
mobile.fromCell = mobile.toCell;
return null;
}
}
}
}