Several activities that queue child Move activities can get into a bad scenario where the actor is pathfinding and then gets stuck because the destination is unreachable. When the Move activity then completes, then parent activity sees it has yet to reach the destination and tries to move again. However, the actor is still blocked in the same spot as before and thus the movment finishes immediately. This causes a performance death spiral where the actor attempts to pathfind every tick. The pathfinding attempt can also be very expensive if it must exhaustively check the whole map to determine no route is possible. In order to prevent blocked actors from running into this scenario, we introduce MoveCooldownHelper. In its default setup it allows the parent activity to bail out if the actor was blocked during a pathfinding attempt. This means the activity will be dropped rather than trying to move endlessly. It also has an option to allow retrying if pathfinding was blocked, but applies a cooldown to avoid the performance penalty. For activities such as Enter, this means the actors will still try and enter their target if it is unreachable, but will only attempt once a second now rather than every tick. MoveAdjacentTo will now cancel if it fails to reach the destination. This fixes MoveOntoAndTurn to skip the Turn if the move didn't reach the intended destination. Any other derived classes will similarly benefit from skipping follow-up actions.
613 lines
21 KiB
C#
613 lines
21 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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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 Move : Activity
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{
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public WAngle ActorFacingModifier { get; private set; }
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readonly Mobile mobile;
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readonly WDist nearEnough;
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readonly Func<BlockedByActor, List<CPos>> getPath;
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readonly Actor ignoreActor;
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readonly Color? targetLineColor;
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static readonly BlockedByActor[] PathSearchOrder =
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{
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BlockedByActor.All,
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BlockedByActor.Stationary,
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BlockedByActor.Immovable,
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BlockedByActor.None
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};
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int carryoverProgress;
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int lastMovePartCompletedTick;
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List<CPos> path;
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CPos? destination;
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int startTicks;
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bool hadNoPath;
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// For dealing with blockers
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bool hasWaited;
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int waitTicksRemaining;
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// To work around queued activity issues while minimizing changes to legacy behaviour
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readonly bool evaluateNearestMovableCell;
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// Scriptable move order
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// Ignores lane bias
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public Move(Actor self, CPos destination, Color? targetLineColor = null)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here, we can save some performance by avoiding querying for the trait.
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mobile = (Mobile)self.OccupiesSpace;
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getPath = check =>
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{
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return mobile.PathFinder.FindPathToTargetCell(
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self, new[] { mobile.ToCell }, destination, check, laneBias: false);
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};
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this.destination = destination;
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this.targetLineColor = targetLineColor;
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nearEnough = WDist.Zero;
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}
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public Move(Actor self, CPos destination, WDist nearEnough, Actor ignoreActor = null, bool evaluateNearestMovableCell = false,
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Color? targetLineColor = null)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here, we can save some performance by avoiding querying for the trait.
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mobile = (Mobile)self.OccupiesSpace;
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getPath = check =>
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{
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if (!this.destination.HasValue)
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return PathFinder.NoPath;
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return mobile.PathFinder.FindPathToTargetCell(
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self, new[] { mobile.ToCell }, this.destination.Value, check, ignoreActor: ignoreActor);
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};
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// Note: Will be recalculated from OnFirstRun if evaluateNearestMovableCell is true
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this.destination = destination;
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this.nearEnough = nearEnough;
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this.ignoreActor = ignoreActor;
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this.evaluateNearestMovableCell = evaluateNearestMovableCell;
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this.targetLineColor = targetLineColor;
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}
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public Move(Actor self, Func<BlockedByActor, List<CPos>> getPath, Color? targetLineColor = null)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here, we can save some performance by avoiding querying for the trait.
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mobile = (Mobile)self.OccupiesSpace;
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this.getPath = getPath;
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destination = null;
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nearEnough = WDist.Zero;
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this.targetLineColor = targetLineColor;
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}
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List<CPos> EvalPath(BlockedByActor check)
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{
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var path = getPath(check).TakeWhile(a => a != mobile.ToCell).ToList();
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return path;
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}
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protected override void OnFirstRun(Actor self)
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{
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startTicks = self.World.WorldTick;
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mobile.MoveResult = MoveResult.InProgress;
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if (evaluateNearestMovableCell && destination.HasValue)
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{
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var movableDestination = mobile.NearestMoveableCell(destination.Value);
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destination = mobile.CanEnterCell(movableDestination, check: BlockedByActor.Immovable) ? movableDestination : null;
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}
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// TODO: Change this to BlockedByActor.Stationary after improving the local avoidance behaviour
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foreach (var check in PathSearchOrder)
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{
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path = EvalPath(check);
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if (path.Count > 0)
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return;
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}
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}
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public override bool Tick(Actor self)
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{
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mobile.TurnToMove = false;
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if (IsCanceling && mobile.CanStayInCell(mobile.ToCell))
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{
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path?.Clear();
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mobile.MoveResult = MoveResult.CompleteCanceled;
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return true;
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}
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if (mobile.IsTraitDisabled || mobile.IsTraitPaused)
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return false;
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if (destination == mobile.ToCell)
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{
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if (hadNoPath)
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mobile.MoveResult = MoveResult.CompleteDestinationBlocked;
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else
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mobile.MoveResult = MoveResult.CompleteDestinationReached;
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return true;
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}
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if (path.Count == 0)
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{
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hadNoPath = true;
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destination = mobile.ToCell;
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return false;
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}
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destination = path[0];
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var (nextCell, shouldTryAgain) = PopPath(self);
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if (nextCell == null)
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{
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if (!shouldTryAgain)
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{
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mobile.MoveResult = MoveResult.CompleteDestinationBlocked;
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return true;
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}
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return false;
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}
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var firstFacing = self.World.Map.FacingBetween(mobile.FromCell, nextCell.Value.Cell, mobile.Facing);
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if (mobile.Info.CanMoveBackward
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&& (mobile.Info.MaxBackwardCells < 0 || path.Count < mobile.Info.MaxBackwardCells)
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&& (mobile.Info.BackwardDuration < 0 || self.World.WorldTick - startTicks < mobile.Info.BackwardDuration)
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&& Math.Abs(firstFacing.Angle - mobile.Facing.Angle) > 256)
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{
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ActorFacingModifier = new WAngle(512);
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firstFacing += ActorFacingModifier;
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}
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else
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ActorFacingModifier = WAngle.Zero;
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if (!mobile.Info.TurnsWhileMoving && firstFacing != mobile.Facing)
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{
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path.Add(nextCell.Value.Cell);
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QueueChild(new Turn(self, firstFacing));
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mobile.TurnToMove = true;
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return false;
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}
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mobile.SetLocation(mobile.FromCell, mobile.FromSubCell, nextCell.Value.Cell, nextCell.Value.SubCell);
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var map = self.World.Map;
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var from = (mobile.FromCell.Layer == 0 ? map.CenterOfCell(mobile.FromCell) :
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self.World.GetCustomMovementLayers()[mobile.FromCell.Layer].CenterOfCell(mobile.FromCell)) +
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map.Grid.OffsetOfSubCell(mobile.FromSubCell);
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var to = Util.BetweenCells(self.World, mobile.FromCell, mobile.ToCell) +
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(map.Grid.OffsetOfSubCell(mobile.FromSubCell) + map.Grid.OffsetOfSubCell(mobile.ToSubCell)) / 2;
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WRot? toTerrainOrientation = null;
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var margin = mobile.Info.TerrainOrientationAdjustmentMargin.Length;
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if (margin >= 0)
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toTerrainOrientation = WRot.SLerp(map.TerrainOrientation(mobile.FromCell), map.TerrainOrientation(mobile.ToCell), 1, 2);
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var movingOnGroundLayer = mobile.FromCell.Layer == 0 && mobile.ToCell.Layer == 0;
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QueueChild(new MoveFirstHalf(this, from, to, mobile.Facing, firstFacing, null, toTerrainOrientation, margin, carryoverProgress, false, movingOnGroundLayer));
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carryoverProgress = 0;
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return false;
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}
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((CPos Cell, SubCell SubCell)? Next, bool ShouldTryAgain) PopPath(Actor self)
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{
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if (path.Count == 0)
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return (null, false);
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var nextCell = path[^1];
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// Something else might have moved us, so the path is no longer valid.
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if (!Util.AreAdjacentCells(mobile.ToCell, nextCell))
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{
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path = EvalPath(BlockedByActor.Immovable);
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return (null, false);
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}
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var containsTemporaryBlocker = self.World.ContainsTemporaryBlocker(nextCell, self);
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// Next cell in the move is blocked by another actor
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if (containsTemporaryBlocker || !mobile.CanEnterCell(nextCell, ignoreActor))
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{
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// Are we close enough?
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var cellRange = nearEnough.Length / 1024;
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if (!containsTemporaryBlocker && (mobile.ToCell - destination.Value).LengthSquared <= cellRange * cellRange && mobile.CanStayInCell(mobile.ToCell))
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{
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// Apply some simple checks to avoid giving up in cases where we can be confident that
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// nudging/waiting/repathing should produce better results.
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// Avoid fighting over the destination cell
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if (path.Count < 2)
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{
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path.Clear();
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return (null, false);
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}
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// We can reasonably assume that the blocker is friendly and has a similar locomotor type.
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// If there is a free cell next to the blocker that is a similar or closer distance to the
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// destination then we can probably nudge or path around it.
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var blockerDistSq = (nextCell - destination.Value).LengthSquared;
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var nudgeOrRepath = CVec.Directions
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.Select(d => nextCell + d)
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.Any(c => c != self.Location && (c - destination.Value).LengthSquared <= blockerDistSq && mobile.CanEnterCell(c, ignoreActor));
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if (!nudgeOrRepath)
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{
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path.Clear();
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return (null, false);
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}
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}
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// There is no point in waiting for the other actor to move if it is incapable of moving.
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if (!mobile.CanEnterCell(nextCell, ignoreActor, BlockedByActor.Immovable))
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{
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path = EvalPath(BlockedByActor.Immovable);
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return (null, false);
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}
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// See if they will move
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self.NotifyBlocker(nextCell);
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// Wait a bit to see if they leave
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if (!hasWaited)
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{
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waitTicksRemaining = mobile.Info.LocomotorInfo.WaitAverage;
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hasWaited = true;
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return (null, true);
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}
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if (--waitTicksRemaining >= 0)
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return (null, true);
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hasWaited = false;
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// If the blocking actors are already leaving, wait a little longer instead of repathing
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if (CellIsEvacuating(self, nextCell))
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return (null, true);
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// Calculate a new path
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mobile.RemoveInfluence();
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var newPath = EvalPath(BlockedByActor.All);
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mobile.AddInfluence();
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if (newPath.Count != 0)
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{
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path = newPath;
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var newCell = path[^1];
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path.RemoveAt(path.Count - 1);
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return ((newCell, mobile.GetAvailableSubCell(nextCell, mobile.FromSubCell, ignoreActor)), true);
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}
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else if (mobile.IsBlocking)
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{
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// If there is no way around the blocker and blocker will not move and we are blocking others, back up to let others pass.
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var newCell = mobile.GetAdjacentCell(nextCell);
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if (newCell != null)
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{
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if ((nextCell - newCell).Value.LengthSquared > 2)
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path.Add(mobile.ToCell);
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return ((newCell.Value, mobile.GetAvailableSubCell(newCell.Value, mobile.FromSubCell, ignoreActor)), true);
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}
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}
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return (null, false);
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}
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hasWaited = false;
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path.RemoveAt(path.Count - 1);
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return ((nextCell, mobile.GetAvailableSubCell(nextCell, mobile.FromSubCell, ignoreActor)), true);
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}
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protected override void OnLastRun(Actor self)
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{
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path = null;
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}
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static bool CellIsEvacuating(Actor self, CPos cell)
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{
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foreach (var actor in self.World.ActorMap.GetActorsAt(cell))
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{
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if (actor.OccupiesSpace is not Mobile move || move.IsTraitDisabled || !move.IsLeaving())
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return false;
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}
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return true;
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}
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public override void Cancel(Actor self, bool keepQueue = false)
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{
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Cancel(self, keepQueue, false);
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}
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public void Cancel(Actor self, bool keepQueue, bool forceClearPath)
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{
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// We need to clear the path here in order to prevent MovePart queueing new instances of itself
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// when the unit is making a turn.
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if (path != null && (forceClearPath || mobile.CanStayInCell(mobile.ToCell)))
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path.Clear();
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base.Cancel(self, keepQueue);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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if (path != null)
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return Enumerable.Reverse(path).Select(c => Target.FromCell(self.World, c));
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if (destination != null)
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return new Target[] { Target.FromCell(self.World, destination.Value) };
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return Target.None;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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// destination might be initialized with null, but will be set in a subsequent tick
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if (targetLineColor != null && destination != null)
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yield return new TargetLineNode(Target.FromCell(self.World, destination.Value), targetLineColor.Value);
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}
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abstract class MovePart : Activity
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{
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protected readonly Move Move;
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protected readonly WPos From, To;
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protected readonly WAngle FromFacing, ToFacing;
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protected readonly WRot? FromTerrainOrientation, ToTerrainOrientation;
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protected readonly bool EnableArc;
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protected readonly WPos ArcCenter;
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protected readonly int ArcFromLength;
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protected readonly WAngle ArcFromAngle;
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protected readonly int ArcToLength;
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protected readonly WAngle ArcToAngle;
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protected readonly int Distance;
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protected readonly bool MovingOnGroundLayer;
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protected readonly bool TurnsWhileMoving;
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readonly int terrainOrientationMargin;
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protected int progress;
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protected MovePart(Move move, WPos from, WPos to, WAngle fromFacing, WAngle toFacing,
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WRot? fromTerrainOrientation, WRot? toTerrainOrientation, int terrainOrientationMargin,
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int carryoverProgress, bool shouldArc, bool movingOnGroundLayer)
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{
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Move = move;
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From = from;
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To = to;
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FromFacing = fromFacing;
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ToFacing = toFacing;
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FromTerrainOrientation = fromTerrainOrientation;
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ToTerrainOrientation = toTerrainOrientation;
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progress = carryoverProgress;
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Distance = (to - from).Length;
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this.terrainOrientationMargin = Math.Min(terrainOrientationMargin, Distance / 2);
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MovingOnGroundLayer = movingOnGroundLayer;
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IsInterruptible = false; // See comments in Move.Cancel()
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TurnsWhileMoving = move.mobile.Info.TurnsWhileMoving;
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// Calculate an elliptical arc that joins from and to
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if (shouldArc)
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{
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// The center of rotation is where the normal vectors cross
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var u = new WVec(1024, 0, 0).Rotate(WRot.FromYaw(fromFacing));
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var v = new WVec(1024, 0, 0).Rotate(WRot.FromYaw(toFacing));
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// Make sure that u and v aren't parallel, which may happen due to rounding
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// in WVec.Rotate if delta is close but not necessarily equal to 0 or 512
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if (v.X * u.Y != v.Y * u.X)
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{
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var w = from - to;
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var s = (v.Y * w.X - v.X * w.Y) * 1024 / (v.X * u.Y - v.Y * u.X);
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var x = from.X + s * u.X / 1024;
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var y = from.Y + s * u.Y / 1024;
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ArcCenter = new WPos(x, y, 0);
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ArcFromLength = (ArcCenter - from).HorizontalLength;
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ArcFromAngle = (ArcCenter - from).Yaw;
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ArcToLength = (ArcCenter - to).HorizontalLength;
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ArcToAngle = (ArcCenter - to).Yaw;
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EnableArc = true;
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}
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}
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}
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public override bool Tick(Actor self)
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{
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var mobile = Move.mobile;
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// Only move by a full speed step if we didn't already move this tick.
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// If we did, we limit the move to any carried-over leftover progress.
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if (Move.lastMovePartCompletedTick < self.World.WorldTick)
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progress += mobile.MovementSpeedForCell(mobile.ToCell);
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if (progress >= Distance)
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{
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mobile.SetCenterPosition(self, To);
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mobile.Facing = TurnsWhileMoving
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? Util.TickFacing(mobile.Facing, ToFacing, mobile.TurnSpeed)
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: ToFacing;
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Move.lastMovePartCompletedTick = self.World.WorldTick;
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Queue(OnComplete(self, mobile, Move));
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return true;
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}
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WPos pos;
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if (EnableArc)
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{
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var angle = WAngle.Lerp(ArcFromAngle, ArcToAngle, progress, Distance);
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var length = int2.Lerp(ArcFromLength, ArcToLength, progress, Distance);
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var height = int2.Lerp(From.Z, To.Z, progress, Distance);
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pos = ArcCenter + new WVec(0, length, height).Rotate(WRot.FromYaw(angle));
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}
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else
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pos = WPos.Lerp(From, To, progress, Distance);
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// This makes sure units move smoothly moves over ramps
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// HACK: DistanceAboveTerrain works only with ground layer
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if (MovingOnGroundLayer)
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pos -= new WVec(WDist.Zero, WDist.Zero, self.World.Map.DistanceAboveTerrain(pos));
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mobile.SetCenterPosition(self, pos);
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// Smoothly interpolate over terrain orientation changes
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if (FromTerrainOrientation.HasValue && progress < terrainOrientationMargin)
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{
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var currentCellOrientation = self.World.Map.TerrainOrientation(mobile.FromCell);
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var orientation = WRot.SLerp(FromTerrainOrientation.Value, currentCellOrientation, progress, terrainOrientationMargin);
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mobile.SetTerrainRampOrientation(orientation);
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}
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else if (ToTerrainOrientation.HasValue && Distance - progress < terrainOrientationMargin)
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{
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var currentCellOrientation = self.World.Map.TerrainOrientation(mobile.FromCell);
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var orientation = WRot.SLerp(ToTerrainOrientation.Value, currentCellOrientation, Distance - progress, terrainOrientationMargin);
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mobile.SetTerrainRampOrientation(orientation);
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}
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mobile.Facing = TurnsWhileMoving
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? Util.TickFacing(mobile.Facing, ToFacing, mobile.TurnSpeed)
|
|
: WAngle.Lerp(FromFacing, ToFacing, progress, Distance);
|
|
|
|
return false;
|
|
}
|
|
|
|
protected abstract MovePart OnComplete(Actor self, Mobile mobile, Move parent);
|
|
|
|
public override IEnumerable<Target> GetTargets(Actor self)
|
|
{
|
|
return Move.GetTargets(self);
|
|
}
|
|
}
|
|
|
|
sealed class MoveFirstHalf : MovePart
|
|
{
|
|
public MoveFirstHalf(Move move, WPos from, WPos to, WAngle fromFacing, WAngle toFacing,
|
|
WRot? fromTerrainOrientation, WRot? toTerrainOrientation, int terrainOrientationMargin, int carryoverProgress, bool shouldArc, bool movingOnGroundLayer)
|
|
: base(move, from, to, fromFacing, toFacing, fromTerrainOrientation, toTerrainOrientation, terrainOrientationMargin, carryoverProgress, shouldArc, movingOnGroundLayer) { }
|
|
|
|
bool IsTurn(Actor self, Mobile mobile, CPos nextCell, Map map)
|
|
{
|
|
// Some actors with a limited number of sprite facings should never move along curved trajectories.
|
|
if (mobile.Info.AlwaysTurnInPlace || TurnsWhileMoving)
|
|
return false;
|
|
|
|
// When Backwards duration runs out, let the Move activity do the turn.
|
|
if (Move.ActorFacingModifier != WAngle.Zero && self.World.WorldTick - Move.startTicks >= mobile.Info.BackwardDuration)
|
|
return false;
|
|
|
|
// Tight U-turns should be done in place instead of making silly looking loops.
|
|
var nextFacing = map.FacingBetween(nextCell, mobile.ToCell, mobile.Facing);
|
|
var currentFacing = map.FacingBetween(mobile.ToCell, mobile.FromCell, mobile.Facing);
|
|
var delta = (nextFacing - currentFacing).Angle;
|
|
return delta != 0 && (delta < 384 || delta > 640);
|
|
}
|
|
|
|
protected override MovePart OnComplete(Actor self, Mobile mobile, Move parent)
|
|
{
|
|
var map = self.World.Map;
|
|
var fromSubcellOffset = map.Grid.OffsetOfSubCell(mobile.FromSubCell);
|
|
var toSubcellOffset = map.Grid.OffsetOfSubCell(mobile.ToSubCell);
|
|
|
|
var (nextCell, _) = parent.PopPath(self);
|
|
if (nextCell != null)
|
|
{
|
|
if (!mobile.IsTraitPaused && !mobile.IsTraitDisabled && IsTurn(self, mobile, nextCell.Value.Cell, map))
|
|
{
|
|
var nextSubcellOffset = map.Grid.OffsetOfSubCell(nextCell.Value.SubCell);
|
|
WRot? nextToTerrainOrientation = null;
|
|
var margin = mobile.Info.TerrainOrientationAdjustmentMargin.Length;
|
|
if (margin >= 0)
|
|
nextToTerrainOrientation = WRot.SLerp(map.TerrainOrientation(mobile.ToCell), map.TerrainOrientation(nextCell.Value.Cell), 1, 2);
|
|
|
|
var ret = new MoveFirstHalf(
|
|
Move,
|
|
Util.BetweenCells(self.World, mobile.FromCell, mobile.ToCell) + (fromSubcellOffset + toSubcellOffset) / 2,
|
|
Util.BetweenCells(self.World, mobile.ToCell, nextCell.Value.Cell) + (toSubcellOffset + nextSubcellOffset) / 2,
|
|
mobile.Facing,
|
|
map.FacingBetween(mobile.ToCell, nextCell.Value.Cell, mobile.Facing) + Move.ActorFacingModifier,
|
|
ToTerrainOrientation,
|
|
nextToTerrainOrientation,
|
|
margin,
|
|
progress - Distance,
|
|
true,
|
|
mobile.ToCell.Layer == 0 && nextCell.Value.Cell.Layer == 0);
|
|
|
|
mobile.FinishedMoving(self);
|
|
mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, nextCell.Value.Cell, nextCell.Value.SubCell);
|
|
return ret;
|
|
}
|
|
|
|
parent.path.Add(nextCell.Value.Cell);
|
|
}
|
|
|
|
var toPos = mobile.ToCell.Layer == 0 ? map.CenterOfCell(mobile.ToCell) :
|
|
self.World.GetCustomMovementLayers()[mobile.ToCell.Layer].CenterOfCell(mobile.ToCell);
|
|
|
|
var ret2 = new MoveSecondHalf(
|
|
Move,
|
|
Util.BetweenCells(self.World, mobile.FromCell, mobile.ToCell) + (fromSubcellOffset + toSubcellOffset) / 2,
|
|
toPos + toSubcellOffset,
|
|
mobile.Facing,
|
|
TurnsWhileMoving ? map.FacingBetween(mobile.FromCell, mobile.ToCell, mobile.Facing) + Move.ActorFacingModifier : mobile.Facing,
|
|
ToTerrainOrientation,
|
|
null,
|
|
mobile.Info.TerrainOrientationAdjustmentMargin.Length,
|
|
progress - Distance,
|
|
false,
|
|
MovingOnGroundLayer);
|
|
|
|
mobile.EnteringCell(self);
|
|
mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, mobile.ToCell, mobile.ToSubCell);
|
|
return ret2;
|
|
}
|
|
}
|
|
|
|
sealed class MoveSecondHalf : MovePart
|
|
{
|
|
public MoveSecondHalf(Move move, WPos from, WPos to, WAngle fromFacing, WAngle toFacing,
|
|
WRot? fromTerrainOrientation, WRot? toTerrainOrientation, int terrainOrientationMargin, int carryoverProgress, bool shouldArc, bool movingOnGroundLayer)
|
|
: base(move, from, to, fromFacing, toFacing, fromTerrainOrientation, toTerrainOrientation, terrainOrientationMargin, carryoverProgress, shouldArc, movingOnGroundLayer) { }
|
|
|
|
protected override MovePart OnComplete(Actor self, Mobile mobile, Move parent)
|
|
{
|
|
mobile.SetPosition(self, mobile.ToCell);
|
|
|
|
// Move might immediately queue a new MoveFirstHalf within the same tick if we haven't
|
|
// reached the end of the requested path. Make sure that any leftover movement progress is
|
|
// correctly carried over into this new activity to avoid a glitch in the apparent move speed.
|
|
Move.carryoverProgress = progress - Distance;
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
}
|