523 lines
15 KiB
C#
Executable File
523 lines
15 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* 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.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Move
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{
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[Desc("Unit is able to move.")]
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public class MobileInfo : ITraitInfo, IFacingInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
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{
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[FieldLoader.LoadUsing("LoadSpeeds")]
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[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
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public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
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[Desc("e.g. crate, wall, infantry")]
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public readonly string[] Crushes;
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public readonly int WaitAverage = 5;
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public readonly int WaitSpread = 2;
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public readonly int InitialFacing = 128;
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[Desc("Rate of Turning")]
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public readonly int ROT = 255;
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public readonly int Speed = 1;
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public readonly bool OnRails = false;
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[Desc("Allow multiple (infantry) units in one cell.")]
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public readonly bool SharesCell = false;
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public readonly int Altitude;
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public virtual object Create(ActorInitializer init) { return new Mobile(init, this); }
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static object LoadSpeeds(MiniYaml y)
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{
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Dictionary<string, TerrainInfo> ret = new Dictionary<string, TerrainInfo>();
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foreach (var t in y.NodesDict["TerrainSpeeds"].Nodes)
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{
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var speed = FieldLoader.GetValue<decimal>("speed", t.Value.Value);
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var cost = t.Value.NodesDict.ContainsKey("PathingCost")
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? FieldLoader.GetValue<int>("cost", t.Value.NodesDict["PathingCost"].Value)
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: (int)(10000 / speed);
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ret.Add(t.Key, new TerrainInfo { Speed = speed, Cost = cost });
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}
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return ret;
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}
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public class TerrainInfo
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{
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public int Cost = int.MaxValue;
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public decimal Speed = 0;
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}
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public int MovementCostForCell(World world, CPos cell)
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{
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if (!world.Map.IsInMap(cell.X, cell.Y))
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return int.MaxValue;
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var type = world.GetTerrainType(cell);
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if (!TerrainSpeeds.ContainsKey(type))
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return int.MaxValue;
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return TerrainSpeeds[type].Cost;
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}
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public int GetMovementClass(TileSet tileset)
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{
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/* collect our ability to cross *all* terraintypes, in a bitvector */
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var passability = tileset.Terrain.OrderBy(t => t.Key)
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.Select(t => TerrainSpeeds.ContainsKey(t.Key) && TerrainSpeeds[t.Key].Cost < int.MaxValue);
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return passability.ToBits();
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}
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public static readonly Dictionary<SubCell, WVec> SubCellOffsets = new Dictionary<SubCell, WVec>()
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{
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{SubCell.TopLeft, new WVec(-299, -256, 0)},
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{SubCell.TopRight, new WVec(256, -256, 0)},
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{SubCell.Center, new WVec(0, 0, 0)},
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{SubCell.BottomLeft, new WVec(-299, 256, 0)},
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{SubCell.BottomRight, new WVec(256, 256, 0)},
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{SubCell.FullCell, new WVec(0, 0, 0)},
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};
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static bool IsMovingInMyDirection(Actor self, Actor other)
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{
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if (!other.IsMoving()) return false;
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if (self == null) return true;
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var selfMobile = self.TraitOrDefault<Mobile>();
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if (selfMobile == null) return false;
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var otherMobile = other.TraitOrDefault<Mobile>();
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if (otherMobile == null) return false;
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// Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions:
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var dp = CVec.Dot((selfMobile.toCell - self.Location), (otherMobile.toCell - other.Location));
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if (dp <= 0) return false;
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return true;
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}
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public bool CanEnterCell(World world, CPos cell)
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{
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return CanEnterCell(world, null, cell, null, true, true);
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}
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public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor, bool checkTransientActors, bool blockedByMovers)
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{
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if (MovementCostForCell(world, cell) == int.MaxValue)
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return false;
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if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
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return true;
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var blockingActors = world.ActorMap.GetUnitsAt(cell)
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.Where(x => x != ignoreActor)
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// Neutral/enemy units are blockers. Allied units that are moving are not blockers.
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.Where(x => blockedByMovers || (self == null || self.Owner.Stances[x.Owner] != Stance.Ally || !IsMovingInMyDirection(self, x)))
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.ToList();
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if (checkTransientActors && blockingActors.Count > 0)
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{
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// Non-sharable unit can enter a cell with shareable units only if it can crush all of them
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if (self == null || Crushes == null)
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return false;
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if (blockingActors.Any(a => !(a.HasTrait<ICrushable>() &&
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a.TraitsImplementing<ICrushable>().Any(b => b.CrushableBy(Crushes, self.Owner)))))
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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 int GetInitialFacing() { return InitialFacing; }
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}
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public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IFacing, ISync
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{
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public readonly Actor self;
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public readonly MobileInfo Info;
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public bool IsMoving { get; internal set; }
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int __facing;
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CPos __fromCell, __toCell;
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public SubCell fromSubCell, toSubCell;
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//int __altitude;
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[Sync] public int Facing
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{
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get { return __facing; }
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set { __facing = value; }
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}
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[Sync] public int Altitude { get; set; }
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public int ROT { get { return Info.ROT; } }
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[Sync] public PPos PxPosition { get; private set; }
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[Sync] public CPos fromCell { get { return __fromCell; } }
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[Sync] public CPos toCell { get { return __toCell; } }
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[Sync] public int PathHash; // written by Move.EvalPath, to temporarily debug this crap.
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public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub)
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{
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if (fromCell == from && toCell == to && fromSubCell == fromSub && toSubCell == toSub)
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return;
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RemoveInfluence();
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__fromCell = from;
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__toCell = to;
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fromSubCell = fromSub;
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toSubCell = toSub;
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AddInfluence();
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}
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const int avgTicksBeforePathing = 5;
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const int spreadTicksBeforePathing = 5;
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internal int ticksBeforePathing = 0;
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public Mobile(ActorInitializer init, MobileInfo info)
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{
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this.self = init.self;
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this.Info = info;
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toSubCell = fromSubCell = info.SharesCell ? SubCell.Center : SubCell.FullCell;
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if (init.Contains<SubCellInit>())
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{
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this.fromSubCell = this.toSubCell = init.Get<SubCellInit, SubCell>();
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}
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if (init.Contains<LocationInit>())
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{
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this.__fromCell = this.__toCell = init.Get<LocationInit, CPos>();
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this.PxPosition = PPos.FromWPos(fromCell.CenterPosition + MobileInfo.SubCellOffsets[fromSubCell]);
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}
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this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
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this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit, int>() : 0;
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}
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public void SetPosition(Actor self, CPos cell)
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{
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SetLocation(cell,fromSubCell, cell,fromSubCell);
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PxPosition = PPos.FromWPos(fromCell.CenterPosition + MobileInfo.SubCellOffsets[fromSubCell]);
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FinishedMoving(self);
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}
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public void SetPxPosition(Actor self, PPos px)
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{
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var cell = px.ToCPos();
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SetLocation(cell,fromSubCell, cell,fromSubCell);
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PxPosition = px;
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FinishedMoving(self);
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}
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public void AdjustPxPosition(Actor self, PPos px) /* visual hack only */
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{
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PxPosition = px;
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}
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public IEnumerable<IOrderTargeter> Orders { get { yield return new MoveOrderTargeter(Info); } }
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// Note: Returns a valid order even if the unit can't move to the target
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order is MoveOrderTargeter)
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{
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if (Info.OnRails) return null;
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return new Order("Move", self, queued) { TargetLocation = target.CenterPosition.ToCPos() };
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}
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return null;
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}
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public CPos NearestMoveableCell(CPos target)
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{
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return NearestMoveableCell(target, 1, 10);
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}
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public CPos NearestMoveableCell(CPos target, int minRange, int maxRange)
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{
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if (CanEnterCell(target))
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return target;
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var searched = new List<CPos>();
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// Limit search to a radius of 10 tiles
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for (int r = minRange; r < maxRange; r++)
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foreach (var tile in self.World.FindTilesInCircle(target, r).Except(searched))
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{
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if (CanEnterCell(tile))
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return tile;
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searched.Add(tile);
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}
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// Couldn't find a cell
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return target;
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}
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public CPos NearestCell(CPos target, Func<CPos, bool> check, int minRange, int maxRange)
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{
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if (check(target))
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return target;
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var searched = new List<CPos>();
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for (int r = minRange; r < maxRange; r++)
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foreach (var tile in self.World.FindTilesInCircle(target, r).Except(searched))
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{
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if (check(tile))
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return tile;
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searched.Add(tile);
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}
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// Couldn't find a cell
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return target;
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}
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void PerformMoveInner(Actor self, CPos targetLocation, bool queued)
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{
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var currentLocation = NearestMoveableCell(targetLocation);
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if (!CanEnterCell(currentLocation))
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{
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if (queued) self.CancelActivity();
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return;
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}
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if (!queued) self.CancelActivity();
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ticksBeforePathing = avgTicksBeforePathing + self.World.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing);
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self.QueueActivity(new Move(currentLocation, 8));
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self.SetTargetLine(Target.FromCell(currentLocation), Color.Green);
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}
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protected void PerformMove(Actor self, CPos targetLocation, bool queued)
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{
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if (queued)
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self.QueueActivity(new CallFunc(() => PerformMoveInner(self, targetLocation, true)));
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else
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PerformMoveInner(self, targetLocation, false);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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PerformMove(self, self.World.ClampToWorld(order.TargetLocation),
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order.Queued && !self.IsIdle);
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if (order.OrderString == "Stop")
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self.CancelActivity();
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if (order.OrderString == "Scatter")
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Nudge(self, self, true);
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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switch( order.OrderString )
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{
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case "Move":
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case "Scatter":
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case "Stop":
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return "Move";
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default:
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return null;
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}
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}
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public CPos TopLeft { get { return toCell; } }
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells()
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{
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if (fromCell == toCell)
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yield return Pair.New(fromCell, fromSubCell);
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else if (CanEnterCell(toCell))
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yield return Pair.New(toCell, toSubCell);
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else
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{
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yield return Pair.New(fromCell, fromSubCell);
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yield return Pair.New(toCell, toSubCell);
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}
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}
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public SubCell GetDesiredSubcell(CPos a, Actor ignoreActor)
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{
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if (!Info.SharesCell)
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return SubCell.FullCell;
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// Prioritise the current subcell
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return new[]{ fromSubCell, SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight}.First(b =>
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{
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var blockingActors = self.World.ActorMap.GetUnitsAt(a,b).Where(c => c != ignoreActor);
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if (blockingActors.Any())
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{
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// Non-sharable unit can enter a cell with shareable units only if it can crush all of them
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if (Info.Crushes == null)
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return false;
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if (blockingActors.Any(c => !(c.HasTrait<ICrushable>() &&
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c.TraitsImplementing<ICrushable>().Any(d => d.CrushableBy(Info.Crushes, self.Owner)))))
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return false;
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}
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return true;
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});
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}
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public bool CanEnterCell(CPos p)
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{
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return CanEnterCell(p, null, true);
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}
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
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{
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return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors, true);
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}
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public void EnteringCell(Actor self)
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{
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var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
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foreach (var a in crushable)
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{
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var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner));
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foreach (var b in crushActions)
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b.WarnCrush(self);
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}
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}
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public void FinishedMoving(Actor self)
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{
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var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
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foreach (var a in crushable)
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{
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var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner));
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foreach (var b in crushActions)
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b.OnCrush(self);
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}
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}
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public int MovementSpeedForCell(Actor self, CPos cell)
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{
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var type = self.World.GetTerrainType(cell);
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if (!Info.TerrainSpeeds.ContainsKey(type))
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return 0;
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decimal speed = Info.Speed * Info.TerrainSpeeds[type].Speed;
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foreach (var t in self.TraitsImplementing<ISpeedModifier>())
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speed *= t.GetSpeedModifier();
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return (int)(speed / 100) * 1024 / (3 * Game.CellSize);
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}
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public void AddInfluence()
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{
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if (self.IsInWorld)
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self.World.ActorMap.Add(self, this);
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}
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public void RemoveInfluence()
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{
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if (self.IsInWorld)
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self.World.ActorMap.Remove(self, this);
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}
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public void Nudge(Actor self, Actor nudger, bool force)
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{
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/* initial fairly braindead implementation. */
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if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally)
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return; /* don't allow ourselves to be pushed around
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* by the enemy! */
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if (!force && !self.IsIdle)
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return; /* don't nudge if we're busy doing something! */
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// pick an adjacent available cell.
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var availCells = new List<CPos>();
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var notStupidCells = new List<CPos>();
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for (var i = -1; i < 2; i++)
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for (var j = -1; j < 2; j++)
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{
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var p = toCell + new CVec(i, j);
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if (CanEnterCell(p))
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availCells.Add(p);
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else
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if (p != nudger.Location && p != toCell)
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notStupidCells.Add(p);
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}
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var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) :
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notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (CPos?)null;
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if (moveTo.HasValue)
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{
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self.CancelActivity();
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self.SetTargetLine(Target.FromCell(moveTo.Value), Color.Green, false);
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self.QueueActivity(new Move(moveTo.Value, 0));
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Log.Write("debug", "OnNudge #{0} from {1} to {2}",
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self.ActorID, self.Location, moveTo.Value);
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}
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else
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Log.Write("debug", "OnNudge #{0} refuses at {1}",
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self.ActorID, self.Location);
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}
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class MoveOrderTargeter : IOrderTargeter
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{
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readonly MobileInfo unitType;
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public MoveOrderTargeter(MobileInfo unitType)
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{
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this.unitType = unitType;
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}
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public string OrderID { get { return "Move"; } }
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public int OrderPriority { get { return 4; } }
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public bool IsQueued { get; protected set; }
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public bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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return false;
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}
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public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, TargetModifiers modifiers, ref string cursor)
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{
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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cursor = "move";
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if (self.Owner.Shroud.IsExplored(location))
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cursor = self.World.GetTerrainInfo(location).CustomCursor ?? cursor;
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if (!self.World.Map.IsInMap(location) || (self.Owner.Shroud.IsExplored(location) &&
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unitType.MovementCostForCell(self.World, location) == int.MaxValue))
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cursor = "move-blocked";
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return true;
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}
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}
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public Activity ScriptedMove(CPos cell) { return new Move(cell); }
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public Activity MoveTo(CPos cell, int nearEnough) { return new Move(cell, nearEnough); }
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public Activity MoveTo(CPos cell, Actor ignoredActor) { return new Move(cell, ignoredActor); }
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public Activity MoveWithinRange(Target target, WRange range) { return new Move(target, range); }
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public Activity MoveTo(Func<List<CPos>> pathFunc) { return new Move(pathFunc); }
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}
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}
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