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.
164 lines
5.4 KiB
C#
164 lines
5.4 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.Collections.Generic;
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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 enum EnterBehaviour { Exit, Suicide, Dispose }
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public abstract class Enter : Activity
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{
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enum EnterState { Approaching, Entering, Exiting, Finished }
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readonly IMove move;
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readonly Color? targetLineColor;
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readonly MoveCooldownHelper moveCooldownHelper;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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EnterState lastState = EnterState.Approaching;
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protected Enter(Actor self, in Target target, Color? targetLineColor = null)
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{
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move = self.Trait<IMove>();
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this.target = target;
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this.targetLineColor = targetLineColor;
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ChildHasPriority = false;
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moveCooldownHelper = new MoveCooldownHelper(self.World, move as Mobile) { RetryIfDestinationBlocked = true };
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}
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/// <summary>
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/// Called early in the activity tick to allow subclasses to update state.
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/// Call Cancel(self, true) if it is no longer valid to enter.
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/// </summary>
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protected virtual void TickInner(Actor self, in Target target, bool targetIsDeadOrHiddenActor) { }
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/// <summary>
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/// Called when the actor is ready to transition from approaching to entering the target actor.
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/// Return true to start entering, or false to wait in the WaitingToEnter state.
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/// Call Cancel(self, true) before returning false if it is no longer valid to enter.
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/// </summary>
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protected virtual bool TryStartEnter(Actor self, Actor targetActor) { return true; }
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/// <summary>
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/// Called when the actor has entered the target actor.
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/// Actor will be Killed/Disposed or they will enter/exit unharmed.
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/// Depends on either the EnterBehaviour of the actor or the requirements of an overriding function.
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/// </summary>
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protected virtual void OnEnterComplete(Actor self, Actor targetActor) { }
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public override bool Tick(Actor self)
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{
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// Update our view of the target
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target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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lastVisibleTarget = Target.FromTargetPositions(target);
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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// Cancel immediately if the target died while we were entering it
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if (!IsCanceling && useLastVisibleTarget && lastState == EnterState.Entering)
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Cancel(self, true);
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TickInner(self, target, useLastVisibleTarget);
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// We need to wait for movement to finish before transitioning to
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// the next state or next activity
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if (!TickChild(self))
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return false;
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var result = moveCooldownHelper.Tick(targetIsHiddenActor);
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if (result != null)
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return result.Value;
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// Note that lastState refers to what we have just *finished* doing
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switch (lastState)
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{
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case EnterState.Approaching:
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{
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// NOTE: We can safely cancel in this case because we know the
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// actor has finished any in-progress move activities
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if (IsCanceling)
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return true;
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// Lost track of the target
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if (useLastVisibleTarget && lastVisibleTarget.Type == TargetType.Invalid)
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return true;
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// We are not next to the target - lets fix that
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if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target))
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{
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// Target lines are managed by this trait, so we do not pass targetLineColor
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moveCooldownHelper.NotifyMoveQueued();
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var initialTargetPosition = (useLastVisibleTarget ? lastVisibleTarget : target).CenterPosition;
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QueueChild(move.MoveToTarget(self, target, initialTargetPosition));
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return false;
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}
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// We are next to where we thought the target should be, but it isn't here
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// There's not much more we can do here
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if (useLastVisibleTarget || target.Type != TargetType.Actor)
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return true;
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// Are we ready to move into the target?
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if (TryStartEnter(self, target.Actor))
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{
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moveCooldownHelper.NotifyMoveQueued();
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lastState = EnterState.Entering;
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QueueChild(move.MoveIntoTarget(self, target));
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return false;
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}
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// Subclasses can cancel the activity during TryStartEnter
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// Return immediately to avoid an extra tick's delay
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if (IsCanceling)
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return true;
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return false;
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}
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case EnterState.Entering:
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{
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// Check that we reached the requested position
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var targetPos = target.Positions.ClosestToIgnoringPath(self.CenterPosition);
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if (!IsCanceling && self.CenterPosition == targetPos && target.Type == TargetType.Actor)
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OnEnterComplete(self, target.Actor);
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lastState = EnterState.Exiting;
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return false;
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}
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case EnterState.Exiting:
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{
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moveCooldownHelper.NotifyMoveQueued();
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QueueChild(move.ReturnToCell(self));
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lastState = EnterState.Finished;
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return false;
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}
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}
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return true;
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (targetLineColor != null)
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yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
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}
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}
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}
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