165 lines
5.6 KiB
C#
165 lines
5.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, 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.Pathfinder;
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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 MoveAdjacentTo : Activity
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{
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static readonly List<CPos> NoPath = new List<CPos>();
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protected readonly Mobile Mobile;
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readonly IPathFinder pathFinder;
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readonly DomainIndex domainIndex;
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readonly Color? targetLineColor;
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protected Target Target
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{
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get
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{
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return useLastVisibleTarget ? lastVisibleTarget : target;
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}
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}
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Target target;
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Target lastVisibleTarget;
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protected CPos lastVisibleTargetLocation;
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bool useLastVisibleTarget;
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public MoveAdjacentTo(Actor self, Target target, WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{
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this.target = target;
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this.targetLineColor = targetLineColor;
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Mobile = self.Trait<Mobile>();
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pathFinder = self.World.WorldActor.Trait<IPathFinder>();
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domainIndex = self.World.WorldActor.Trait<DomainIndex>();
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ChildHasPriority = false;
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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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{
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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition);
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}
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else if (initialTargetPosition.HasValue)
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{
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lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
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lastVisibleTargetLocation = self.World.Map.CellContaining(initialTargetPosition.Value);
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}
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}
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protected virtual bool ShouldStop(Actor self)
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{
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return false;
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}
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protected virtual bool ShouldRepath(Actor self, CPos targetLocation)
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{
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return lastVisibleTargetLocation != targetLocation;
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}
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protected virtual IEnumerable<CPos> CandidateMovementCells(Actor self)
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{
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return Util.AdjacentCells(self.World, Target)
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.Where(c => Mobile.CanStayInCell(c));
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}
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protected override void OnFirstRun(Actor self)
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{
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QueueChild(Mobile.MoveTo(check => CalculatePathToTarget(self, check)));
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}
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public override bool Tick(Actor self)
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{
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bool targetIsHiddenActor;
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var oldTargetLocation = lastVisibleTargetLocation;
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target = target.Recalculate(self.Owner, out targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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{
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lastVisibleTarget = Target.FromTargetPositions(target);
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lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition);
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}
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// Target is equivalent to checkTarget variable in other activities
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// value is either lastVisibleTarget or target based on visibility and validity
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var targetIsValid = Target.IsValidFor(self);
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useLastVisibleTarget = targetIsHiddenActor || !targetIsValid;
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// Target is hidden or dead, and we don't have a fallback position to move towards
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var noTarget = useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self);
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// Cancel the current path if the activity asks to stop, or asks to repath
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// The repath happens once the move activity stops in the next cell
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var shouldRepath = targetIsValid && ShouldRepath(self, oldTargetLocation);
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if (ChildActivity != null && (ShouldStop(self) || shouldRepath || noTarget))
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ChildActivity.Cancel(self);
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// Target has moved, and MoveAdjacentTo is still valid.
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if (!IsCanceling && shouldRepath)
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QueueChild(Mobile.MoveTo(check => CalculatePathToTarget(self, check)));
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// The last queued childactivity is guaranteed to be the inner move, so if the childactivity
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// queue is empty it means we have reached our destination.
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return TickChild(self);
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}
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List<CPos> searchCells = new List<CPos>();
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int searchCellsTick = -1;
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List<CPos> CalculatePathToTarget(Actor self, BlockedByActor check)
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{
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var loc = self.Location;
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// PERF: Assume that CandidateMovementCells doesn't change within a tick to avoid repeated queries
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// when Move enumerates different BlockedByActor values
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if (searchCellsTick != self.World.WorldTick)
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{
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searchCells.Clear();
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searchCellsTick = self.World.WorldTick;
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foreach (var cell in CandidateMovementCells(self))
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if (domainIndex.IsPassable(loc, cell, Mobile.Info.LocomotorInfo) && Mobile.CanEnterCell(cell))
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searchCells.Add(cell);
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}
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if (!searchCells.Any())
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return NoPath;
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using (var fromSrc = PathSearch.FromPoints(self.World, Mobile.Locomotor, self, searchCells, loc, check))
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using (var fromDest = PathSearch.FromPoint(self.World, Mobile.Locomotor, self, loc, lastVisibleTargetLocation, check).Reverse())
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return pathFinder.FindBidiPath(fromSrc, fromDest);
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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if (ChildActivity != null)
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return ChildActivity.GetTargets(self);
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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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if (targetLineColor.HasValue)
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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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