Files
OpenRA/OpenRA.Mods.Common/Activities/Move/MoveAdjacentTo.cs
2020-04-17 11:13:46 +02:00

165 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class MoveAdjacentTo : Activity
{
static readonly List<CPos> NoPath = new List<CPos>();
protected readonly Mobile Mobile;
readonly IPathFinder pathFinder;
readonly DomainIndex domainIndex;
readonly Color? targetLineColor;
protected Target Target
{
get
{
return useLastVisibleTarget ? lastVisibleTarget : target;
}
}
Target target;
Target lastVisibleTarget;
protected CPos lastVisibleTargetLocation;
bool useLastVisibleTarget;
public MoveAdjacentTo(Actor self, Target target, WPos? initialTargetPosition = null, Color? targetLineColor = null)
{
this.target = target;
this.targetLineColor = targetLineColor;
Mobile = self.Trait<Mobile>();
pathFinder = self.World.WorldActor.Trait<IPathFinder>();
domainIndex = self.World.WorldActor.Trait<DomainIndex>();
ChildHasPriority = false;
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
{
lastVisibleTarget = Target.FromPos(target.CenterPosition);
lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition);
}
else if (initialTargetPosition.HasValue)
{
lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
lastVisibleTargetLocation = self.World.Map.CellContaining(initialTargetPosition.Value);
}
}
protected virtual bool ShouldStop(Actor self)
{
return false;
}
protected virtual bool ShouldRepath(Actor self, CPos targetLocation)
{
return lastVisibleTargetLocation != targetLocation;
}
protected virtual IEnumerable<CPos> CandidateMovementCells(Actor self)
{
return Util.AdjacentCells(self.World, Target)
.Where(c => Mobile.CanStayInCell(c));
}
protected override void OnFirstRun(Actor self)
{
QueueChild(Mobile.MoveTo(check => CalculatePathToTarget(self, check)));
}
public override bool Tick(Actor self)
{
bool targetIsHiddenActor;
var oldTargetLocation = lastVisibleTargetLocation;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition);
}
// Target is equivalent to checkTarget variable in other activities
// value is either lastVisibleTarget or target based on visibility and validity
var targetIsValid = Target.IsValidFor(self);
useLastVisibleTarget = targetIsHiddenActor || !targetIsValid;
// Target is hidden or dead, and we don't have a fallback position to move towards
var noTarget = useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self);
// Cancel the current path if the activity asks to stop, or asks to repath
// The repath happens once the move activity stops in the next cell
var shouldRepath = targetIsValid && ShouldRepath(self, oldTargetLocation);
if (ChildActivity != null && (ShouldStop(self) || shouldRepath || noTarget))
ChildActivity.Cancel(self);
// Target has moved, and MoveAdjacentTo is still valid.
if (!IsCanceling && shouldRepath)
QueueChild(Mobile.MoveTo(check => CalculatePathToTarget(self, check)));
// The last queued childactivity is guaranteed to be the inner move, so if the childactivity
// queue is empty it means we have reached our destination.
return TickChild(self);
}
List<CPos> searchCells = new List<CPos>();
int searchCellsTick = -1;
List<CPos> CalculatePathToTarget(Actor self, BlockedByActor check)
{
var loc = self.Location;
// PERF: Assume that CandidateMovementCells doesn't change within a tick to avoid repeated queries
// when Move enumerates different BlockedByActor values
if (searchCellsTick != self.World.WorldTick)
{
searchCells.Clear();
searchCellsTick = self.World.WorldTick;
foreach (var cell in CandidateMovementCells(self))
if (domainIndex.IsPassable(loc, cell, Mobile.Info.LocomotorInfo) && Mobile.CanEnterCell(cell))
searchCells.Add(cell);
}
if (!searchCells.Any())
return NoPath;
using (var fromSrc = PathSearch.FromPoints(self.World, Mobile.Locomotor, self, searchCells, loc, check))
using (var fromDest = PathSearch.FromPoint(self.World, Mobile.Locomotor, self, loc, lastVisibleTargetLocation, check).Reverse())
return pathFinder.FindBidiPath(fromSrc, fromDest);
}
public override IEnumerable<Target> GetTargets(Actor self)
{
if (ChildActivity != null)
return ChildActivity.GetTargets(self);
return Target.None;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor.HasValue)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}