Files
OpenRA/OpenRA.Mods.Common/Activities/Enter.cs
2021-12-05 19:23:43 +01:00

156 lines
5.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public enum EnterBehaviour { Exit, Suicide, Dispose }
public abstract class Enter : Activity
{
enum EnterState { Approaching, Entering, Exiting, Finished }
readonly IMove move;
readonly Color? targetLineColor;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
EnterState lastState = EnterState.Approaching;
protected Enter(Actor self, in Target target, Color? targetLineColor = null)
{
move = self.Trait<IMove>();
this.target = target;
this.targetLineColor = targetLineColor;
ChildHasPriority = false;
}
/// <summary>
/// Called early in the activity tick to allow subclasses to update state.
/// Call Cancel(self, true) if it is no longer valid to enter
/// </summary>
protected virtual void TickInner(Actor self, in Target target, bool targetIsDeadOrHiddenActor) { }
/// <summary>
/// Called when the actor is ready to transition from approaching to entering the target actor.
/// Return true to start entering, or false to wait in the WaitingToEnter state.
/// Call Cancel(self, true) before returning false if it is no longer valid to enter
/// </summary>
protected virtual bool TryStartEnter(Actor self, Actor targetActor) { return true; }
/// <summary>
/// Called when the actor has entered the target actor.
/// Actor will be Killed/Disposed or they will enter/exit unharmed.
/// Depends on either the EnterBehaviour of the actor or the requirements of an overriding function.
/// </summary>
protected virtual void OnEnterComplete(Actor self, Actor targetActor) { }
public override bool Tick(Actor self)
{
// Update our view of the target
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
lastVisibleTarget = Target.FromTargetPositions(target);
var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// Cancel immediately if the target died while we were entering it
if (!IsCanceling && useLastVisibleTarget && lastState == EnterState.Entering)
Cancel(self, true);
TickInner(self, target, useLastVisibleTarget);
// We need to wait for movement to finish before transitioning to
// the next state or next activity
if (!TickChild(self))
return false;
// Note that lastState refers to what we have just *finished* doing
switch (lastState)
{
case EnterState.Approaching:
{
// NOTE: We can safely cancel in this case because we know the
// actor has finished any in-progress move activities
if (IsCanceling)
return true;
// Lost track of the target
if (useLastVisibleTarget && lastVisibleTarget.Type == TargetType.Invalid)
return true;
// We are not next to the target - lets fix that
if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target))
{
// Target lines are managed by this trait, so we do not pass targetLineColor
var initialTargetPosition = (useLastVisibleTarget ? lastVisibleTarget : target).CenterPosition;
QueueChild(move.MoveToTarget(self, target, initialTargetPosition));
return false;
}
// We are next to where we thought the target should be, but it isn't here
// There's not much more we can do here
if (useLastVisibleTarget || target.Type != TargetType.Actor)
return true;
// Are we ready to move into the target?
if (TryStartEnter(self, target.Actor))
{
lastState = EnterState.Entering;
QueueChild(move.MoveIntoTarget(self, target));
return false;
}
// Subclasses can cancel the activity during TryStartEnter
// Return immediately to avoid an extra tick's delay
if (IsCanceling)
return true;
return false;
}
case EnterState.Entering:
{
// Check that we reached the requested position
var targetPos = target.Positions.PositionClosestTo(self.CenterPosition);
if (!IsCanceling && self.CenterPosition == targetPos && target.Type == TargetType.Actor)
OnEnterComplete(self, target.Actor);
lastState = EnterState.Exiting;
return false;
}
case EnterState.Exiting:
{
QueueChild(move.ReturnToCell(self));
lastState = EnterState.Finished;
return false;
}
}
return true;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor != null)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}