325 lines
9.2 KiB
C#
Executable File
325 lines
9.2 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.Diagnostics;
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using System.Linq;
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using System.Drawing;
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using OpenRA.GameRules;
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namespace OpenRA.Traits.Activities
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{
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public class Move : IActivity
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{
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public IActivity NextActivity { get; set; }
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int2? destination;
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int nearEnough;
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public List<int2> path;
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Func<Actor, Mobile, List<int2>> getPath;
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public Actor ignoreBuilding;
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MovePart move;
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int ticksBeforePathing;
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const int avgTicksBeforePathing = 5;
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const int spreadTicksBeforePathing = 5;
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Move()
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{
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ticksBeforePathing = avgTicksBeforePathing +
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Game.world.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing);
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}
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public Move( int2 destination, int nearEnough )
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: this()
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{
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this.getPath = ( self, mobile ) => self.World.PathFinder.FindUnitPath(
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self.Location, destination,
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mobile.GetMovementType(), self );
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this.destination = destination;
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this.nearEnough = nearEnough;
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}
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public Move(int2 destination, Actor ignoreBuilding)
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: this()
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{
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this.getPath = (self, mobile) =>
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self.World.PathFinder.FindPath(
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PathSearch.FromPoint( self.World, self.Location, destination, mobile.GetMovementType(), false )
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.WithCustomBlocker( self.World.PathFinder.AvoidUnitsNear( self.Location, 4, self ))
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.WithIgnoredBuilding( ignoreBuilding ));
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this.destination = destination;
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this.nearEnough = 0;
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this.ignoreBuilding = ignoreBuilding;
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}
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public Move( Actor target, int range )
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: this()
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{
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this.getPath = ( self, mobile ) => self.World.PathFinder.FindUnitPathToRange(
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self.Location, target.Location,
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mobile.GetMovementType(), range, self );
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this.destination = null;
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this.nearEnough = range;
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}
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public Move(Func<List<int2>> getPath)
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: this()
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{
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this.getPath = (_, _2) => getPath();
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this.destination = null;
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this.nearEnough = 0;
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}
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bool CanEnterCell( int2 c, Actor self )
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{
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if (!self.World.WorldActor.traits.Get<BuildingInfluence>().CanMoveHere(c)
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&& self.World.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(c) != ignoreBuilding)
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return false;
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// Cannot enter a cell if any unit inside is uncrushable
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// This will need to be updated for multiple-infantry-in-a-cell
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return (!self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(c).Any(a => a != self && !self.World.IsActorCrushableByActor(a, self)));
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}
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public IActivity Tick( Actor self )
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{
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var unit = self.traits.Get<Unit>();
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var mobile = self.traits.Get<Mobile>();
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if( move != null )
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{
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move.TickMove( self, mobile, this );
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return this;
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}
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if (destination == self.Location)
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return NextActivity;
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if( path == null )
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{
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if (ticksBeforePathing > 0)
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{
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--ticksBeforePathing;
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return this;
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}
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path = getPath( self, mobile ).TakeWhile( a => a != self.Location ).ToList();
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SanityCheckPath( mobile );
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}
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if( path.Count == 0 )
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{
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destination = mobile.toCell;
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return this;
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}
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destination = path[ 0 ];
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var nextCell = PopPath( self, mobile );
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if( nextCell == null )
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return this;
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int2 dir = nextCell.Value - mobile.fromCell;
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var firstFacing = Util.GetFacing( dir, unit.Facing );
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if( firstFacing != unit.Facing )
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{
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path.Add( nextCell.Value );
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return new Turn( firstFacing ) { NextActivity = this };
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}
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else
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{
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mobile.toCell = nextCell.Value;
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move = new MoveFirstHalf(
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Util.CenterOfCell( mobile.fromCell ),
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Util.BetweenCells( mobile.fromCell, mobile.toCell ),
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unit.Facing,
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unit.Facing,
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0 );
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move.TickMove( self, mobile, this );
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return this;
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}
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}
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[Conditional( "SANITY_CHECKS")]
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void SanityCheckPath( Mobile mobile )
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{
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if( path.Count == 0 )
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return;
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var d = path[path.Count-1] - mobile.toCell;
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if( d.LengthSquared > 2 )
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throw new InvalidOperationException( "(Move) Sanity check failed" );
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}
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bool hasWaited;
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int waitTicksRemaining;
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int2? PopPath( Actor self, Mobile mobile )
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{
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if( path.Count == 0 ) return null;
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var nextCell = path[ path.Count - 1 ];
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if( !CanEnterCell( nextCell, self ) )
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{
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if( ( mobile.toCell - destination.Value ).LengthSquared <= nearEnough )
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{
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path.Clear();
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return null;
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}
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if (!hasWaited)
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{
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var info = self.Info.Traits.Get<MobileInfo>();
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waitTicksRemaining = info.WaitAverage + self.World.SharedRandom.Next(-info.WaitSpread, info.WaitSpread);
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hasWaited = true;
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}
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if (--waitTicksRemaining >= 0)
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return null;
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self.World.WorldActor.traits.Get<UnitInfluence>().Remove( self, mobile );
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var newPath = getPath(self, mobile).TakeWhile(a => a != self.Location).ToList();
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self.World.WorldActor.traits.Get<UnitInfluence>().Add( self, mobile );
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if (newPath.Count != 0)
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path = newPath;
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return null;
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}
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hasWaited = false;
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path.RemoveAt( path.Count - 1 );
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return nextCell;
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}
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public void Cancel( Actor self )
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{
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path = new List<int2>();
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NextActivity = null;
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}
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abstract class MovePart
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{
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public readonly float2 from, to;
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public readonly int fromFacing, toFacing;
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public int moveFraction;
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public readonly int moveFractionTotal;
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public MovePart( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction )
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{
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this.from = from;
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this.to = to;
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this.fromFacing = fromFacing;
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this.toFacing = toFacing;
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this.moveFraction = startingFraction;
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this.moveFractionTotal = (int)(( to - from ).Length*3);
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}
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public void TickMove( Actor self, Mobile mobile, Move parent )
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{
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var umt = self.Info.Traits.Get<MobileInfo>().MovementType;
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moveFraction += (int)Util.GetEffectiveSpeed(self, umt);
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if( moveFraction >= moveFractionTotal )
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moveFraction = moveFractionTotal;
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UpdateCenterLocation( self, mobile );
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if( moveFraction >= moveFractionTotal )
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{
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parent.move = OnComplete( self, mobile, parent );
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if( parent.move == null )
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UpdateCenterLocation( self, mobile );
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}
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}
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void UpdateCenterLocation( Actor self, Mobile mobile )
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{
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var unit = self.traits.Get<Unit>();
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var frac = (float)moveFraction / moveFractionTotal;
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self.CenterLocation = float2.Lerp( from, to, frac );
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if( moveFraction >= moveFractionTotal )
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unit.Facing = toFacing & 0xFF;
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else
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unit.Facing = ( fromFacing + ( toFacing - fromFacing ) * moveFraction / moveFractionTotal ) & 0xFF;
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}
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protected abstract MovePart OnComplete( Actor self, Mobile mobile, Move parent );
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}
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class MoveFirstHalf : MovePart
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{
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public MoveFirstHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction )
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: base( from, to, fromFacing, toFacing, startingFraction )
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{
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}
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protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent )
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{
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var unit = self.traits.Get<Unit>();
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var nextCell = parent.PopPath( self, mobile );
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if( nextCell != null )
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{
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if( ( nextCell - mobile.toCell ) != ( mobile.toCell - mobile.fromCell ) )
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{
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var ret = new MoveFirstHalf(
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Util.BetweenCells( mobile.fromCell, mobile.toCell ),
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Util.BetweenCells( mobile.toCell, nextCell.Value ),
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unit.Facing,
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Util.GetNearestFacing( unit.Facing, Util.GetFacing( nextCell.Value - mobile.toCell, unit.Facing ) ),
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moveFraction - moveFractionTotal );
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mobile.fromCell = mobile.toCell;
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mobile.toCell = nextCell.Value;
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return ret;
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}
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else
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parent.path.Add( nextCell.Value );
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}
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var ret2 = new MoveSecondHalf(
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Util.BetweenCells( mobile.fromCell, mobile.toCell ),
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Util.CenterOfCell( mobile.toCell ),
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unit.Facing,
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unit.Facing,
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moveFraction - moveFractionTotal );
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mobile.fromCell = mobile.toCell;
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return ret2;
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}
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}
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class MoveSecondHalf : MovePart
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{
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public MoveSecondHalf( float2 from, float2 to, int fromFacing, int toFacing, int startingFraction )
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: base( from, to, fromFacing, toFacing, startingFraction )
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{
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}
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protected override MovePart OnComplete( Actor self, Mobile mobile, Move parent )
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{
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self.CenterLocation = Util.CenterOfCell( mobile.toCell );
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mobile.fromCell = mobile.toCell;
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return null;
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}
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}
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}
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}
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