Files
OpenRA/OpenRA.Mods.RA/Move/Mobile.cs
Taryn 9c4ad15d1e Changed most references of trait Mobile -> IMove.
In Mobile.cs IsMoving now has a public set as opposed to the initial internal. 
Added IMoveInfo interface to go with *Info classes that require IMove.
WithRotor now uses IMove.IsMoving instead of (self.CenterPosition.Z > 0) as part of a check.
2014-02-02 15:13:49 -06:00

547 lines
16 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Move
{
[Desc("Unit is able to move.")]
public class MobileInfo : ITraitInfo, IOccupySpaceInfo, IFacingInfo, IMoveInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
{
[FieldLoader.LoadUsing("LoadSpeeds")]
[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
[Desc("e.g. crate, wall, infantry")]
public readonly string[] Crushes;
public readonly int WaitAverage = 5;
public readonly int WaitSpread = 2;
public readonly int InitialFacing = 128;
[Desc("Rate of Turning")]
public readonly int ROT = 255;
public readonly int Speed = 1;
public readonly bool OnRails = false;
[Desc("Allow multiple (infantry) units in one cell.")]
public readonly bool SharesCell = false;
public virtual object Create(ActorInitializer init) { return new Mobile(init, this); }
static object LoadSpeeds(MiniYaml y)
{
Dictionary<string, TerrainInfo> ret = new Dictionary<string, TerrainInfo>();
foreach (var t in y.NodesDict["TerrainSpeeds"].Nodes)
{
var speed = FieldLoader.GetValue<decimal>("speed", t.Value.Value);
var cost = t.Value.NodesDict.ContainsKey("PathingCost")
? FieldLoader.GetValue<int>("cost", t.Value.NodesDict["PathingCost"].Value)
: (int)(10000 / speed);
ret.Add(t.Key, new TerrainInfo { Speed = speed, Cost = cost });
}
return ret;
}
public class TerrainInfo
{
public int Cost = int.MaxValue;
public decimal Speed = 0;
}
public int MovementCostForCell(World world, CPos cell)
{
if (!world.Map.IsInMap(cell.X, cell.Y))
return int.MaxValue;
var type = world.GetTerrainType(cell);
if (!TerrainSpeeds.ContainsKey(type))
return int.MaxValue;
return TerrainSpeeds[type].Cost;
}
public int GetMovementClass(TileSet tileset)
{
/* collect our ability to cross *all* terraintypes, in a bitvector */
var passability = tileset.Terrain.OrderBy(t => t.Key)
.Select(t => TerrainSpeeds.ContainsKey(t.Key) && TerrainSpeeds[t.Key].Cost < int.MaxValue);
return passability.ToBits();
}
public static readonly Dictionary<SubCell, WVec> SubCellOffsets = new Dictionary<SubCell, WVec>()
{
{SubCell.TopLeft, new WVec(-299, -256, 0)},
{SubCell.TopRight, new WVec(256, -256, 0)},
{SubCell.Center, new WVec(0, 0, 0)},
{SubCell.BottomLeft, new WVec(-299, 256, 0)},
{SubCell.BottomRight, new WVec(256, 256, 0)},
{SubCell.FullCell, new WVec(0, 0, 0)},
};
static bool IsMovingInMyDirection(Actor self, Actor other)
{
if (!other.IsMoving()) return false;
if (self == null) return true;
var selfMobile = self.TraitOrDefault<Mobile>();
if (selfMobile == null) return false;
var otherMobile = other.TraitOrDefault<Mobile>();
if (otherMobile == null) return false;
// Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions:
var dp = CVec.Dot((selfMobile.toCell - self.Location), (otherMobile.toCell - other.Location));
if (dp <= 0) return false;
return true;
}
public bool CanEnterCell(World world, CPos cell)
{
return CanEnterCell(world, null, cell, null, true, true);
}
public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor, bool checkTransientActors, bool blockedByMovers)
{
if (MovementCostForCell(world, cell) == int.MaxValue)
return false;
if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
return true;
var blockingActors = world.ActorMap.GetUnitsAt(cell)
.Where(x => x != ignoreActor)
// Neutral/enemy units are blockers. Allied units that are moving are not blockers.
.Where(x => blockedByMovers || (self == null || self.Owner.Stances[x.Owner] != Stance.Ally || !IsMovingInMyDirection(self, x)))
.ToList();
if (checkTransientActors && blockingActors.Count > 0)
{
// Non-sharable unit can enter a cell with shareable units only if it can crush all of them
if (self == null || Crushes == null)
return false;
if (blockingActors.Any(a => !(a.HasTrait<ICrushable>() &&
a.TraitsImplementing<ICrushable>().Any(b => b.CrushableBy(Crushes, self.Owner)))))
return false;
}
return true;
}
public int GetInitialFacing() { return InitialFacing; }
}
public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove, IFacing, ISync, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly Actor self;
public readonly MobileInfo Info;
public bool IsMoving { get; set; }
int __facing;
CPos __fromCell, __toCell;
public SubCell fromSubCell, toSubCell;
//int __altitude;
[Sync] public int Facing
{
get { return __facing; }
set { __facing = value; }
}
public int ROT { get { return Info.ROT; } }
[Sync] public WPos CenterPosition { get; private set; }
[Sync] public CPos fromCell { get { return __fromCell; } }
[Sync] public CPos toCell { get { return __toCell; } }
[Sync] public int PathHash; // written by Move.EvalPath, to temporarily debug this crap.
public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub)
{
if (fromCell == from && toCell == to && fromSubCell == fromSub && toSubCell == toSub)
return;
RemoveInfluence();
__fromCell = from;
__toCell = to;
fromSubCell = fromSub;
toSubCell = toSub;
AddInfluence();
}
const int avgTicksBeforePathing = 5;
const int spreadTicksBeforePathing = 5;
internal int ticksBeforePathing = 0;
public Mobile(ActorInitializer init, MobileInfo info)
{
this.self = init.self;
this.Info = info;
toSubCell = fromSubCell = info.SharesCell ? SubCell.Center : SubCell.FullCell;
if (init.Contains<SubCellInit>())
{
this.fromSubCell = this.toSubCell = init.Get<SubCellInit, SubCell>();
}
if (init.Contains<LocationInit>())
{
this.__fromCell = this.__toCell = init.Get<LocationInit, CPos>();
SetVisualPosition(self, fromCell.CenterPosition + MobileInfo.SubCellOffsets[fromSubCell]);
}
this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
// Sets the visual position to WPos accuracy
// Use LocationInit if you want to insert the actor into the ActorMap!
if (init.Contains<CenterPositionInit>())
SetVisualPosition(self, init.Get<CenterPositionInit, WPos>());
}
public void SetPosition(Actor self, CPos cell)
{
SetLocation(cell,fromSubCell, cell,fromSubCell);
SetVisualPosition(self, fromCell.CenterPosition + MobileInfo.SubCellOffsets[fromSubCell]);
FinishedMoving(self);
}
public void SetPosition(Actor self, WPos pos)
{
var cell = pos.ToCPos();
SetLocation(cell,fromSubCell, cell,fromSubCell);
SetVisualPosition(self, pos);
FinishedMoving(self);
}
public void SetVisualPosition(Actor self, WPos pos)
{
CenterPosition = pos;
if (self.IsInWorld)
{
self.World.ScreenMap.Update(self);
self.World.ActorMap.UpdatePosition(self, this);
}
}
public void AddedToWorld(Actor self)
{
self.World.ActorMap.AddInfluence(self, this);
self.World.ActorMap.AddPosition(self, this);
self.World.ScreenMap.Add(self);
}
public void RemovedFromWorld(Actor self)
{
self.World.ActorMap.RemoveInfluence(self, this);
self.World.ActorMap.RemovePosition(self, this);
self.World.ScreenMap.Remove(self);
}
public IEnumerable<IOrderTargeter> Orders { get { yield return new MoveOrderTargeter(self, Info); } }
// Note: Returns a valid order even if the unit can't move to the target
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order is MoveOrderTargeter)
{
if (Info.OnRails)
return null;
return new Order("Move", self, queued) { TargetLocation = target.CenterPosition.ToCPos() };
}
return null;
}
public CPos NearestMoveableCell(CPos target)
{
return NearestMoveableCell(target, 1, 10);
}
public CPos NearestMoveableCell(CPos target, int minRange, int maxRange)
{
if (CanEnterCell(target))
return target;
var searched = new List<CPos>();
// Limit search to a radius of 10 tiles
for (int r = minRange; r < maxRange; r++)
foreach (var tile in self.World.FindTilesInCircle(target, r).Except(searched))
{
if (CanEnterCell(tile))
return tile;
searched.Add(tile);
}
// Couldn't find a cell
return target;
}
public CPos NearestCell(CPos target, Func<CPos, bool> check, int minRange, int maxRange)
{
if (check(target))
return target;
var searched = new List<CPos>();
for (int r = minRange; r < maxRange; r++)
foreach (var tile in self.World.FindTilesInCircle(target, r).Except(searched))
{
if (check(tile))
return tile;
searched.Add(tile);
}
// Couldn't find a cell
return target;
}
void PerformMoveInner(Actor self, CPos targetLocation, bool queued)
{
var currentLocation = NearestMoveableCell(targetLocation);
if (!CanEnterCell(currentLocation))
{
if (queued) self.CancelActivity();
return;
}
if (!queued) self.CancelActivity();
ticksBeforePathing = avgTicksBeforePathing + self.World.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing);
self.QueueActivity(new Move(currentLocation, 8));
self.SetTargetLine(Target.FromCell(currentLocation), Color.Green);
}
protected void PerformMove(Actor self, CPos targetLocation, bool queued)
{
if (queued)
self.QueueActivity(new CallFunc(() => PerformMoveInner(self, targetLocation, true)));
else
PerformMoveInner(self, targetLocation, false);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Move")
PerformMove(self, self.World.ClampToWorld(order.TargetLocation),
order.Queued && !self.IsIdle);
if (order.OrderString == "Stop")
self.CancelActivity();
if (order.OrderString == "Scatter")
Nudge(self, self, true);
}
public string VoicePhraseForOrder(Actor self, Order order)
{
switch( order.OrderString )
{
case "Move":
case "Scatter":
case "Stop":
return "Move";
default:
return null;
}
}
public CPos TopLeft { get { return toCell; } }
public IEnumerable<Pair<CPos, SubCell>> OccupiedCells()
{
if (fromCell == toCell)
yield return Pair.New(fromCell, fromSubCell);
else if (CanEnterCell(toCell))
yield return Pair.New(toCell, toSubCell);
else
{
yield return Pair.New(fromCell, fromSubCell);
yield return Pair.New(toCell, toSubCell);
}
}
public SubCell GetDesiredSubcell(CPos a, Actor ignoreActor)
{
if (!Info.SharesCell)
return SubCell.FullCell;
// Prioritise the current subcell
return new[]{ fromSubCell, SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
SubCell.BottomLeft, SubCell.BottomRight}.First(b =>
{
var blockingActors = self.World.ActorMap.GetUnitsAt(a,b).Where(c => c != ignoreActor);
if (blockingActors.Any())
{
// Non-sharable unit can enter a cell with shareable units only if it can crush all of them
if (Info.Crushes == null)
return false;
if (blockingActors.Any(c => !(c.HasTrait<ICrushable>() &&
c.TraitsImplementing<ICrushable>().Any(d => d.CrushableBy(Info.Crushes, self.Owner)))))
return false;
}
return true;
});
}
public bool CanEnterCell(CPos p)
{
return CanEnterCell(p, null, true);
}
public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
{
return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors, true);
}
public void EnteringCell(Actor self)
{
var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
foreach (var a in crushable)
{
var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner));
foreach (var b in crushActions)
b.WarnCrush(self);
}
}
public void FinishedMoving(Actor self)
{
var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
foreach (var a in crushable)
{
var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner));
foreach (var b in crushActions)
b.OnCrush(self);
}
}
public int MovementSpeedForCell(Actor self, CPos cell)
{
var type = self.World.GetTerrainType(cell);
if (!Info.TerrainSpeeds.ContainsKey(type))
return 0;
decimal speed = Info.Speed * Info.TerrainSpeeds[type].Speed;
foreach (var t in self.TraitsImplementing<ISpeedModifier>())
speed *= t.GetSpeedModifier();
return (int)(speed / 100);
}
public void AddInfluence()
{
if (self.IsInWorld)
self.World.ActorMap.AddInfluence(self, this);
}
public void RemoveInfluence()
{
if (self.IsInWorld)
self.World.ActorMap.RemoveInfluence(self, this);
}
public void Nudge(Actor self, Actor nudger, bool force)
{
/* initial fairly braindead implementation. */
if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally)
return; /* don't allow ourselves to be pushed around
* by the enemy! */
if (!force && !self.IsIdle)
return; /* don't nudge if we're busy doing something! */
// pick an adjacent available cell.
var availCells = new List<CPos>();
var notStupidCells = new List<CPos>();
for (var i = -1; i < 2; i++)
for (var j = -1; j < 2; j++)
{
var p = toCell + new CVec(i, j);
if (CanEnterCell(p))
availCells.Add(p);
else
if (p != nudger.Location && p != toCell)
notStupidCells.Add(p);
}
var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) :
notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (CPos?)null;
if (moveTo.HasValue)
{
self.CancelActivity();
self.SetTargetLine(Target.FromCell(moveTo.Value), Color.Green, false);
self.QueueActivity(new Move(moveTo.Value, 0));
Log.Write("debug", "OnNudge #{0} from {1} to {2}",
self.ActorID, self.Location, moveTo.Value);
}
else
Log.Write("debug", "OnNudge #{0} refuses at {1}",
self.ActorID, self.Location);
}
class MoveOrderTargeter : IOrderTargeter
{
readonly MobileInfo unitType;
readonly bool rejectMove;
public MoveOrderTargeter(Actor self, MobileInfo unitType)
{
this.unitType = unitType;
this.rejectMove = !self.AcceptsOrder("Move");
}
public string OrderID { get { return "Move"; } }
public int OrderPriority { get { return 4; } }
public bool IsQueued { get; protected set; }
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
{
if (rejectMove || !target.IsValidFor(self))
return false;
var location = target.CenterPosition.ToCPos();
IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
cursor = "move";
if (self.Owner.Shroud.IsExplored(location))
cursor = self.World.GetTerrainInfo(location).CustomCursor ?? cursor;
if (!self.World.Map.IsInMap(location) || (self.Owner.Shroud.IsExplored(location) &&
unitType.MovementCostForCell(self.World, location) == int.MaxValue))
cursor = "move-blocked";
return true;
}
}
public Activity ScriptedMove(CPos cell) { return new Move(cell); }
public Activity MoveTo(CPos cell, int nearEnough) { return new Move(cell, nearEnough); }
public Activity MoveTo(CPos cell, Actor ignoredActor) { return new Move(cell, ignoredActor); }
public Activity MoveWithinRange(Target target, WRange range) { return new Move(target, range); }
public Activity MoveFollow(Actor self, Target target, WRange range) { return new Follow(self, target, range); }
public Activity MoveTo(Func<List<CPos>> pathFunc) { return new Move(pathFunc); }
}
}