Files
OpenRA/OpenRA.Mods.RA/Move/Mobile.cs
2010-12-27 18:41:07 +13:00

405 lines
14 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits.Activities;
using OpenRA.FileFormats;
using System.Diagnostics;
using OpenRA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Move
{
public class MobileInfo : ITraitInfo
{
[FieldLoader.LoadUsing("LoadSpeeds")]
public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
[FieldLoader.Load]
public readonly string[] Crushes;
[FieldLoader.Load]
public readonly int WaitAverage = 60;
[FieldLoader.Load]
public readonly int WaitSpread = 20;
[FieldLoader.Load]
public readonly int InitialFacing = 128;
[FieldLoader.Load]
public readonly int ROT = 255;
[FieldLoader.Load]
public readonly int Speed = 1;
[FieldLoader.Load]
public readonly bool OnRails = 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 = (decimal)FieldLoader.GetValue("speed", typeof(decimal), t.Value.Value);
var cost = t.Value.NodesDict.ContainsKey("PathingCost") ? (int)FieldLoader.GetValue("cost", typeof(int), 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, int2 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 bool CanEnterCell(World world, UnitInfluence uim, int2 cell, Actor ignoreActor, bool checkTransientActors)
{
if (MovementCostForCell(world, cell) == int.MaxValue)
return false;
var blockingActors = uim.GetUnitsAt(cell).Where(x => x != ignoreActor).ToList();
if (checkTransientActors && blockingActors.Count > 0)
{
// We can enter a cell with nonshareable units only if we can crush all of them
if (Crushes == null)
return false;
if (blockingActors.Any(a => !(a.HasTrait<ICrushable>() &&
a.TraitsImplementing<ICrushable>().Any(b => b.CrushClasses.Intersect(Crushes).Any()))))
return false;
}
return true;
}
public bool CanEnterCell(World world, int2 cell, Actor ignoreActor, bool checkTransientActors)
{
var uim = world.WorldActor.Trait<UnitInfluence>();
return CanEnterCell(world, uim, cell, ignoreActor, checkTransientActors);
}
}
public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IOccupySpace, IMove, IFacing, INudge
{
public readonly Actor self;
public readonly MobileInfo Info;
public bool IsMoving { get; internal set; }
int __facing;
int2 __fromCell, __toCell;
int __altitude;
[Sync]
public int Facing
{
get { return __facing; }
set { __facing = value; }
}
[Sync]
public int Altitude
{
get { return __altitude; }
set { __altitude = value; }
}
public int ROT { get { return Info.ROT; } }
public int InitialFacing { get { return Info.InitialFacing; } }
[Sync]
public int2 PxPosition { get; set; }
[Sync]
public int2 fromCell { get { return __fromCell; } }
[Sync]
public int2 toCell { get { return __toCell; } }
[Sync]
public int PathHash; // written by Move.EvalPath, to temporarily debug this crap.
public void SetLocation(int2 from, int2 to)
{
if (fromCell == from && toCell == to) return;
RemoveInfluence();
__fromCell = from;
__toCell = to;
AddInfluence();
}
UnitInfluence uim;
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;
uim = self.World.WorldActor.Trait<UnitInfluence>();
if (init.Contains<LocationInit>())
{
this.__fromCell = this.__toCell = init.Get<LocationInit, int2>();
this.PxPosition = Util.CenterOfCell(fromCell);
}
this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit, int>() : 0;
}
public void SetPosition(Actor self, int2 cell)
{
SetLocation(cell, cell);
PxPosition = Util.CenterOfCell(fromCell);
FinishedMoving(self);
}
public void SetPxPosition(Actor self, int2 px)
{
var cell = Util.CellContaining(px);
SetLocation(cell, cell);
PxPosition = px;
FinishedMoving(self);
}
public IEnumerable<IOrderTargeter> Orders { get { yield return new MoveOrderTargeter(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 = Util.CellContaining(target.CenterLocation) };
}
return null;
}
public int2 NearestMoveableCell(int2 target)
{
if (CanEnterCell(target))
return target;
var searched = new List<int2>() { };
// Limit search to a radius of 10 tiles
for (int r = 1; r < 10; 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;
}
protected void PerformMove(Actor self, int2 targetLocation, bool queued)
{
var ph = new QueuedActivity(
(qa) =>
{
int2 currentLocation = NearestMoveableCell(targetLocation);
if (!CanEnterCell(currentLocation))
{
if (queued) self.CancelActivity();
return;
}
if (!queued) self.CancelActivity();
ticksBeforePathing = avgTicksBeforePathing + self.World.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing);
qa.Insert(new Move(currentLocation, 8));
self.SetTargetLine(Target.FromCell(currentLocation), Color.Green);
});
self.QueueActivity(queued ? ph : ph.Run(self));
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Move")
{
var target = order.TargetLocation.Clamp(self.World.Map.Bounds);
PerformMove(self, target, order.Queued && !self.IsIdle);
}
if (order.OrderString == "Stop")
{
self.CancelActivity();
}
}
public string VoicePhraseForOrder(Actor self, Order order)
{
if (order.OrderString == "Move")
return "Move";
return null;
}
public int2 TopLeft { get { return toCell; } }
public IEnumerable<int2> OccupiedCells()
{
return (fromCell == toCell)
? new[] { fromCell }
: CanEnterCell(toCell)
? new[] { toCell }
: new[] { fromCell, toCell };
}
public bool CanEnterCell(int2 p)
{
return CanEnterCell(p, null, true);
}
public bool CanEnterCell(int2 cell, Actor ignoreActor, bool checkTransientActors)
{
var uim = self.World.WorldActor.Trait<UnitInfluence>();
return Info.CanEnterCell(self.World, uim, cell, ignoreActor, checkTransientActors);
}
public void FinishedMoving(Actor self)
{
var crushable = uim.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
foreach (var a in crushable)
{
var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushClasses.Intersect(Info.Crushes).Any());
foreach (var b in crushActions)
b.OnCrush(self);
}
}
public int MovementSpeedForCell(Actor self, int2 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)
uim.Add(self, this);
}
public void RemoveInfluence()
{
if (self.IsInWorld)
uim.Remove(self, this);
}
public void OnNudge(Actor self, Actor nudger)
{
/* initial fairly braindead implementation. */
if (self.Owner.Stances[nudger.Owner] != Stance.Ally)
return; /* don't allow ourselves to be pushed around
* by the enemy! */
if (!self.IsIdle)
return; /* don't nudge if we're busy doing something! */
// pick an adjacent available cell.
var availCells = new List<int2>();
var notStupidCells = new List<int2>();
for (var i = -1; i < 2; i++)
for (var j = -1; j < 2; j++)
{
var p = toCell + new int2(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) : (int2?)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;
public MoveOrderTargeter(MobileInfo unitType)
{
this.unitType = unitType;
}
public string OrderID { get { return "Move"; } }
public int OrderPriority { get { return 4; } }
public bool IsQueued { get; protected set; }
public bool CanTargetUnit(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
{
return false;
}
public bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
{
IsQueued = forceQueued;
cursor = "move";
if (!self.World.Map.IsInMap(location) || (self.World.LocalPlayer.Shroud.IsExplored(location) &&
self.Trait<Mobile>().Info.MovementCostForCell(self.World, location) == int.MaxValue))
cursor = "move-blocked";
return true;
}
}
public IActivity ScriptedMove(int2 cell) { return new Move(cell); }
public IActivity MoveTo(int2 cell, int nearEnough) { return new Move(cell, nearEnough); }
public IActivity MoveTo(int2 cell, Actor ignoredActor) { return new Move(cell, ignoredActor); }
public IActivity MoveWithinRange(Actor target, int range) { return new Move(target, range); }
public IActivity MoveWithinRange(Target target, int range) { return new Move(target, range); }
public IActivity MoveTo(Func<List<int2>> pathFunc) { return new Move(pathFunc); }
}
}