557 lines
17 KiB
C#
557 lines
17 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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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.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Flags]
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public enum CellFlag : byte
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{
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HasFreeSpace = 0,
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HasMovingActor = 1,
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HasStationaryActor = 2,
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HasMovableActor = 4,
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HasCrushableActor = 8,
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HasTemporaryBlocker = 16,
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HasTransitOnlyActor = 32,
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}
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public static class LocomoterExts
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{
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public static bool HasCellFlag(this CellFlag c, CellFlag cellFlag)
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{
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// PERF: Enum.HasFlag is slower and requires allocations.
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return (c & cellFlag) == cellFlag;
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}
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public static bool HasMovementType(this MovementType m, MovementType movementType)
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{
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// PERF: Enum.HasFlag is slower and requires allocations.
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return (m & movementType) == movementType;
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}
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}
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public static class CustomMovementLayerType
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{
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public const byte Tunnel = 1;
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public const byte Subterranean = 2;
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public const byte Jumpjet = 3;
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public const byte ElevatedBridge = 4;
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}
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[Desc("Used by Mobile. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
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public class LocomotorInfo : ITraitInfo
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{
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[Desc("Locomotor ID.")]
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public readonly string Name = "default";
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public readonly int WaitAverage = 40;
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public readonly int WaitSpread = 10;
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[Desc("Allow multiple (infantry) units in one cell.")]
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public readonly bool SharesCell = false;
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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[Desc("e.g. crate, wall, infantry")]
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public readonly BitSet<CrushClass> Crushes = default(BitSet<CrushClass>);
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[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> CrushDamageTypes = default(BitSet<DamageType>);
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[FieldLoader.LoadUsing("LoadSpeeds", true)]
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[Desc("Lower the value on rough terrain. Leave out entries for impassable terrain.")]
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public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
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protected static object LoadSpeeds(MiniYaml y)
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{
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var ret = new Dictionary<string, TerrainInfo>();
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foreach (var t in y.ToDictionary()["TerrainSpeeds"].Nodes)
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{
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var speed = FieldLoader.GetValue<int>("speed", t.Value.Value);
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if (speed > 0)
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{
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var nodesDict = t.Value.ToDictionary();
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var cost = (nodesDict.ContainsKey("PathingCost")
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? FieldLoader.GetValue<short>("cost", nodesDict["PathingCost"].Value)
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: 10000 / speed);
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ret.Add(t.Key, new TerrainInfo(speed, (short)cost));
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}
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}
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return ret;
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}
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TerrainInfo[] LoadTilesetSpeeds(TileSet tileSet)
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{
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var info = new TerrainInfo[tileSet.TerrainInfo.Length];
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for (var i = 0; i < info.Length; i++)
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info[i] = TerrainInfo.Impassable;
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foreach (var kvp in TerrainSpeeds)
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{
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byte index;
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if (tileSet.TryGetTerrainIndex(kvp.Key, out index))
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info[index] = kvp.Value;
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}
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return info;
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}
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public class TerrainInfo
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{
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public static readonly TerrainInfo Impassable = new TerrainInfo();
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public readonly short Cost;
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public readonly int Speed;
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public TerrainInfo()
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{
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Cost = short.MaxValue;
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Speed = 0;
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}
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public TerrainInfo(int speed, short cost)
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{
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Speed = speed;
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Cost = cost;
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}
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}
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public struct WorldMovementInfo
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{
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internal readonly World World;
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internal readonly TerrainInfo[] TerrainInfos;
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internal WorldMovementInfo(World world, LocomotorInfo info)
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{
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// PERF: This struct allows us to cache the terrain info for the tileset used by the world.
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// This allows us to speed up some performance-sensitive pathfinding calculations.
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World = world;
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TerrainInfos = info.TilesetTerrainInfo[world.Map.Rules.TileSet];
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}
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}
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public readonly Cache<TileSet, TerrainInfo[]> TilesetTerrainInfo;
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public readonly Cache<TileSet, int> TilesetMovementClass;
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public LocomotorInfo()
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{
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TilesetTerrainInfo = new Cache<TileSet, TerrainInfo[]>(LoadTilesetSpeeds);
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TilesetMovementClass = new Cache<TileSet, int>(CalculateTilesetMovementClass);
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}
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public int CalculateTilesetMovementClass(TileSet tileset)
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{
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// collect our ability to cross *all* terraintypes, in a bitvector
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return TilesetTerrainInfo[tileset].Select(ti => ti.Cost < short.MaxValue).ToBits();
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}
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public uint GetMovementClass(TileSet tileset)
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{
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return (uint)TilesetMovementClass[tileset];
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}
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public int TileSetMovementHash(TileSet tileSet)
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{
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var terrainInfos = TilesetTerrainInfo[tileSet];
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// Compute and return the hash using aggregate
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return terrainInfos.Aggregate(terrainInfos.Length,
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(current, terrainInfo) => unchecked(current * 31 + terrainInfo.Cost));
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}
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public WorldMovementInfo GetWorldMovementInfo(World world)
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{
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return new WorldMovementInfo(world, this);
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}
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public virtual bool DisableDomainPassabilityCheck { get { return false; } }
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public virtual object Create(ActorInitializer init) { return new Locomotor(init.Self, this); }
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}
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public class Locomotor : IWorldLoaded
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{
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struct CellCache
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{
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public readonly LongBitSet<PlayerBitMask> Immovable;
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public readonly LongBitSet<PlayerBitMask> Crushable;
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public readonly CellFlag CellFlag;
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public CellCache(LongBitSet<PlayerBitMask> immovable, CellFlag cellFlag, LongBitSet<PlayerBitMask> crushable = default(LongBitSet<PlayerBitMask>))
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{
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Immovable = immovable;
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Crushable = crushable;
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CellFlag = cellFlag;
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}
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}
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public readonly LocomotorInfo Info;
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CellLayer<short> cellsCost;
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CellLayer<CellCache> blockingCache;
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readonly Dictionary<byte, CellLayer<short>> customLayerCellsCost = new Dictionary<byte, CellLayer<short>>();
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readonly Dictionary<byte, CellLayer<CellCache>> customLayerBlockingCache = new Dictionary<byte, CellLayer<CellCache>>();
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LocomotorInfo.TerrainInfo[] terrainInfos;
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World world;
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readonly HashSet<CPos> dirtyCells = new HashSet<CPos>();
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IActorMap actorMap;
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bool sharesCell;
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public Locomotor(Actor self, LocomotorInfo info)
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{
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Info = info;
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sharesCell = info.SharesCell;
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}
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public short MovementCostForCell(CPos cell)
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{
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if (!world.Map.Contains(cell))
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return short.MaxValue;
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return cell.Layer == 0 ? cellsCost[cell] : customLayerCellsCost[cell.Layer][cell];
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}
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public short MovementCostToEnterCell(Actor actor, CPos destNode, BlockedByActor check, Actor ignoreActor)
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{
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if (!world.Map.Contains(destNode))
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return short.MaxValue;
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var cellCost = destNode.Layer == 0 ? cellsCost[destNode] : customLayerCellsCost[destNode.Layer][destNode];
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if (cellCost == short.MaxValue ||
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!CanMoveFreelyInto(actor, destNode, check, ignoreActor))
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return short.MaxValue;
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return cellCost;
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}
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// Determines whether the actor is blocked by other Actors
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public bool CanMoveFreelyInto(Actor actor, CPos cell, BlockedByActor check, Actor ignoreActor)
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{
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return CanMoveFreelyInto(actor, cell, SubCell.FullCell, check, ignoreActor);
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}
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public bool CanMoveFreelyInto(Actor actor, CPos cell, SubCell subCell, BlockedByActor check, Actor ignoreActor)
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{
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var cellCache = GetCache(cell);
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var cellFlag = cellCache.CellFlag;
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// If the check allows: We are not blocked by transient actors.
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if (check == BlockedByActor.None)
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return true;
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// No actor in the cell or free SubCell.
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if (cellFlag == CellFlag.HasFreeSpace)
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return true;
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// If actor is null we're just checking what would happen theoretically.
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// In such a scenario - we'll just assume any other actor in the cell will block us by default.
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// If we have a real actor, we can then perform the extra checks that allow us to avoid being blocked.
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if (actor == null)
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return false;
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// All actors that may be in the cell can be crushed.
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if (cellCache.Crushable.Overlaps(actor.Owner.PlayerMask))
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return true;
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// If the check allows: We are not blocked by moving units.
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if (check <= BlockedByActor.Stationary && !cellFlag.HasCellFlag(CellFlag.HasStationaryActor))
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return true;
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// If the check allows: We are not blocked by units that we can force to move out of the way.
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if (check <= BlockedByActor.Immovable && !cellCache.Immovable.Overlaps(actor.Owner.PlayerMask))
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return true;
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// Cache doesn't account for ignored actors, temporary blockers, or subcells - these must use the slow path.
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if (ignoreActor == null && !cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker) && subCell == SubCell.FullCell)
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{
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// We already know there are uncrushable actors in the cell so we are always blocked.
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if (check == BlockedByActor.All)
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return false;
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// We already know there are either immovable or stationary actors which the check does not allow.
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if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor))
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return false;
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// All actors in the cell are immovable and some cannot be crushed.
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if (!cellFlag.HasCellFlag(CellFlag.HasMovableActor))
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return false;
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// All actors in the cell are stationary and some cannot be crushed.
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if (check == BlockedByActor.Stationary && !cellFlag.HasCellFlag(CellFlag.HasMovingActor))
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return false;
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}
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var otherActors = subCell == SubCell.FullCell ? world.ActorMap.GetActorsAt(cell) : world.ActorMap.GetActorsAt(cell, subCell);
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foreach (var otherActor in otherActors)
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if (IsBlockedBy(actor, otherActor, ignoreActor, cell, check, cellFlag))
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return false;
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return true;
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}
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public bool CanStayInCell(CPos cell)
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{
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return !GetCache(cell).CellFlag.HasCellFlag(CellFlag.HasTransitOnlyActor);
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}
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public SubCell GetAvailableSubCell(Actor self, CPos cell, BlockedByActor check, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null)
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{
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if (MovementCostForCell(cell) == short.MaxValue)
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return SubCell.Invalid;
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if (check > BlockedByActor.None)
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{
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Func<Actor, bool> checkTransient = otherActor => IsBlockedBy(self, otherActor, ignoreActor, cell, check, GetCache(cell).CellFlag);
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if (!sharesCell)
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return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell, checkTransient) ? SubCell.Invalid : SubCell.FullCell;
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return world.ActorMap.FreeSubCell(cell, preferredSubCell, checkTransient);
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}
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if (!sharesCell)
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return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell) ? SubCell.Invalid : SubCell.FullCell;
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return world.ActorMap.FreeSubCell(cell, preferredSubCell);
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}
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bool IsBlockedBy(Actor actor, Actor otherActor, Actor ignoreActor, CPos cell, BlockedByActor check, CellFlag cellFlag)
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{
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if (otherActor == ignoreActor)
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return false;
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// If the check allows: We are not blocked by units that we can force to move out of the way.
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if (check <= BlockedByActor.Immovable && cellFlag.HasCellFlag(CellFlag.HasMovableActor) &&
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actor.Owner.Stances[otherActor.Owner] == Stance.Ally)
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{
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var mobile = otherActor.TraitOrDefault<Mobile>();
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if (mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable)
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return false;
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}
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// If the check allows: we are not blocked by moving units.
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if (check <= BlockedByActor.Stationary && cellFlag.HasCellFlag(CellFlag.HasMovingActor) &&
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IsMoving(actor, otherActor))
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return false;
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if (cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker))
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{
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// If there is a temporary blocker in our path, but we can remove it, we are not blocked.
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var temporaryBlocker = otherActor.TraitOrDefault<ITemporaryBlocker>();
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if (temporaryBlocker != null && temporaryBlocker.CanRemoveBlockage(otherActor, actor))
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return false;
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}
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if (cellFlag.HasCellFlag(CellFlag.HasTransitOnlyActor))
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{
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// Transit only tiles should not block movement
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var building = otherActor.TraitOrDefault<Building>();
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if (building != null && building.TransitOnlyCells().Contains(cell))
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return false;
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}
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// If we cannot crush the other actor in our way, we are blocked.
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if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor) || Info.Crushes.IsEmpty)
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return true;
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// If the other actor in our way cannot be crushed, we are blocked.
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// PERF: Avoid LINQ.
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var crushables = otherActor.TraitsImplementing<ICrushable>();
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foreach (var crushable in crushables)
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if (crushable.CrushableBy(otherActor, actor, Info.Crushes))
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return false;
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return true;
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}
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static bool IsMoving(Actor self, Actor other)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here we can save some performance by avoiding querying for the trait.
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var otherMobile = other.OccupiesSpace as Mobile;
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if (otherMobile == null || !otherMobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
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return false;
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// PERF: Same here.
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var selfMobile = self.OccupiesSpace as Mobile;
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if (selfMobile == null)
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return false;
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return true;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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world = w;
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var map = w.Map;
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actorMap = w.ActorMap;
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actorMap.CellUpdated += CellUpdated;
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terrainInfos = Info.TilesetTerrainInfo[map.Rules.TileSet];
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blockingCache = new CellLayer<CellCache>(map);
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cellsCost = new CellLayer<short>(map);
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foreach (var cell in map.AllCells)
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UpdateCellCost(cell);
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map.CustomTerrain.CellEntryChanged += UpdateCellCost;
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map.Tiles.CellEntryChanged += UpdateCellCost;
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// This section needs to run after WorldLoaded() because we need to be sure that all types of ICustomMovementLayer have been initialized.
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w.AddFrameEndTask(_ =>
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{
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var customMovementLayers = w.WorldActor.TraitsImplementing<ICustomMovementLayer>();
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foreach (var cml in customMovementLayers)
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{
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var cellLayer = new CellLayer<short>(map);
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customLayerCellsCost[cml.Index] = cellLayer;
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customLayerBlockingCache[cml.Index] = new CellLayer<CellCache>(map);
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foreach (var cell in map.AllCells)
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{
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var index = cml.GetTerrainIndex(cell);
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var cost = short.MaxValue;
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if (index != byte.MaxValue)
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cost = terrainInfos[index].Cost;
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cellLayer[cell] = cost;
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}
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}
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});
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}
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CellCache GetCache(CPos cell)
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{
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if (dirtyCells.Contains(cell))
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{
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UpdateCellBlocking(cell);
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dirtyCells.Remove(cell);
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}
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var cache = cell.Layer == 0 ? blockingCache : customLayerBlockingCache[cell.Layer];
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return cache[cell];
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}
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void CellUpdated(CPos cell)
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{
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dirtyCells.Add(cell);
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}
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void UpdateCellCost(CPos cell)
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{
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var index = cell.Layer == 0
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? world.Map.GetTerrainIndex(cell)
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: world.GetCustomMovementLayers()[cell.Layer].GetTerrainIndex(cell);
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var cost = short.MaxValue;
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if (index != byte.MaxValue)
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cost = terrainInfos[index].Cost;
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var cache = cell.Layer == 0 ? cellsCost : customLayerCellsCost[cell.Layer];
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cache[cell] = cost;
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}
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void UpdateCellBlocking(CPos cell)
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{
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using (new PerfSample("locomotor_cache"))
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{
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var cache = cell.Layer == 0 ? blockingCache : customLayerBlockingCache[cell.Layer];
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var actors = actorMap.GetActorsAt(cell);
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var cellFlag = CellFlag.HasFreeSpace;
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if (!actors.Any())
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{
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cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
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return;
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}
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if (sharesCell && actorMap.HasFreeSubCell(cell))
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{
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cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
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return;
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}
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var cellImmovablePlayers = default(LongBitSet<PlayerBitMask>);
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var cellCrushablePlayers = world.AllPlayersMask;
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foreach (var actor in actors)
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{
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var actorImmovablePlayers = world.AllPlayersMask;
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var actorCrushablePlayers = world.NoPlayersMask;
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var crushables = actor.TraitsImplementing<ICrushable>();
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var mobile = actor.OccupiesSpace as Mobile;
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var isMovable = mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable;
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var isMoving = isMovable && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
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var building = actor.OccupiesSpace as Building;
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var isTransitOnly = building != null && building.TransitOnlyCells().Contains(cell);
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if (isTransitOnly)
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{
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cellFlag |= CellFlag.HasTransitOnlyActor;
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continue;
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}
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if (crushables.Any())
|
|
{
|
|
cellFlag |= CellFlag.HasCrushableActor;
|
|
foreach (var crushable in crushables)
|
|
actorCrushablePlayers = actorCrushablePlayers.Union(crushable.CrushableBy(actor, Info.Crushes));
|
|
}
|
|
|
|
if (isMoving)
|
|
cellFlag |= CellFlag.HasMovingActor;
|
|
else
|
|
cellFlag |= CellFlag.HasStationaryActor;
|
|
|
|
if (isMovable)
|
|
{
|
|
cellFlag |= CellFlag.HasMovableActor;
|
|
actorImmovablePlayers = actorImmovablePlayers.Except(actor.Owner.AlliedPlayersMask);
|
|
}
|
|
|
|
// PERF: Only perform ITemporaryBlocker trait look-up if mod/map rules contain any actors that are temporary blockers
|
|
if (world.RulesContainTemporaryBlocker)
|
|
{
|
|
// If there is a temporary blocker in this cell.
|
|
if (actor.TraitOrDefault<ITemporaryBlocker>() != null)
|
|
cellFlag |= CellFlag.HasTemporaryBlocker;
|
|
}
|
|
|
|
cellCrushablePlayers = cellCrushablePlayers.Intersect(actorCrushablePlayers);
|
|
cellImmovablePlayers = cellImmovablePlayers.Union(actorImmovablePlayers);
|
|
}
|
|
|
|
cache[cell] = new CellCache(cellImmovablePlayers, cellFlag, cellCrushablePlayers);
|
|
}
|
|
}
|
|
}
|
|
}
|