Files
OpenRA/OpenRA.Mods.Common/Traits/World/Locomotor.cs
RoosterDragon d4135d608e Fix IDE0039
2023-02-27 10:09:11 +01:00

529 lines
17 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Flags]
public enum CellFlag : byte
{
HasFreeSpace = 0,
HasMovingActor = 1,
HasStationaryActor = 2,
HasMovableActor = 4,
HasCrushableActor = 8,
HasTemporaryBlocker = 16,
HasTransitOnlyActor = 32,
}
public static class LocomoterExts
{
public static bool HasCellFlag(this CellFlag c, CellFlag cellFlag)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (c & cellFlag) == cellFlag;
}
public static bool HasMovementType(this MovementType m, MovementType movementType)
{
// PERF: Enum.HasFlag is slower and requires allocations.
return (m & movementType) == movementType;
}
}
public static class CustomMovementLayerType
{
public const byte Tunnel = 1;
public const byte Subterranean = 2;
public const byte Jumpjet = 3;
public const byte ElevatedBridge = 4;
}
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Used by Mobile. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
public class LocomotorInfo : TraitInfo, NotBefore<ICustomMovementLayerInfo>
{
[Desc("Locomotor ID.")]
public readonly string Name = "default";
public readonly int WaitAverage = 40;
public readonly int WaitSpread = 10;
[Desc("Allow multiple (infantry) units in one cell.")]
public readonly bool SharesCell = false;
[Desc("Can the actor be ordered to move in to shroud?")]
public readonly bool MoveIntoShroud = true;
[Desc("e.g. crate, wall, infantry")]
public readonly BitSet<CrushClass> Crushes = default;
[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
public readonly BitSet<DamageType> CrushDamageTypes = default;
[FieldLoader.LoadUsing(nameof(LoadSpeeds), true)]
[Desc("Lower the value on rough terrain. Leave out entries for impassable terrain.")]
public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
protected static object LoadSpeeds(MiniYaml y)
{
var ret = new Dictionary<string, TerrainInfo>();
foreach (var t in y.ToDictionary()["TerrainSpeeds"].Nodes)
{
var speed = FieldLoader.GetValue<int>("speed", t.Value.Value);
if (speed > 0)
{
var nodesDict = t.Value.ToDictionary();
var cost = nodesDict.ContainsKey("PathingCost")
? FieldLoader.GetValue<short>("cost", nodesDict["PathingCost"].Value)
: 10000 / speed;
ret.Add(t.Key, new TerrainInfo(speed, (short)cost));
}
}
return ret;
}
public class TerrainInfo
{
public static readonly TerrainInfo Impassable = new TerrainInfo();
public readonly short Cost;
public readonly int Speed;
public TerrainInfo()
{
Cost = PathGraph.MovementCostForUnreachableCell;
Speed = 0;
}
public TerrainInfo(int speed, short cost)
{
Speed = speed;
Cost = cost;
}
}
public virtual bool DisableDomainPassabilityCheck => false;
public override object Create(ActorInitializer init) { return new Locomotor(init.Self, this); }
}
public class Locomotor : IWorldLoaded
{
readonly struct CellCache
{
public readonly LongBitSet<PlayerBitMask> Immovable;
public readonly LongBitSet<PlayerBitMask> Crushable;
public readonly CellFlag CellFlag;
public CellCache(LongBitSet<PlayerBitMask> immovable, CellFlag cellFlag, LongBitSet<PlayerBitMask> crushable = default)
{
Immovable = immovable;
Crushable = crushable;
CellFlag = cellFlag;
}
}
public readonly LocomotorInfo Info;
public readonly uint MovementClass;
/// <summary>
/// Raised when the movement cost for a cell changes, providing the old and new costs.
/// </summary>
public event Action<CPos, short, short> CellCostChanged;
readonly LocomotorInfo.TerrainInfo[] terrainInfos;
readonly World world;
readonly HashSet<CPos> dirtyCells = new HashSet<CPos>();
readonly bool sharesCell;
CellLayer<short>[] cellsCost;
CellLayer<CellCache>[] blockingCache;
IActorMap actorMap;
public Locomotor(Actor self, LocomotorInfo info)
{
Info = info;
sharesCell = info.SharesCell;
world = self.World;
var terrainInfo = world.Map.Rules.TerrainInfo;
terrainInfos = new LocomotorInfo.TerrainInfo[terrainInfo.TerrainTypes.Length];
for (var i = 0; i < terrainInfos.Length; i++)
if (!info.TerrainSpeeds.TryGetValue(terrainInfo.TerrainTypes[i].Type, out terrainInfos[i]))
terrainInfos[i] = LocomotorInfo.TerrainInfo.Impassable;
MovementClass = (uint)terrainInfos.Select(ti => ti.Cost != PathGraph.MovementCostForUnreachableCell).ToBits();
}
public short MovementCostForCell(CPos cell)
{
return MovementCostForCell(cell, null);
}
short MovementCostForCell(CPos cell, CPos? fromCell)
{
if (!world.Map.Contains(cell))
return PathGraph.MovementCostForUnreachableCell;
// Prevent units from jumping over height discontinuities.
if (fromCell != null && cell.Layer == 0 && fromCell.Value.Layer == 0 && world.Map.Grid.MaximumTerrainHeight > 0)
{
var heightLayer = world.Map.Height;
if (Math.Abs(heightLayer[cell] - heightLayer[fromCell.Value]) > 1)
return PathGraph.MovementCostForUnreachableCell;
}
return cellsCost[cell.Layer][cell];
}
public int MovementSpeedForCell(CPos cell)
{
var index = cell.Layer == 0 ? world.Map.GetTerrainIndex(cell) :
world.GetCustomMovementLayers()[cell.Layer].GetTerrainIndex(cell);
return terrainInfos[index].Speed;
}
public short MovementCostToEnterCell(Actor actor, CPos destNode, BlockedByActor check, Actor ignoreActor, SubCell subCell = SubCell.FullCell)
{
var cellCost = MovementCostForCell(destNode);
if (cellCost == PathGraph.MovementCostForUnreachableCell ||
!CanMoveFreelyInto(actor, destNode, subCell, check, ignoreActor))
return PathGraph.MovementCostForUnreachableCell;
return cellCost;
}
public short MovementCostToEnterCell(Actor actor, CPos srcNode, CPos destNode, BlockedByActor check, Actor ignoreActor)
{
var cellCost = MovementCostForCell(destNode, srcNode);
if (cellCost == PathGraph.MovementCostForUnreachableCell ||
!CanMoveFreelyInto(actor, destNode, SubCell.FullCell, check, ignoreActor))
return PathGraph.MovementCostForUnreachableCell;
return cellCost;
}
// Determines whether the actor is blocked by other Actors
bool CanMoveFreelyInto(Actor actor, CPos cell, SubCell subCell, BlockedByActor check, Actor ignoreActor)
{
// If the check allows: We are not blocked by other actors.
if (check == BlockedByActor.None)
return true;
var cellCache = GetCache(cell);
var cellFlag = cellCache.CellFlag;
// No actor in the cell or free SubCell.
if (cellFlag == CellFlag.HasFreeSpace)
return true;
// If actor is null we're just checking what would happen theoretically.
// In such a scenario - we'll just assume any other actor in the cell will block us by default.
// If we have a real actor, we can then perform the extra checks that allow us to avoid being blocked.
if (actor == null)
return false;
// All actors that may be in the cell can be crushed.
if (cellCache.Crushable.Overlaps(actor.Owner.PlayerMask))
return true;
// If the check allows: We are not blocked by moving units.
if (check <= BlockedByActor.Stationary && !cellFlag.HasCellFlag(CellFlag.HasStationaryActor))
return true;
// If the check allows: We are not blocked by units that we can force to move out of the way.
if (check <= BlockedByActor.Immovable && !cellCache.Immovable.Overlaps(actor.Owner.PlayerMask))
return true;
// Cache doesn't account for ignored actors, subcells, temporary blockers or transit only actors.
// These must use the slow path.
if (ignoreActor == null && subCell == SubCell.FullCell &&
!cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker) && !cellFlag.HasCellFlag(CellFlag.HasTransitOnlyActor))
{
// We already know there are uncrushable actors in the cell so we are always blocked.
if (check == BlockedByActor.All)
return false;
// We already know there are either immovable or stationary actors which the check does not allow.
if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor))
return false;
// All actors in the cell are immovable and some cannot be crushed.
if (!cellFlag.HasCellFlag(CellFlag.HasMovableActor))
return false;
// All actors in the cell are stationary and some cannot be crushed.
if (check == BlockedByActor.Stationary && !cellFlag.HasCellFlag(CellFlag.HasMovingActor))
return false;
}
var otherActors = subCell == SubCell.FullCell ? world.ActorMap.GetActorsAt(cell) : world.ActorMap.GetActorsAt(cell, subCell);
foreach (var otherActor in otherActors)
if (IsBlockedBy(actor, otherActor, ignoreActor, cell, check, cellFlag))
return false;
return true;
}
public bool CanStayInCell(CPos cell)
{
if (!world.Map.Contains(cell))
return false;
return !GetCache(cell).CellFlag.HasCellFlag(CellFlag.HasTransitOnlyActor);
}
public SubCell GetAvailableSubCell(Actor self, CPos cell, BlockedByActor check, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null)
{
if (MovementCostForCell(cell) == PathGraph.MovementCostForUnreachableCell)
return SubCell.Invalid;
if (check > BlockedByActor.None)
{
bool CheckTransient(Actor otherActor) => IsBlockedBy(self, otherActor, ignoreActor, cell, check, GetCache(cell).CellFlag);
if (!sharesCell)
return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell, CheckTransient) ? SubCell.Invalid : SubCell.FullCell;
return world.ActorMap.FreeSubCell(cell, preferredSubCell, CheckTransient);
}
if (!sharesCell)
return world.ActorMap.AnyActorsAt(cell, SubCell.FullCell) ? SubCell.Invalid : SubCell.FullCell;
return world.ActorMap.FreeSubCell(cell, preferredSubCell);
}
/// <remarks>This logic is replicated in <see cref="HierarchicalPathFinder.ActorIsBlocking"/> and
/// <see cref="HierarchicalPathFinder.ActorCellIsBlocking"/>. If this method is updated please update those as
/// well.</remarks>
bool IsBlockedBy(Actor actor, Actor otherActor, Actor ignoreActor, CPos cell, BlockedByActor check, CellFlag cellFlag)
{
if (otherActor == ignoreActor)
return false;
var otherMobile = otherActor.OccupiesSpace as Mobile;
var otherIsMovable = otherMobile != null && !otherMobile.IsTraitDisabled && !otherMobile.IsTraitPaused && !otherMobile.IsImmovable;
var otherIsMoving = otherIsMovable && otherMobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
// If the check allows: We are not blocked by allied units that we can force to move out of the way.
if (check <= BlockedByActor.Immovable && cellFlag.HasCellFlag(CellFlag.HasMovableActor) && otherIsMovable &&
actor.Owner.RelationshipWith(otherActor.Owner) == PlayerRelationship.Ally)
return false;
// If the check allows: we are not blocked by moving units.
if (check <= BlockedByActor.Stationary && cellFlag.HasCellFlag(CellFlag.HasMovingActor) && otherIsMoving)
return false;
if (cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker))
{
// If there is a temporary blocker in our path, but we can remove it, we are not blocked.
var temporaryBlocker = otherActor.TraitOrDefault<ITemporaryBlocker>();
if (temporaryBlocker != null && temporaryBlocker.CanRemoveBlockage(otherActor, actor))
return false;
}
if (cellFlag.HasCellFlag(CellFlag.HasTransitOnlyActor))
{
// Transit only tiles should not block movement
if (otherActor.OccupiesSpace is Building building && building.TransitOnlyCells().Contains(cell))
return false;
}
// If we cannot crush the other actor in our way, we are blocked.
if (!cellFlag.HasCellFlag(CellFlag.HasCrushableActor) || Info.Crushes.IsEmpty)
return true;
// If the other actor in our way cannot be crushed, we are blocked.
// PERF: Avoid LINQ.
var crushables = otherActor.TraitsImplementing<ICrushable>();
foreach (var crushable in crushables)
if (crushable.CrushableBy(otherActor, actor, Info.Crushes))
return false;
return true;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
var map = w.Map;
actorMap = w.ActorMap;
map.CustomTerrain.CellEntryChanged += UpdateCellCost;
map.Tiles.CellEntryChanged += UpdateCellCost;
actorMap.CellUpdated += CellUpdated;
cellsCost = new[] { new CellLayer<short>(map) };
blockingCache = new[] { new CellLayer<CellCache>(map) };
foreach (var cell in map.AllCells)
{
UpdateCellCost(cell);
UpdateCellBlocking(cell);
}
// NotBefore<> ensures all custom movement layers have been initialized.
var customMovementLayers = world.GetCustomMovementLayers();
Array.Resize(ref cellsCost, customMovementLayers.Length);
Array.Resize(ref blockingCache, customMovementLayers.Length);
foreach (var cml in customMovementLayers)
{
if (cml == null)
continue;
var cellLayer = new CellLayer<short>(map);
cellsCost[cml.Index] = cellLayer;
blockingCache[cml.Index] = new CellLayer<CellCache>(map);
foreach (var cell in map.AllCells)
{
var index = cml.GetTerrainIndex(cell);
var cost = PathGraph.MovementCostForUnreachableCell;
if (index != byte.MaxValue)
cost = terrainInfos[index].Cost;
cellLayer[cell] = cost;
}
}
}
CellCache GetCache(CPos cell)
{
if (dirtyCells.Remove(cell))
UpdateCellBlocking(cell);
var cache = blockingCache[cell.Layer];
return cache[cell];
}
void CellUpdated(CPos cell)
{
dirtyCells.Add(cell);
}
void UpdateCellCost(CPos cell)
{
var index = cell.Layer == 0
? world.Map.GetTerrainIndex(cell)
: world.GetCustomMovementLayers()[cell.Layer].GetTerrainIndex(cell);
var cost = PathGraph.MovementCostForUnreachableCell;
if (index != byte.MaxValue)
cost = terrainInfos[index].Cost;
var cache = cellsCost[cell.Layer];
if (CellCostChanged == null)
cache[cell] = cost;
else
{
var uv = cell.ToMPos(world.Map);
var oldCost = cache[uv];
cache[uv] = cost;
CellCostChanged(cell, oldCost, cost);
}
}
/// <remarks>This logic is replicated in <see cref="HierarchicalPathFinder.ActorIsBlocking"/> and
/// <see cref="HierarchicalPathFinder.ActorCellIsBlocking"/>. If this method is updated please update those as
/// well.</remarks>
void UpdateCellBlocking(CPos cell)
{
using (new PerfSample("locomotor_cache"))
{
var cache = blockingCache[cell.Layer];
var actors = actorMap.GetActorsAt(cell);
var cellFlag = CellFlag.HasFreeSpace;
if (!actors.Any())
{
cache[cell] = new CellCache(default, cellFlag);
return;
}
if (sharesCell && actorMap.HasFreeSubCell(cell))
{
cache[cell] = new CellCache(default, cellFlag);
return;
}
var cellImmovablePlayers = default(LongBitSet<PlayerBitMask>);
var cellCrushablePlayers = world.AllPlayersMask;
foreach (var actor in actors)
{
var actorImmovablePlayers = world.AllPlayersMask;
var actorCrushablePlayers = world.NoPlayersMask;
var crushables = actor.TraitsImplementing<ICrushable>();
var mobile = actor.OccupiesSpace as Mobile;
var isMovable = mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable;
var isMoving = isMovable && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
var isTransitOnly = actor.OccupiesSpace is Building building && building.TransitOnlyCells().Contains(cell);
if (isTransitOnly)
cellFlag |= CellFlag.HasTransitOnlyActor;
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);
}
}
}
}