Files
OpenRA/OpenRA.Mods.Common/Traits/World/Locomotor.cs
2020-11-14 11:04:41 +00:00

513 lines
16 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, 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.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;
}
[Desc("Used by Mobile. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
public class LocomotorInfo : TraitInfo
{
[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(BitSet<CrushClass>);
[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
public readonly BitSet<DamageType> CrushDamageTypes = default(BitSet<DamageType>);
[FieldLoader.LoadUsing("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 = short.MaxValue;
Speed = 0;
}
public TerrainInfo(int speed, short cost)
{
Speed = speed;
Cost = cost;
}
}
public virtual bool DisableDomainPassabilityCheck { get { return false; } }
public override object Create(ActorInitializer init) { return new Locomotor(init.Self, this); }
}
public class Locomotor : IWorldLoaded
{
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(LongBitSet<PlayerBitMask>))
{
Immovable = immovable;
Crushable = crushable;
CellFlag = cellFlag;
}
}
public readonly LocomotorInfo Info;
public readonly uint MovementClass;
CellLayer<short> cellsCost;
CellLayer<CellCache> blockingCache;
readonly Dictionary<byte, CellLayer<short>> customLayerCellsCost = new Dictionary<byte, CellLayer<short>>();
readonly Dictionary<byte, CellLayer<CellCache>> customLayerBlockingCache = new Dictionary<byte, CellLayer<CellCache>>();
readonly LocomotorInfo.TerrainInfo[] terrainInfos;
readonly World world;
readonly HashSet<CPos> dirtyCells = new HashSet<CPos>();
IActorMap actorMap;
bool sharesCell;
public Locomotor(Actor self, LocomotorInfo info)
{
Info = info;
sharesCell = info.SharesCell;
world = self.World;
var tileSet = world.Map.Rules.TileSet;
terrainInfos = new LocomotorInfo.TerrainInfo[tileSet.TerrainInfo.Length];
for (var i = 0; i < terrainInfos.Length; i++)
if (!info.TerrainSpeeds.TryGetValue(tileSet.TerrainInfo[i].Type, out terrainInfos[i]))
terrainInfos[i] = LocomotorInfo.TerrainInfo.Impassable;
MovementClass = (uint)terrainInfos.Select(ti => ti.Cost < short.MaxValue).ToBits();
}
public short MovementCostForCell(CPos cell)
{
if (!world.Map.Contains(cell))
return short.MaxValue;
return cell.Layer == 0 ? cellsCost[cell] : customLayerCellsCost[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)
{
if (!world.Map.Contains(destNode))
return short.MaxValue;
var cellCost = destNode.Layer == 0 ? cellsCost[destNode] : customLayerCellsCost[destNode.Layer][destNode];
if (cellCost == short.MaxValue ||
!CanMoveFreelyInto(actor, destNode, check, ignoreActor))
return short.MaxValue;
return cellCost;
}
// Determines whether the actor is blocked by other Actors
public bool CanMoveFreelyInto(Actor actor, CPos cell, BlockedByActor check, Actor ignoreActor)
{
return CanMoveFreelyInto(actor, cell, SubCell.FullCell, check, ignoreActor);
}
public bool CanMoveFreelyInto(Actor actor, CPos cell, SubCell subCell, BlockedByActor check, Actor ignoreActor)
{
var cellCache = GetCache(cell);
var cellFlag = cellCache.CellFlag;
// If the check allows: We are not blocked by transient actors.
if (check == BlockedByActor.None)
return true;
// 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, temporary blockers, or subcells - these must use the slow path.
if (ignoreActor == null && !cellFlag.HasCellFlag(CellFlag.HasTemporaryBlocker) && subCell == SubCell.FullCell)
{
// 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) == short.MaxValue)
return SubCell.Invalid;
if (check > BlockedByActor.None)
{
Func<Actor, bool> checkTransient = 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);
}
bool IsBlockedBy(Actor actor, Actor otherActor, Actor ignoreActor, CPos cell, BlockedByActor check, CellFlag cellFlag)
{
if (otherActor == ignoreActor)
return false;
// If the check allows: We are not blocked by units that we can force to move out of the way.
if (check <= BlockedByActor.Immovable && cellFlag.HasCellFlag(CellFlag.HasMovableActor) &&
actor.Owner.Stances[otherActor.Owner] == PlayerRelationship.Ally)
{
var mobile = otherActor.OccupiesSpace as Mobile;
if (mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable)
return false;
}
// If the check allows: we are not blocked by moving units.
if (check <= BlockedByActor.Stationary && cellFlag.HasCellFlag(CellFlag.HasMovingActor) &&
IsMoving(actor, otherActor))
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
var building = otherActor.OccupiesSpace as Building;
if (building != null && 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;
}
static bool IsMoving(Actor self, Actor other)
{
// PERF: Because we can be sure that OccupiesSpace is Mobile here we can save some performance by avoiding querying for the trait.
var otherMobile = other.OccupiesSpace as Mobile;
if (otherMobile == null || !otherMobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
return false;
// PERF: Same here.
var selfMobile = self.OccupiesSpace as Mobile;
if (selfMobile == null)
return false;
return true;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
var map = w.Map;
actorMap = w.ActorMap;
actorMap.CellUpdated += CellUpdated;
blockingCache = new CellLayer<CellCache>(map);
cellsCost = new CellLayer<short>(map);
foreach (var cell in map.AllCells)
UpdateCellCost(cell);
map.CustomTerrain.CellEntryChanged += UpdateCellCost;
map.Tiles.CellEntryChanged += UpdateCellCost;
// This section needs to run after WorldLoaded() because we need to be sure that all types of ICustomMovementLayer have been initialized.
w.AddFrameEndTask(_ =>
{
var customMovementLayers = w.WorldActor.TraitsImplementing<ICustomMovementLayer>();
foreach (var cml in customMovementLayers)
{
var cellLayer = new CellLayer<short>(map);
customLayerCellsCost[cml.Index] = cellLayer;
customLayerBlockingCache[cml.Index] = new CellLayer<CellCache>(map);
foreach (var cell in map.AllCells)
{
var index = cml.GetTerrainIndex(cell);
var cost = short.MaxValue;
if (index != byte.MaxValue)
cost = terrainInfos[index].Cost;
cellLayer[cell] = cost;
}
}
});
}
CellCache GetCache(CPos cell)
{
if (dirtyCells.Contains(cell))
{
UpdateCellBlocking(cell);
dirtyCells.Remove(cell);
}
var cache = cell.Layer == 0 ? blockingCache : customLayerBlockingCache[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 = short.MaxValue;
if (index != byte.MaxValue)
cost = terrainInfos[index].Cost;
var cache = cell.Layer == 0 ? cellsCost : customLayerCellsCost[cell.Layer];
cache[cell] = cost;
}
void UpdateCellBlocking(CPos cell)
{
using (new PerfSample("locomotor_cache"))
{
var cache = cell.Layer == 0 ? blockingCache : customLayerBlockingCache[cell.Layer];
var actors = actorMap.GetActorsAt(cell);
var cellFlag = CellFlag.HasFreeSpace;
if (!actors.Any())
{
cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
return;
}
if (sharesCell && actorMap.HasFreeSubCell(cell))
{
cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), 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 building = actor.OccupiesSpace as Building;
var isTransitOnly = building != null && building.TransitOnlyCells().Contains(cell);
if (isTransitOnly)
{
cellFlag |= CellFlag.HasTransitOnlyActor;
continue;
}
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);
}
}
}
}