public override bool Tick(Actor self) { // Update our view of the target bool targetIsHiddenActor; target = target.Recalculate(self.Owner, out targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); } var oldUseLastVisibleTarget = useLastVisibleTarget; useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Cancel immediately if the target died while we were entering it if (!IsCanceling && useLastVisibleTarget && lastState == EnterState.Entering) { Cancel(self, true); } TickInner(self, target, useLastVisibleTarget); // We need to wait for movement to finish before transitioning to // the next state or next activity if (!TickChild(self)) { return(false); } // Note that lastState refers to what we have just *finished* doing switch (lastState) { case EnterState.Approaching: { // NOTE: We can safely cancel in this case because we know the // actor has finished any in-progress move activities if (IsCanceling) { return(true); } // Lost track of the target if (useLastVisibleTarget && lastVisibleTarget.Type == TargetType.Invalid) { return(true); } // We are not next to the target - lets fix that if (target.Type != TargetType.Invalid && !move.CanEnterTargetNow(self, target)) { // Target lines are managed by this trait, so we do not pass targetLineColor var initialTargetPosition = (useLastVisibleTarget ? lastVisibleTarget : target).CenterPosition; QueueChild(move.MoveToTarget(self, target, initialTargetPosition)); return(false); } // We are next to where we thought the target should be, but it isn't here // There's not much more we can do here if (useLastVisibleTarget || target.Type != TargetType.Actor) { return(true); } // Are we ready to move into the target? if (TryStartEnter(self, target.Actor)) { lastState = EnterState.Entering; QueueChild(move.MoveIntoTarget(self, target)); return(false); } // Subclasses can cancel the activity during TryStartEnter // Return immediately to avoid an extra tick's delay if (IsCanceling) { return(true); } return(false); } case EnterState.Entering: { // Check that we reached the requested position var targetPos = target.Positions.PositionClosestTo(self.CenterPosition); if (!IsCanceling && self.CenterPosition == targetPos && target.Type == TargetType.Actor) { OnEnterComplete(self, target.Actor); } lastState = EnterState.Exiting; return(false); } case EnterState.Exiting: { QueueChild(move.ReturnToCell(self)); lastState = EnterState.Finished; return(false); } } return(true); }
State FindAndTransitionToNextState(Actor self) { switch (nextState) { case State.ApproachingOrEntering: // Reserve to enter or approach isEnteringOrInside = false; switch (TryReserveElseTryAlternateReserve(self)) { case ReserveStatus.None: return(State.Done); // No available target -> abort to next activity case ReserveStatus.TooFar: inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach return(State.ApproachingOrEntering); case ReserveStatus.Pending: return(State.ApproachingOrEntering); // Retry next tick case ReserveStatus.Ready: break; // Reserved target -> start entering target } // Entering isEnteringOrInside = true; savedPos = self.CenterPosition; // Save position of self, before entering, for returning on exit inner = move.MoveIntoTarget(self, target); // Enter if (inner != null) { nextState = State.Inside; // Should be inside once inner activity is null return(State.ApproachingOrEntering); } // Can enter but there is no activity for it, so go inside without one goto case State.Inside; case State.Inside: // Might as well teleport into target if there is no MoveIntoTarget activity if (nextState == State.ApproachingOrEntering) { nextState = State.Inside; } // Otherwise, try to recover from moving target else if (target.CenterPosition != self.CenterPosition) { nextState = State.ApproachingOrEntering; Unreserve(self, false); if (Reserve(self) == ReserveStatus.Ready) { inner = move.MoveIntoTarget(self, target); // Enter if (inner != null) { return(State.ApproachingOrEntering); } nextState = State.ApproachingOrEntering; goto case State.ApproachingOrEntering; } nextState = State.ApproachingOrEntering; isEnteringOrInside = false; inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos)); return(State.ApproachingOrEntering); } OnInside(self); // Return if Abort(Actor) or Done(self) was called from OnInside. if (nextState >= State.Exiting) { return(State.Inside); } inner = this; // Start inside activity nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called) return(State.Inside); // TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity case State.Exiting: inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos)); // If not successfully exiting, retry on next tick if (inner == null) { return(State.Exiting); } isEnteringOrInside = false; nextState = State.Done; return(State.Exiting); case State.Done: return(State.Done); } return(State.Done); // dummy to quiet dumb compiler }