Exemplo n.º 1
0
        public override VMPrimitiveExitCode Execute(VMStackFrame context, VMPrimitiveOperand args)
        {
            var operand = (VMLookTowardsOperand)args;
            //TODO: primitive fails if object calls it
            VMAvatar sim = (VMAvatar)context.Caller;

            var result = new VMFindLocationResult();
            result.Position = new LotTilePos(sim.Position);

            switch (operand.Mode)
            {
                case VMLookTowardsMode.HeadTowardsObject:
                    return VMPrimitiveExitCode.GOTO_TRUE; //TODO: turning head towards things, with head seek timeout
                case VMLookTowardsMode.BodyTowardsCamera:
                    return VMPrimitiveExitCode.GOTO_TRUE; //does not work in TSO
                case VMLookTowardsMode.BodyTowardsStackObj:
                    result.RadianDirection = (float)GetDirectionTo(sim.Position, context.StackObject.Position);
                    break;
                case VMLookTowardsMode.BodyAwayFromStackObj:
                    result.RadianDirection = (float)GetDirectionTo(sim.Position, context.StackObject.Position);
                    result.RadianDirection = (float)((result.RadianDirection + Math.PI) % (Math.PI*2));
                    break;

            }

            var pathFinder = context.Thread.PushNewRoutingFrame(context, false); //use the path finder to do the turn animation.
            pathFinder.InitRoutes(new List<VMFindLocationResult>() { result });

            return VMPrimitiveExitCode.CONTINUE;
        }
Exemplo n.º 2
0
        private void VerifyAndAddLocation(VMEntity obj, Vector2 pos, Vector2 center, SLOTFlags entryFlags, double score, VMContext context, VMEntity caller, float facingDir)
        {
            //note: verification is not performed if snap target slot is enabled.
            var tpos = new LotTilePos((short)Math.Round(pos.X * 16), (short)Math.Round(pos.Y * 16), obj.Position.Level);

            if (context.IsOutOfBounds(tpos))
            {
                return;
            }

            score -= LotTilePos.Distance(tpos, caller.Position) / 3.0;

            if (Slot.SnapTargetSlot < 0 && context.Architecture.RaycastWall(new Point((int)pos.X, (int)pos.Y), new Point(obj.Position.TileX, obj.Position.TileY), obj.Position.Level))
            {
                SetFail(VMRouteFailCode.WallInWay, null);
                return;
            }

            bool faceAnywhere = false;

            if (float.IsNaN(facingDir))
            {
                var obj3P = obj.Position.ToVector3();
                var objP  = new Vector2(obj3P.X, obj3P.Y);
                switch (Slot.Facing)
                {
                case SLOTFacing.FaceTowardsObject:
                    facingDir = (float)GetDirectionTo(pos, objP); break;

                case SLOTFacing.FaceAwayFromObject:
                    facingDir = (float)GetDirectionTo(objP, pos); break;

                case SLOTFacing.FaceAnywhere:
                    faceAnywhere = true;
                    facingDir    = 0.0f; break;

                default:
                    int intDir   = (int)Math.Round(Math.Log((double)obj.Direction, 2));
                    var rotatedF = ((int)Slot.Facing + intDir) % 8;
                    facingDir = (float)(((int)rotatedF > 4) ? ((double)rotatedF * Math.PI / 4.0) : (((double)rotatedF - 8.0) * Math.PI / 4.0)); break;
                }
            }

            VMFindLocationResult result = new VMFindLocationResult
            {
                Position        = new LotTilePos((short)Math.Round(pos.X * 16), (short)Math.Round(pos.Y * 16), obj.Position.Level),
                RadianDirection = facingDir,
                FaceAnywhere    = faceAnywhere,
                RouteEntryFlags = entryFlags
            };
            var avatarInWay = false;

            if (Slot.SnapTargetSlot < 0)
            {
                var solid = caller.PositionValid(tpos, Direction.NORTH, context, VMPlaceRequestFlags.AcceptSlots);
                if (solid.Status != Model.VMPlacementError.Success)
                {
                    if (solid.Object != null)
                    {
                        if (solid.Object is VMGameObject)
                        {
                            if (Slot.Sitting > 0 && solid.Object.EntryPoints[26].ActionFunction != 0)
                            {
                                result.Chair = solid.Object;
                            }
                            else
                            {
                                SetFail(VMRouteFailCode.DestTileOccupied, solid.Object);
                                return;
                            }
                        }
                        else
                        {
                            avatarInWay = true;
                        }
                    }
                }

                if (context.ObjectQueries.GetObjectsAt(tpos)?.Any(
                        x => ((VMEntityFlags2)x.GetValue(VMStackObjectVariable.FlagField2) & VMEntityFlags2.ArchitectualDoor) > 0) ?? false)
                {
                    avatarInWay = true; //prefer not standing in front of a door. (todo: merge with above check?)
                }
                if (result.Chair != null && (Math.Abs(DirectionUtils.Difference(result.Chair.RadianDirection, facingDir)) > Math.PI / 4))
                {
                    return; //not a valid goal.
                }
                if (result.Chair == null && OnlySit)
                {
                    return;
                }

                score = score * ((result.Chair != null) ? Slot.Sitting : Slot.Standing);
                //if an avatar is in or going to our destination positon, we this spot becomes low priority as getting into it will require a shoo.
                if (!avatarInWay)
                {
                    foreach (var avatar in context.ObjectQueries.Avatars)
                    {
                        if (avatar == caller)
                        {
                            continue;
                        }
                        //search for routing frame. is its destination the same as ours?
                        if (avatar.Thread != null)
                        {
                            var intersects = avatar.Thread.Stack.Any(x => x is VMRoutingFrame && ((VMRoutingFrame)x).IntersectsOurDestination(result));
                            if (intersects)
                            {
                                score = Math.Max(double.Epsilon, score);
                                break;
                            }
                        }
                    }
                }
                else
                {
                    score = Math.Max(double.Epsilon, score);
                }
            }
            result.Score = score;

            Results.Add(result);
        }
Exemplo n.º 3
0
        private bool DoRoomRoute(VMFindLocationResult route)
        {
            Rooms = new Stack<VMRoomPortal>();

            LotTilePos dest;
            if (Slot != null)
            {
                //take destination pos from object. Estimate room closeness using distance to object, not destination.
                dest = Target.Position;
            }
            else
            {
                if (route != null) dest = route.Position;
                else return false; //???
            }

            var DestRoom = VM.Context.GetRoomAt(dest);
            var MyRoom = VM.Context.GetRoomAt(Caller.Position);

            IgnoreRooms = (Slot != null && (Slot.Rsflags & SLOTFlags.IgnoreRooms) > 0);

            if (DestRoom == MyRoom || IgnoreRooms) return true; //we don't have to do any room finding for this
            else
            {
                //find shortest room traversal to destination. Simple A* pathfind.
                //Portals are considered nodes to allow multiple portals between rooms to be considered.

                var openSet = new List<VMRoomPortal>(); //we use this like a queue, but we need certain functions for sorted queue that are only provided by list.
                var closedSet = new HashSet<VMRoomPortal>();

                var gScore = new Dictionary<VMRoomPortal, double>();
                var fScore = new Dictionary<VMRoomPortal, double>();
                var parents = new Dictionary<VMRoomPortal, VMRoomPortal>();

                var StartPortal = new VMRoomPortal(Caller.ObjectID, MyRoom); //consider the sim as a portal to this room (as a starting point)
                openSet.Add(StartPortal);
                gScore[StartPortal] = 0;
                fScore[StartPortal] = GetDist(Caller.Position, dest);

                while (openSet.Count != 0)
                {
                    var current = openSet[0];
                    openSet.RemoveAt(0);

                    if (current.TargetRoom == DestRoom)
                    {
                        //this portal gets us to the room.
                        while (current != StartPortal) //push previous portals till we get to our first "portal", the sim in its current room (we have already "traversed" this portal)
                        {
                            Rooms.Push(current);
                            current = parents[current];
                        }
                        return true;
                    }

                    closedSet.Add(current);

                    var portals = VM.Context.RoomInfo[current.TargetRoom].Portals;

                    foreach (var portal in portals)
                    { //evaluate all neighbor portals
                        if (IgnoredRooms.Contains(portal) || closedSet.Contains(portal)) continue; //already evaluated, or couldn't get to the portal.

                        var pos = VM.GetObjectById(portal.ObjectID).Position;
                        var gFromCurrent = gScore[current] + GetDist(VM.GetObjectById(current.ObjectID).Position, pos);
                        var newcomer = !openSet.Contains(portal);

                        if (newcomer || gFromCurrent < gScore[portal])
                        {
                            parents[portal] = current; //best parent for now
                            gScore[portal] = gFromCurrent;
                            fScore[portal] = gFromCurrent + GetDist(pos, dest);
                            if (newcomer)
                            { //add and move to relevant position
                                OpenSetSortedInsert(openSet, fScore, portal);
                            }
                            else
                            { //remove and reinsert to refresh sort
                                openSet.Remove(portal);
                                OpenSetSortedInsert(openSet, fScore, portal);
                            }
                        }
                    }
                }

                return false;
            }
        }
Exemplo n.º 4
0
        private VMRouteFailCode AttemptRoute(VMFindLocationResult route)
        {
            //returns false if there is no room portal route to the destination room.
            //if route is not null, we are on a DIRECT route, where either the SLOT has been resolved or a route has already been passed to us.
            //resets some variables either way, so that the route can start again.

            CurRoute = route;

            WalkTo = null; //reset routing state
            AttemptedChair = false;
            TurnTweak = 0;

            return (DoRoomRoute(route)) ? VMRouteFailCode.Success : VMRouteFailCode.NoRoomRoute;
        }
Exemplo n.º 5
0
        public VMPrimitiveExitCode Tick()
        {
            var avatar = (VMAvatar)Caller;
            avatar.Velocity = new Vector3(0, 0, 0);

            if (State != VMRoutingFrameState.FAILED && avatar.GetFlag(VMEntityFlags.InteractionCanceled) && avatar.GetPersonData(VMPersonDataVariable.NonInterruptable) == 0)
            {
                HardFail(VMRouteFailCode.Interrupted, null);
                return VMPrimitiveExitCode.CONTINUE;
            }

            if (WaitTime > 0)
            {
                if (Velocity > 0) Velocity--;

                if (avatar.Animations.Count < 3) StartWalkAnimation();
                avatar.Animations[0].Weight = (8 - Velocity) / 8f;
                avatar.Animations[1].Weight = (Velocity / 8f) * 0.66f;
                avatar.Animations[2].Weight = (Velocity / 8f) * 0.33f;

                WaitTime--;
                Timeout--;
                if (Timeout <= 0)
                {
                    //try again. not sure if we should reset timeout for the new route
                    SoftFail(VMRouteFailCode.NoPath, null);
                    if (State != VMRoutingFrameState.FAILED) {
                        Velocity = 0;
                        State = VMRoutingFrameState.WALKING;
                    }
                } else return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
            }

            if (RoomRouteInvalid && State != VMRoutingFrameState.BEGIN_TURN && State != VMRoutingFrameState.END_TURN)
            {
                RoomRouteInvalid = false;
                IgnoredRooms.Clear();

                WalkTo = null; //reset routing state
                if (!DoRoomRoute(CurRoute))
                {
                    if (CurRoute != null) SoftFail(VMRouteFailCode.NoRoomRoute, null);
                    else HardFail(VMRouteFailCode.NoRoomRoute, null);
                }
                else if (Rooms.Count > 0)
                {
                    State = VMRoutingFrameState.INITIAL;
                }
            }

            switch (State)
            {
                case VMRoutingFrameState.STAND_FUNC:
                    if (Thread.LastStackExitCode == VMPrimitiveExitCode.RETURN_TRUE)
                    {
                        State = VMRoutingFrameState.INITIAL;
                        if (avatar.GetPersonData(VMPersonDataVariable.Posture) == 1) avatar.SetPersonData(VMPersonDataVariable.Posture, 0);
                    }
                    else
                        SoftFail(VMRouteFailCode.CantStand, null);
                    return VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.INITIAL:
                case VMRoutingFrameState.ROOM_PORTAL:
                    //check if the room portal that just finished succeeded.
                    if (State == VMRoutingFrameState.ROOM_PORTAL) {
                        if (Thread.LastStackExitCode != VMPrimitiveExitCode.RETURN_TRUE)
                        {
                            IgnoredRooms.Add(CurrentPortal);
                            State = VMRoutingFrameState.INITIAL;
                            if (!DoRoomRoute(CurRoute))
                            {
                                SoftFail(VMRouteFailCode.NoRoomRoute, null); //todo: reattempt room route with portal we tried removed.
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                    }

                    if (Rooms.Count > 0)
                    { //push portal function of next portal
                        CurrentPortal = Rooms.Pop();
                        var ent = VM.GetObjectById(CurrentPortal.ObjectID);
                        State = VMRoutingFrameState.ROOM_PORTAL;
                        if (!PushEntryPoint(15, ent)) //15 is portal function
                            SoftFail(VMRouteFailCode.NoRoomRoute, null); //could not execute portal function
                        return VMPrimitiveExitCode.CONTINUE;
                    }

                    //if we're here, room route is OK. start routing to a destination.
                    if (Choices == null)
                    {
                        //perform slot parse.
                        if (Slot == null)
                        {
                            HardFail(VMRouteFailCode.Unknown, null);
                            return VMPrimitiveExitCode.CONTINUE; //this should never happen. If it does, someone has used the routing system incorrectly.
                        }

                        var parser = new VMSlotParser(Slot);

                        Choices = parser.FindAvaliableLocations(Target, VM.Context, avatar);
                        if (Choices.Count == 0)
                        {
                            HardFail(parser.FailCode, parser.Blocker);
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                        else
                        {
                            CurRoute = Choices[0];
                            Choices.RemoveAt(0);
                        }
                    }

                    //do we need to sit in a seat? it should take over.
                    if (CurRoute.Chair != null)
                    {
                        if (!AttemptedChair)
                        {
                            AttemptedChair = true;
                            if (PushEntryPoint(26, CurRoute.Chair)) return VMPrimitiveExitCode.CONTINUE;
                            else
                            {
                                SoftFail(VMRouteFailCode.CantSit, null);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                        else
                        {
                            if (Thread.LastStackExitCode == VMPrimitiveExitCode.RETURN_TRUE) return VMPrimitiveExitCode.RETURN_TRUE;
                            else
                            {
                                SoftFail(VMRouteFailCode.CantSit, null);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                    }

                    //If we are sitting, and the target is not this seat we need to call the stand function on the object we are contained within.
                    if (avatar.GetPersonData(VMPersonDataVariable.Posture) == 1)
                    {
                        State = VMRoutingFrameState.STAND_FUNC;
                        //push it onto our stack, except now the portal owns our soul! when we are returned to we can evaluate the result and determine if the route failed.
                        var chair = Caller.Container;

                        if (chair == null) avatar.SetPersonData(VMPersonDataVariable.Posture, 0); //we're sitting, but are not bound to a chair. Just instantly get up..
                        else
                        {
                            if (!PushEntryPoint(27, chair)) //27 is stand. TODO: set up an enum for these
                                HardFail(VMRouteFailCode.CantStand, null);
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                    }

                    //no chair, we just need to walk to the spot. Start the within-room routing.
                    if (WalkTo == null)
                    {
                        if (!AttemptWalk())
                        {
                            SoftFail(VMRouteFailCode.NoPath, null);
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                    }
                    if (State != VMRoutingFrameState.TURN_ONLY) BeginWalk();

                    return VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.FAILED:
                    return VMPrimitiveExitCode.RETURN_FALSE;
                case VMRoutingFrameState.TURN_ONLY:
                    return (EndWalk()) ? VMPrimitiveExitCode.RETURN_TRUE : VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.SHOOED:
                    StartWalkAnimation();
                    State = VMRoutingFrameState.WALKING;
                    return VMPrimitiveExitCode.CONTINUE;
                case VMRoutingFrameState.BEGIN_TURN:
                case VMRoutingFrameState.END_TURN:
                    if (avatar.CurrentAnimationState.EndReached)
                    {
                        if (State == VMRoutingFrameState.BEGIN_TURN)
                        {
                            State = VMRoutingFrameState.WALKING;
                            WalkDirection = TargetDirection;
                            avatar.RadianDirection = (float)TargetDirection;
                            StartWalkAnimation();
                            return VMPrimitiveExitCode.CONTINUE;
                        }
                        else
                        {
                            if (!CurRoute.FaceAnywhere) avatar.RadianDirection = CurRoute.RadianDirection;

                            //reset animation, so that we're facing the correct direction afterwards.
                            avatar.Animations.Clear();
                            var animation = FSO.Content.Content.Get().AvatarAnimations.Get(avatar.WalkAnimations[3] + ".anim");
                            var state = new VMAnimationState(animation, false);
                            state.Loop = true;
                            avatar.Animations.Add(state);

                            return VMPrimitiveExitCode.RETURN_TRUE; //we are here!
                        }
                    }
                    else
                    {
                        avatar.RadianDirection += TurnTweak; //while we're turning, adjust our direction
                        return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
                    }
                case VMRoutingFrameState.WALKING:
                    if (WalkTo == null)
                    {
                        if (!AttemptWalk())
                        {
                            SoftFail(VMRouteFailCode.NoPath, null);
                        }
                        return VMPrimitiveExitCode.CONTINUE;
                    }

                    if (WalkTo.Count == 0 && MoveTotalFrames - MoveFrames <= 28 && CanPortalTurn()) //7+6+5+4...
                    {
                        //tail off
                        if (Velocity <= 0) Velocity = 1;
                        if (Velocity > 1) Velocity--;
                    }
                    else
                    {
                        //get started
                        if (Velocity < 8) Velocity++;
                    }

                    avatar.Animations[0].Weight = (8 - Velocity) / 8f;
                    avatar.Animations[1].Weight = (Velocity / 8f) * 0.66f;
                    avatar.Animations[2].Weight = (Velocity / 8f) * 0.33f;

                    MoveFrames += Velocity;
                    if (MoveFrames >= MoveTotalFrames)
                    {
                        MoveFrames = MoveTotalFrames;
                        //move us to the final spot, then attempt an advance.
                    }
                    //normal sims can move 0.05 units in a frame.

                    if (TurnFrames > 0)
                    {
                        avatar.RadianDirection = (float)(TargetDirection + DirectionUtils.Difference(TargetDirection, WalkDirection) * (TurnFrames / 10.0));
                        TurnFrames--;
                    }
                    else avatar.RadianDirection = (float)TargetDirection;

                    var diff = CurrentWaypoint - PreviousPosition;
                    diff.x = (short)((diff.x * MoveFrames) / MoveTotalFrames);
                    diff.y = (short)((diff.y * MoveFrames) / MoveTotalFrames);

                    var storedDir = avatar.RadianDirection;
                    var result = Caller.SetPosition(PreviousPosition + diff, Direction.NORTH, VM.Context);
                    avatar.RadianDirection = storedDir;
                    if (result.Status != VMPlacementError.Success && result.Status != VMPlacementError.CantBeThroughWall)
                    {
                        //route failure, either something changed or we hit an avatar
                        //on both cases try again, but if we hit an avatar then detect if they have a routing frame and stop us for a bit.
                        //we stop the first collider because in most cases they're walking across our walk direction and the problem will go away after a second once they're past.
                        //
                        //if we need to route around a stopped avatar we add them to our "avatars to consider" set.

                        bool routeAround = true;
                        VMRoutingFrame colRoute = null;

                        if (result.Object != null && result.Object is VMAvatar)
                        {
                            var colAvatar = (VMAvatar)result.Object;
                            var colTopFrame = colAvatar.Thread.Stack.LastOrDefault();

                            //we already attempted to move around this avatar... if this happens too much give up.
                            if (AvatarsToConsider.Contains(colAvatar) && --Retries <= 0)
                            {
                                SoftFail(VMRouteFailCode.NoPath, avatar);
                                return VMPrimitiveExitCode.CONTINUE;
                            }

                            if (colTopFrame != null && colTopFrame is VMRoutingFrame)
                            {
                                colRoute = (VMRoutingFrame)colTopFrame;
                                routeAround = (colRoute.WaitTime > 0);
                            }
                            if (routeAround) AvatarsToConsider.Add(colAvatar);
                        }

                        if (result.Object == null || result.Object is VMGameObject)
                        {
                            //this should not happen often. An object or other feature has blocked our path due to some change in its position.
                            //repeated occurances indicate that we are stuck in something.
                            //todo: is this safe for the robot lot?
                            if (--Retries <= 0)
                            {
                                SoftFail(VMRouteFailCode.NoPath, avatar);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }

                        if (routeAround)
                        {
                            var oldWalk = new LinkedList<Point>(WalkTo);
                            if (AttemptWalk()) return VMPrimitiveExitCode.CONTINUE;
                            else
                            {
                                //failed to walk around the object
                                if (result.Object is VMAvatar)
                                {
                                    WalkTo = oldWalk;
                                    //if they're a person, shoo them away.
                                    //if they're in a routing frame we can push the tree directly onto their stack
                                    //otherwise we push an interaction and just hope they move (todo: does tso do this?)

                                    //DO NOT push tree if:
                                    // - sim is already being shooed. (the parent of the top routing frame is in state "SHOOED" or shoo interaction is present)
                                    // - we are being shooed.
                                    // - sim is waiting on someone they just shooed. (presumably can move out of our way once they finish waiting)
                                    //instead just wait a small duration and try again later.

                                    //cases where we cannot continue moving increase the retry count. if this is greater than RETRY_COUNT then we fail.
                                    //not sure how the original game works.

                                    if (CanShooAvatar((VMAvatar)result.Object))
                                    {
                                        AvatarsToConsider.Remove((VMAvatar)result.Object);
                                        VMEntity callee = VM.Context.CreateObjectInstance(GOTO_GUID, new LotTilePos(result.Object.Position), Direction.NORTH).Objects[0];
                                        if (colRoute != null)
                                        {
                                            colRoute.State = VMRoutingFrameState.SHOOED;
                                            colRoute.WalkTo = null;
                                            colRoute.AvatarsToConsider.Add(avatar); //just to make sure they don't try route through us.

                                            var tree = callee.GetBHAVWithOwner(SHOO_TREE, VM.Context);
                                            result.Object.Thread.ExecuteSubRoutine(colRoute, tree.bhav, tree.owner, new VMSubRoutineOperand());

                                            WalkInterrupt(60);
                                        }
                                        else
                                        {
                                            callee.PushUserInteraction(SHOO_INTERACTION, result.Object, VM.Context);
                                            WalkInterrupt(60);
                                        }
                                    }
                                    else
                                    {
                                        WalkInterrupt(60); //wait for a little while, they're moving out of the way.
                                    }
                                    return VMPrimitiveExitCode.CONTINUE;
                                }
                                SoftFail(VMRouteFailCode.DestTileOccupied, result.Object);
                                return VMPrimitiveExitCode.CONTINUE;
                            }
                        }
                        else
                        {
                            WalkInterrupt(30);
                            return VMPrimitiveExitCode.CONTINUE;
                        }

                    }
                    Caller.VisualPosition = Vector3.Lerp(PreviousPosition.ToVector3(), CurrentWaypoint.ToVector3(), MoveFrames / (float)MoveTotalFrames);

                    var velocity = Vector3.Lerp(PreviousPosition.ToVector3(), CurrentWaypoint.ToVector3(), Velocity / (float)MoveTotalFrames) - PreviousPosition.ToVector3();
                    velocity.Z = 0;
                    avatar.Velocity = velocity;

                    if (MoveTotalFrames == MoveFrames)
                    {
                        MoveTotalFrames = 0;
                        while (MoveTotalFrames == 0)
                        {
                            var remains = AdvanceWaypoint();
                            if (!remains)
                            {
                                MoveTotalFrames = -1;
                                if (EndWalk()) return VMPrimitiveExitCode.RETURN_TRUE;
                            }
                        }
                    }
                return VMPrimitiveExitCode.CONTINUE_NEXT_TICK;
            }
            return VMPrimitiveExitCode.GOTO_FALSE; //???
        }
Exemplo n.º 6
0
        public override void Load(VMStackFrameMarshal input, VMContext context)
        {
            base.Load(input, context);
            var inR = (VMRoutingFrameMarshal)input;

            Rooms = new Stack<VMRoomPortal>();
            for (int i=inR.Rooms.Length-1; i>=0; i--) Rooms.Push(inR.Rooms[i]);
            CurrentPortal = inR.CurrentPortal;

            ParentRoute = GetParentFrame(); //should be able to, since all arrays are generated left to right, including the stacks.

            WalkTo = (inR.WalkTo == null)?null:new LinkedList<Point>(inR.WalkTo);
            WalkDirection = inR.WalkDirection;
            TargetDirection = inR.TargetDirection;
            IgnoreRooms = inR.IgnoreRooms;

            State = inR.State;
            PortalTurns = inR.PortalTurns;
            WaitTime = inR.WaitTime;
            Timeout = inR.Timeout;
            Retries = inR.Retries;

            AttemptedChair = inR.AttemptedChair;
            TurnTweak = inR.TurnTweak;
            TurnFrames = inR.TurnFrames;

            MoveTotalFrames = inR.MoveTotalFrames;
            MoveFrames = inR.MoveFrames;
            Velocity = inR.Velocity;

            CallFailureTrees = inR.CallFailureTrees;

            IgnoredRooms = new HashSet<VMRoomPortal>(inR.IgnoredRooms);
            AvatarsToConsider = new HashSet<VMAvatar>();

            foreach (var avatar in inR.AvatarsToConsider)
                AvatarsToConsider.Add((VMAvatar)context.VM.GetObjectById(avatar));

            PreviousPosition = inR.PreviousPosition;
            CurrentWaypoint = inR.CurrentWaypoint;

            RoomRouteInvalid = inR.RoomRouteInvalid;
            Slot = inR.Slot; //NULLable
            Target = context.VM.GetObjectById(inR.Target); //object id
            if (inR.Choices != null)
            {
                Choices = new List<VMFindLocationResult>();
                foreach (var c in inR.Choices) Choices.Add(new VMFindLocationResult(c, context));
            }
            else Choices = null;
            CurRoute = (inR.CurRoute == null)?null:new VMFindLocationResult(inR.CurRoute, context); //NULLable
        }