context: #region Copyright & License Information
  /*
   * Copyright 2007-2015 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. For more information,
   * see COPYING.
   */
  #endregion
  
  using System;
  using System.Collections.Generic;
  using System.Drawing;
  using System.Linq;
  using OpenRA.Activities;
  using OpenRA.Mods.Common;
  using OpenRA.Mods.Common.Activities;
  using OpenRA.Primitives;
  using OpenRA.Traits;
  
  namespace OpenRA.Mods.Common.Traits
  {
  	[Flags]
  	public enum CellConditions
  	{
  		None = 0,
  		TransientActors,
  		BlockedByMovers,
  		All = TransientActors | BlockedByMovers
  	}
  
  	public static class CellConditionsExts
  	{
  		public static bool HasCellCondition(this CellConditions c, CellConditions cellCondition)
  		{
  			return (c & cellCondition) == cellCondition;
  		}
  	}
  
  	[Desc("Unit is able to move.")]
  	public class MobileInfo : IMoveInfo, IPositionableInfo, IOccupySpaceInfo, IFacingInfo,
  		UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
  	{
  		[FieldLoader.LoadUsing("LoadSpeeds", true)]
  		[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
  		public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
  
  		[Desc("e.g. crate, wall, infantry")]
  		public readonly HashSet<string> Crushes = new HashSet<string>();
  
  		public readonly int WaitAverage = 5;
  
  		public readonly int WaitSpread = 2;
  
  		public readonly int InitialFacing = 0;
  
  		[Desc("Rate of Turning")]
  		public readonly int ROT = 255;
  
  		public readonly int Speed = 1;
  
  		public readonly bool OnRails = false;
  
  		[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;
  
  		public readonly string Cursor = "move";
  		public readonly string BlockedCursor = "move-blocked";
  
  		[VoiceReference] public readonly string Voice = "Action";
  
  		public virtual object Create(ActorInitializer init) { return new Mobile(init, this); }
  
  		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);
  				var nodesDict = t.Value.ToDictionary();
  				var cost = nodesDict.ContainsKey("PathingCost")
  					? FieldLoader.GetValue<int>("cost", nodesDict["PathingCost"].Value)
  					: (int)(10000 / speed);
  				ret.Add(t.Key, new TerrainInfo(speed, cost));
  			}
  
  			return ret;
  		}
  
  		TerrainInfo[] LoadTilesetSpeeds(TileSet tileSet)
  		{
  			var info = new TerrainInfo[tileSet.TerrainInfo.Length];
  			for (var i = 0; i < info.Length; i++)
  				info[i] = TerrainInfo.Impassable;
  
  			foreach (var kvp in TerrainSpeeds)
  			{
  				byte index;
  				if (tileSet.TryGetTerrainIndex(kvp.Key, out index))
  					info[index] = kvp.Value;
  			}
  
  			return info;
  		}
  
  		public class TerrainInfo
  		{
  			public static readonly TerrainInfo Impassable = new TerrainInfo();
  
  			public readonly int Cost;
  			public readonly int Speed;
  
  			public TerrainInfo()
  			{
  				Cost = int.MaxValue;
  				Speed = 0;
  			}
  
  			public TerrainInfo(int speed, int cost)
  			{
  				Speed = speed;
  				Cost = cost;
  			}
  		}
  
  		public struct WorldMovementInfo
  		{
  			internal readonly World World;
  			internal readonly TerrainInfo[] TerrainInfos;
  			internal WorldMovementInfo(World world, MobileInfo info)
  			{
  				World = world;
  				TerrainInfos = info.TilesetTerrainInfo[world.TileSet];
  			}
  		}
  
  		public readonly Cache<TileSet, TerrainInfo[]> TilesetTerrainInfo;
  		public readonly Cache<TileSet, int> TilesetMovementClass;
  
  		public MobileInfo()
  		{
  			TilesetTerrainInfo = new Cache<TileSet, TerrainInfo[]>(LoadTilesetSpeeds);
  			TilesetMovementClass = new Cache<TileSet, int>(CalculateTilesetMovementClass);
  		}
  
  		public int MovementCostForCell(World world, CPos cell)
  		{
  			return MovementCostForCell(world.Map, TilesetTerrainInfo[world.TileSet], cell);
  		}
  
  		int MovementCostForCell(Map map, TerrainInfo[] terrainInfos, CPos cell)
  		{
  			if (!map.Contains(cell))
  				return int.MaxValue;
  
  			var index = map.GetTerrainIndex(cell);
  			if (index == byte.MaxValue)
  				return int.MaxValue;
  
  			return terrainInfos[index].Cost;
  		}
  
  		public int CalculateTilesetMovementClass(TileSet tileset)
  		{
  			/* collect our ability to cross *all* terraintypes, in a bitvector */
  			return TilesetTerrainInfo[tileset].Select(ti => ti.Cost < int.MaxValue).ToBits();
  		}
  
  		public int GetMovementClass(TileSet tileset)
  		{
  			return TilesetMovementClass[tileset];
  		}
  
  		static bool IsMovingInMyDirection(Actor self, Actor other)
  		{
  			if (!other.IsMoving()) return false;
  			if (self == null) return true;
  
  			var selfMobile = self.TraitOrDefault<Mobile>();
  			if (selfMobile == null) return false;
  
  			var otherMobile = other.TraitOrDefault<Mobile>();
  			if (otherMobile == null) return false;
  
  			// Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions:
  			var dp = CVec.Dot(selfMobile.ToCell - self.Location, otherMobile.ToCell - other.Location);
  
  			return dp > 0;
  		}
  
  		public int TileSetMovementHash(TileSet tileSet)
  		{
  			var terrainInfos = TilesetTerrainInfo[tileSet];
  
  			// Compute and return the hash using aggregate
  			return terrainInfos.Aggregate(terrainInfos.Length,
  				(current, terrainInfo) => unchecked(current * 31 + terrainInfo.Cost));
  		}
  
  		public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All)
  		{
  			if (MovementCostForCell(world, cell) == int.MaxValue)
  				return false;
  
  			return CanMoveFreelyInto(world, self, cell, ignoreActor, check);
  		}
  
  		// Determines whether the actor is blocked by other Actors
  		public bool CanMoveFreelyInto(World world, Actor self, CPos cell, Actor ignoreActor, CellConditions check)
  		{
  			if (!check.HasCellCondition(CellConditions.TransientActors))
  				return true;
  
  			if (SharesCell && world.ActorMap.HasFreeSubCell(cell))
  				return true;
  
  			foreach (var otherActor in world.ActorMap.GetActorsAt(cell))
  				if (IsBlockedBy(self, otherActor, ignoreActor, check))
  					return false;
  
  			return true;
  		}
  
  		bool IsBlockedBy(Actor self, Actor otherActor, Actor ignoreActor, CellConditions check)
  		{
  			// We are not blocked by the actor we are ignoring.
  			if (otherActor == ignoreActor)
  				return false;
  
  			// If the check allows: we are not blocked by allied units moving in our direction.
  			if (!check.HasCellCondition(CellConditions.BlockedByMovers) &&
  				self != null &&
  				self.Owner.Stances[otherActor.Owner] == Stance.Ally &&
  				IsMovingInMyDirection(self, otherActor))
  				return false;
  
  			// If we cannot crush the other actor in our way, we are blocked.
  			if (self == null || Crushes == null || Crushes.Count == 0)
  				return true;
  
  			// If the other actor in our way cannot be crushed, we are blocked.
  			var crushables = otherActor.TraitsImplementing<ICrushable>();
  			var lacksCrushability = true;
  			foreach (var crushable in crushables)
  			{
  				lacksCrushability = false;
  				if (!crushable.CrushableBy(Crushes, self.Owner))
  					return true;
  			}
  
  			// If there are no crushable traits at all, this means the other actor cannot be crushed - we are blocked.
  			if (lacksCrushability)
  				return true;
  
  			// We are not blocked by the other actor.
  			return false;
  		}
  
  		public WorldMovementInfo GetWorldMovementInfo(World world)
  		{
  			return new WorldMovementInfo(world, this);
  		}
  
  		public int MovementCostToEnterCell(WorldMovementInfo worldMovementInfo, Actor self, CPos cell, Actor ignoreActor = null, CellConditions check = CellConditions.All)
  		{
  			var cost = MovementCostForCell(worldMovementInfo.World.Map, worldMovementInfo.TerrainInfos, cell);
  			if (cost == int.MaxValue || !CanMoveFreelyInto(worldMovementInfo.World, self, cell, ignoreActor, check))
  				return int.MaxValue;
  			return cost;
  		}
  
  		public SubCell GetAvailableSubCell(
  			World world, Actor self, CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, CellConditions check = CellConditions.All)
  		{
  			if (MovementCostForCell(world, cell) == int.MaxValue)
  				return SubCell.Invalid;
  
  			if (check.HasCellCondition(CellConditions.TransientActors))
  			{
  				Func<Actor, bool> checkTransient = otherActor => IsBlockedBy(self, otherActor, ignoreActor, check);
  
  				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);
  		}
  
  		public int GetInitialFacing() { return InitialFacing; }
  
  		public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
  		{
  			return new ReadOnlyDictionary<CPos, SubCell>(new Dictionary<CPos, SubCell>() { { location, subCell } });
  		}
  
  		bool IOccupySpaceInfo.SharesCell { get { return SharesCell; } }
  	}
  
  	public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IMove, IFacing, ISync, IDeathActorInitModifier,
  		INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyBlockingMove
  	{
  		const int AverageTicksBeforePathing = 5;
  		const int SpreadTicksBeforePathing = 5;
  		internal int TicksBeforePathing = 0;
  
  		readonly Actor self;
  		readonly Lazy<IEnumerable<int>> speedModifiers;
  		public readonly MobileInfo Info;
  		public bool IsMoving { get; set; }
  
  		int facing;
  		CPos fromCell, toCell;
  		public SubCell FromSubCell, ToSubCell;
  
  		[Sync] public int Facing
  		{
  			get { return facing; }
  			set { facing = value; }
  		}
  
  		public int ROT { get { return Info.ROT; } }
  
  		[Sync] public WPos CenterPosition { get; private set; }
  		[Sync] public CPos FromCell { get { return fromCell; } }
  		[Sync] public CPos ToCell { get { return toCell; } }
  
  		[Sync] public int PathHash;	// written by Move.EvalPath, to temporarily debug this crap.
  
  		// Sets only the location (fromCell, toCell, FromSubCell, ToSubCell)
  		public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub)
  		{
  			if (FromCell == from && ToCell == to && FromSubCell == fromSub && ToSubCell == toSub)
  				return;
  
  			RemoveInfluence();
  			fromCell = from;
  			toCell = to;
  			FromSubCell = fromSub;
  			ToSubCell = toSub;
  			AddInfluence();
  		}
  
  		public Mobile(ActorInitializer init, MobileInfo info)
  		{
  			self = init.Self;
  			Info = info;
  
  			speedModifiers = Exts.Lazy(() => self.TraitsImplementing<ISpeedModifier>().ToArray().Select(x => x.GetSpeedModifier()));
  
  			ToSubCell = FromSubCell = info.SharesCell ? init.World.Map.DefaultSubCell : SubCell.FullCell;
  			if (init.Contains<SubCellInit>())
  				FromSubCell = ToSubCell = init.Get<SubCellInit, SubCell>();
  
  			if (init.Contains<LocationInit>())
  			{
  				fromCell = toCell = init.Get<LocationInit, CPos>();
  				SetVisualPosition(self, init.World.Map.CenterOfSubCell(FromCell, FromSubCell));
  			}
  
  			this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
  
  			// Sets the visual position to WPos accuracy
  			// Use LocationInit if you want to insert the actor into the ActorMap!
  			if (init.Contains<CenterPositionInit>())
  				SetVisualPosition(self, init.Get<CenterPositionInit, WPos>());
  		}
  
  		// Returns a valid sub-cell
  		public SubCell GetValidSubCell(SubCell preferred = SubCell.Any)
  		{
  			// Try same sub-cell
  			if (preferred == SubCell.Any)
  				preferred = FromSubCell;
  
  			// Fix sub-cell assignment
  			if (Info.SharesCell)
  			{
  				if (preferred <= SubCell.FullCell)
  					return self.World.Map.DefaultSubCell;
  			}
  			else
  			{
  				if (preferred != SubCell.FullCell)
  					return SubCell.FullCell;
  			}
  
  			return preferred;
  		}
  
  		// Sets the location (fromCell, toCell, FromSubCell, ToSubCell) and visual position (CenterPosition)
  		public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
  		{
  			subCell = GetValidSubCell(subCell);
  			SetLocation(cell, subCell, cell, subCell);
  			SetVisualPosition(self, self.World.Map.CenterOfSubCell(cell, subCell));
  			FinishedMoving(self);
  		}
  
  		// Sets the location (fromCell, toCell, FromSubCell, ToSubCell) and visual position (CenterPosition)
  		public void SetPosition(Actor self, WPos pos)
  		{
  			var cell = self.World.Map.CellContaining(pos);
  			SetLocation(cell, FromSubCell, cell, FromSubCell);
  			SetVisualPosition(self, self.World.Map.CenterOfSubCell(cell, FromSubCell) + new WVec(0, 0, pos.Z));
  			FinishedMoving(self);
  		}
  
  		// Sets only the visual position (CenterPosition)
  		public void SetVisualPosition(Actor self, WPos pos)
  		{
  			CenterPosition = pos;
  			if (self.IsInWorld)
  			{
  				self.World.ScreenMap.Update(self);
  				self.World.ActorMap.UpdatePosition(self, this);
  			}
  		}
  
  		public void AddedToWorld(Actor self)
  		{
  			self.World.ActorMap.AddInfluence(self, this);
  			self.World.ActorMap.AddPosition(self, this);
  			self.World.ScreenMap.Add(self);
  		}
  
  		public void RemovedFromWorld(Actor self)
  		{
  			self.World.ActorMap.RemoveInfluence(self, this);
  			self.World.ActorMap.RemovePosition(self, this);
  			self.World.ScreenMap.Remove(self);
  		}
  
  		public IEnumerable<IOrderTargeter> Orders { get { yield return new MoveOrderTargeter(self, Info); } }
  
  		// Note: Returns a valid order even if the unit can't move to the target
  		public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
  		{
  			if (order is MoveOrderTargeter)
  			{
  				if (Info.OnRails)
  					return null;
  
  				return new Order("Move", self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
  			}
  
  			return null;
  		}
  
  		public CPos NearestMoveableCell(CPos target)
  		{
  			// Limit search to a radius of 10 tiles
  			return NearestMoveableCell(target, 1, 10);
  		}
  
  		public CPos NearestMoveableCell(CPos target, int minRange, int maxRange)
  		{
  			if (CanEnterCell(target))
  				return target;
  
  			foreach (var tile in self.World.Map.FindTilesInAnnulus(target, minRange, maxRange))
  				if (CanEnterCell(tile))
  					return tile;
  
  			// Couldn't find a cell
  			return target;
  		}
  
  		public CPos NearestCell(CPos target, Func<CPos, bool> check, int minRange, int maxRange)
  		{
  			if (check(target))
  				return target;
  
  			foreach (var tile in self.World.Map.FindTilesInAnnulus(target, minRange, maxRange))
  				if (check(tile))
  					return tile;
  
  			// Couldn't find a cell
  			return target;
  		}
  
  		void PerformMoveInner(Actor self, CPos targetLocation, bool queued)
  		{
  			var currentLocation = NearestMoveableCell(targetLocation);
  
  			if (!CanEnterCell(currentLocation))
  			{
  				if (queued) self.CancelActivity();
  				return;
  			}
  
  			if (!queued) self.CancelActivity();
  
  			TicksBeforePathing = AverageTicksBeforePathing + self.World.SharedRandom.Next(-SpreadTicksBeforePathing, SpreadTicksBeforePathing);
  
  			self.QueueActivity(new Move(self, currentLocation, 8));
  
  			self.SetTargetLine(Target.FromCell(self.World, currentLocation), Color.Green);
  		}
  
  		protected void PerformMove(Actor self, CPos targetLocation, bool queued)
  		{
  			if (queued)
  				self.QueueActivity(new CallFunc(() => PerformMoveInner(self, targetLocation, true)));
  			else
  				PerformMoveInner(self, targetLocation, false);
  		}
  
  		public void ResolveOrder(Actor self, Order order)
  		{
  			if (order.OrderString == "Move")
  			{
  				if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(order.TargetLocation))
  					return;
  
  				PerformMove(self, self.World.Map.Clamp(order.TargetLocation),
  					order.Queued && !self.IsIdle);
  			}
  
  			if (order.OrderString == "Stop")
  				self.CancelActivity();
  
  			if (order.OrderString == "Scatter")
  				Nudge(self, self, true);
  		}
  
  		public string VoicePhraseForOrder(Actor self, Order order)
  		{
  			switch (order.OrderString)
  			{
  				case "Move":
  				case "Scatter":
  				case "Stop":
  					return Info.Voice;
  				default:
  					return null;
  			}
  		}
  
  		public CPos TopLeft { get { return ToCell; } }
  
  		public IEnumerable<Pair<CPos, SubCell>> OccupiedCells()
  		{
  			if (FromCell == ToCell)
  				return new[] { Pair.New(FromCell, FromSubCell) };
  			if (CanEnterCell(ToCell))
  				return new[] { Pair.New(ToCell, ToSubCell) };
  			return new[] { Pair.New(FromCell, FromSubCell), Pair.New(ToCell, ToSubCell) };
  		}
  
  		public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any)
  		{
  			return ToCell != location && fromCell == location
  				&& (subCell == SubCell.Any || FromSubCell == subCell || subCell == SubCell.FullCell || FromSubCell == SubCell.FullCell);
  		}
  
  		public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
  		{
  			return Info.GetAvailableSubCell(self.World, self, a, preferredSubCell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.None);
  		}
  
  		public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
  		{
  			return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
  		}
  
  		public bool CanMoveFreelyInto(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true)
  		{
  			return Info.CanMoveFreelyInto(self.World, self, cell, ignoreActor, checkTransientActors ? CellConditions.All : CellConditions.BlockedByMovers);
  		}
  
  		public void EnteringCell(Actor self)
  		{
  			// Only make actor crush if it is on the ground
  			if (self.CenterPosition.Z != 0)
  				return;
  
  			var crushables = self.World.ActorMap.GetActorsAt(ToCell).Where(a => a != self)
  				.SelectMany(a => a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner)));
  			foreach (var crushable in crushables)
  				crushable.WarnCrush(self);
  		}
  
  		public void FinishedMoving(Actor self)
  		{
  			// Only make actor crush if it is on the ground
  			if (!self.IsAtGroundLevel())
  				return;
  
  			var crushables = self.World.ActorMap.GetActorsAt(ToCell).Where(a => a != self)
  				.SelectMany(a => a.TraitsImplementing<ICrushable>().Where(c => c.CrushableBy(Info.Crushes, self.Owner)));
  			foreach (var crushable in crushables)
  				crushable.OnCrush(self);
  		}
  
  		public int MovementSpeedForCell(Actor self, CPos cell)
  		{
  			var index = self.World.Map.GetTerrainIndex(cell);
  			if (index == byte.MaxValue)
  				return 0;
  
  			var terrainSpeed = Info.TilesetTerrainInfo[self.World.TileSet][index].Speed;
  			if (terrainSpeed == 0)
  				return 0;
  
  			var modifiers = speedModifiers.Value.Append(terrainSpeed);
  
  			return Util.ApplyPercentageModifiers(Info.Speed, modifiers);
  		}
  
  		public void AddInfluence()
  		{
  			if (self.IsInWorld)
  				self.World.ActorMap.AddInfluence(self, this);
  		}
  
  		public void RemoveInfluence()
  		{
  			if (self.IsInWorld)
  				self.World.ActorMap.RemoveInfluence(self, this);
  		}
  
  		public void Nudge(Actor self, Actor nudger, bool force)
  		{
  			/* initial fairly braindead implementation. */
  			if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally)
  				return;		/* don't allow ourselves to be pushed around
  							 * by the enemy! */
  
  			if (!force && !self.IsIdle)
  				return;		/* don't nudge if we're busy doing something! */
  
  			// pick an adjacent available cell.
  			var availCells = new List<CPos>();
  			var notStupidCells = new List<CPos>();
  
  			for (var i = -1; i < 2; i++)
  				for (var j = -1; j < 2; j++)
  				{
  					var p = ToCell + new CVec(i, j);
  					if (CanEnterCell(p))
  						availCells.Add(p);
  					else if (p != nudger.Location && p != ToCell)
  						notStupidCells.Add(p);
  				}
  
  			var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) : (CPos?)null;
  
  			if (moveTo.HasValue)
  			{
  				self.CancelActivity();
  				self.SetTargetLine(Target.FromCell(self.World, moveTo.Value), Color.Green, false);
  				self.QueueActivity(new Move(self, moveTo.Value, 0));
  
  				Log.Write("debug", "OnNudge #{0} from {1} to {2}",
  					self.ActorID, self.Location, moveTo.Value);
  			}
  			else
  			{
  				var cellInfo = notStupidCells
  					.SelectMany(c => self.World.ActorMap.GetActorsAt(c)
  						.Where(a => a.IsIdle && a.Info.HasTraitInfo<MobileInfo>()),
  						(c, a) => new { Cell = c, Actor = a })
  					.RandomOrDefault(self.World.SharedRandom);
  
  				if (cellInfo != null)
  				{
  					self.CancelActivity();
  					var notifyBlocking = new CallFunc(() => self.NotifyBlocker(cellInfo.Cell));
  					var waitFor = new WaitFor(() => CanEnterCell(cellInfo.Cell));
  					var move = new Move(self, cellInfo.Cell);
  					self.QueueActivity(Util.SequenceActivities(notifyBlocking, waitFor, move));
  
  					Log.Write("debug", "OnNudge (notify next blocking actor, wait and move) #{0} from {1} to {2}",
  						self.ActorID, self.Location, cellInfo.Cell);
  				}
  				else
  				{
  					Log.Write("debug", "OnNudge #{0} refuses at {1}",
  						self.ActorID, self.Location);
  				}
  			}
  		}
  
  		class MoveOrderTargeter : IOrderTargeter
  		{
  			readonly MobileInfo unitType;
  			readonly bool rejectMove;
  			readonly IDisableMove[] moveDisablers;
  			public bool OverrideSelection { get { return false; } }
  
  			public MoveOrderTargeter(Actor self, MobileInfo unitType)
  			{
  				this.unitType = unitType;
  				rejectMove = !self.AcceptsOrder("Move");
  				moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
  			}
  
  			public string OrderID { get { return "Move"; } }
  			public int OrderPriority { get { return 4; } }
  			public bool IsQueued { get; protected set; }
  
  			public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, TargetModifiers modifiers, ref string cursor)
  			{
  				if (rejectMove || !target.IsValidFor(self))
  					return false;
  
  				var location = self.World.Map.CellContaining(target.CenterPosition);
  				IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
  
  				var explored = self.Owner.Shroud.IsExplored(location);
  				cursor = self.World.Map.Contains(location) ?
  					(self.World.Map.GetTerrainInfo(location).CustomCursor ?? unitType.Cursor) : unitType.BlockedCursor;
  
  				if ((!explored && !unitType.MoveIntoShroud)
  					|| (explored && unitType.MovementCostForCell(self.World, location) == int.MaxValue)
  					|| moveDisablers.Any(d => d.MoveDisabled(self)))
  					cursor = unitType.BlockedCursor;
  
  				return true;
  			}
  		}
  
  		public Activity ScriptedMove(CPos cell) { return new Move(self, cell); }
  		public Activity MoveTo(CPos cell, int nearEnough) { return new Move(self, cell, nearEnough); }
  		public Activity MoveTo(CPos cell, Actor ignoredActor) { return new Move(self, cell, ignoredActor); }
  		public Activity MoveWithinRange(Target target, WDist range) { return new MoveWithinRange(self, target, WDist.Zero, range); }
  		public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange) { return new MoveWithinRange(self, target, minRange, maxRange); }
  		public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange) { return new Follow(self, target, minRange, maxRange); }
  		public Activity MoveTo(Func<List<CPos>> pathFunc) { return new Move(self, pathFunc); }
  
  		public void OnNotifyBlockingMove(Actor self, Actor blocking)
  		{
  			if (self.IsIdle && self.AppearsFriendlyTo(blocking))
  				Nudge(self, blocking, true);
  		}
  
  		public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any)
  		{
  			var pos = self.CenterPosition;
  
  			if (subCell == SubCell.Any)
  				subCell = self.World.ActorMap.FreeSubCell(cell, subCell);
  
  			// TODO: solve/reduce cell is full problem
  			if (subCell == SubCell.Invalid)
  				subCell = self.World.Map.DefaultSubCell;
  
  			// Reserve the exit cell
  			SetPosition(self, cell, subCell);
  			SetVisualPosition(self, pos);
  
  			return VisualMove(self, pos, self.World.Map.CenterOfSubCell(cell, subCell), cell);
  		}
  
  		public Activity MoveToTarget(Actor self, Target target)
  		{
  			if (target.Type == TargetType.Invalid)
  				return null;
  
  			return new MoveAdjacentTo(self, target);
  		}
  
  		public Activity MoveIntoTarget(Actor self, Target target)
  		{
  			if (target.Type == TargetType.Invalid)
  				return null;
  
  			return VisualMove(self, self.CenterPosition, target.CenterPosition);
  		}
  
  		public bool CanEnterTargetNow(Actor self, Target target)
  		{
  			return self.Location == self.World.Map.CellContaining(target.CenterPosition) || Util.AdjacentCells(self.World, target).Any(c => c == self.Location);
  		}
  
  		public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
  		{
  			return VisualMove(self, fromPos, toPos, self.Location);
  		}
  
  		public Activity VisualMove(Actor self, WPos fromPos, WPos toPos, CPos cell)
  		{
  			var speed = MovementSpeedForCell(self, cell);
  			var length = speed > 0 ? (toPos - fromPos).Length / speed : 0;
  
  			var facing = Util.GetFacing(toPos - fromPos, Facing);
  			return Util.SequenceActivities(new Turn(self, facing), new Drag(self, fromPos, toPos, length));
  		}
  
  		public void ModifyDeathActorInit(Actor self, TypeDictionary init)
  		{
  			init.Add(new FacingInit(facing));
  
  			// Allows the husk to drag to its final position
  
gt: 			if (CanEnterCell(self.Location, self, false))