Replace various Aircraft fields with FlightDynamics
Replaces various booleans with a FlightDynamics flag list.
This commit is contained in:
@@ -53,7 +53,8 @@ namespace OpenRA.Mods.Common.Activities
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public static void FlyTick(Actor self, Aircraft aircraft, int desiredFacing, WDist desiredAltitude, WVec moveOverride, int turnSpeedOverride = -1)
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{
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var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
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var move = aircraft.Info.CanHover ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing);
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var isSlider = aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.Slide);
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var move = isSlider ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing);
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if (moveOverride != WVec.Zero)
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move = moveOverride;
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@@ -115,7 +116,7 @@ namespace OpenRA.Mods.Common.Activities
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// If the aircraft lands when idle and is idle, we let the default idle handler manage this.
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// TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes.
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var skipHeightAdjustment = aircraft.Info.LandWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
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if (aircraft.Info.CanHover && !skipHeightAdjustment && dat != aircraft.Info.CruiseAltitude)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.Hover) && !skipHeightAdjustment && dat != aircraft.Info.CruiseAltitude)
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{
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if (dat <= aircraft.LandAltitude)
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QueueChild(new TakeOff(self, target));
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@@ -160,19 +161,22 @@ namespace OpenRA.Mods.Common.Activities
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if (insideMaxRange && !insideMinRange)
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return true;
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var move = aircraft.Info.CanHover ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing);
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var isSlider = aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.Slide);
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var move = isSlider ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing);
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// Inside the minimum range, so reverse if CanHover
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if (aircraft.Info.CanHover && insideMinRange)
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// Inside the minimum range, so reverse if we have Slide flag
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if (isSlider && insideMinRange)
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{
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FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, -move);
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return false;
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}
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// The next move would overshoot, so consider it close enough or set final position if CanHover
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// The next move would overshoot, so consider it close enough or set final position if we have Slide flag
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if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared)
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{
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if (aircraft.Info.CanHover)
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// For VTOL landing to succeed, it must reach the exact target position,
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// so for the final move it needs to behave as if it had the Slide flag.
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if (isSlider || aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL))
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{
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// Set final (horizontal) position
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if (delta.HorizontalLengthSquared != 0)
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@@ -193,7 +197,7 @@ namespace OpenRA.Mods.Common.Activities
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return true;
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}
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if (!aircraft.Info.CanHover)
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if (!isSlider)
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{
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// Using the turn rate, compute a hypothetical circle traced by a continuous turn.
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// If it contains the destination point, it's unreachable without more complex manuvering.
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Activities
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// We can't possibly turn this fast
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var desiredFacing = aircraft.Facing + 64;
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// This override is necessary, otherwise CanHover aircraft would circle sideways
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// This override is necessary, otherwise aircraft with Slide flag would circle sideways
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var move = aircraft.FlyStep(aircraft.Facing);
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Fly.FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, move, turnSpeedOverride);
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@@ -84,7 +84,9 @@ namespace OpenRA.Mods.Common.Activities
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// otherwise if it is hidden or dead we give up
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if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange))
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{
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if (!aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.Hover))
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Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
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return useLastVisibleTarget;
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}
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Activities
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// NOTE: desiredFacing = -1 means we should not prefer any particular facing and instead just
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// use whatever facing gives us the most direct path to the landing site.
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if (facing == -1 && aircraft.Info.TurnToLand)
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if (facing == -1 && aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.TurnToLand))
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desiredFacing = aircraft.Info.InitialFacing;
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else
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desiredFacing = facing;
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@@ -130,7 +130,7 @@ namespace OpenRA.Mods.Common.Activities
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}
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// Move towards landing location
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if (aircraft.Info.VTOL && (pos - targetPosition).HorizontalLengthSquared != 0)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL) && (pos - targetPosition).HorizontalLengthSquared != 0)
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{
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QueueChild(new Fly(self, Target.FromPos(targetPosition)));
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@@ -140,7 +140,7 @@ namespace OpenRA.Mods.Common.Activities
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return false;
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}
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if (!aircraft.Info.VTOL && !finishedApproach)
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if (!aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL) && !finishedApproach)
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{
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// Calculate approach trajectory
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var altitude = aircraft.Info.CruiseAltitude.Length;
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@@ -207,7 +207,7 @@ namespace OpenRA.Mods.Common.Activities
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if (!aircraft.CanLand(blockingCells, target.Actor))
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{
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// Maintain holding pattern.
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if (aircraft.Info.CanHover)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.Hover))
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QueueChild(new Wait(25));
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else
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QueueChild(new FlyCircle(self, 25));
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@@ -226,7 +226,7 @@ namespace OpenRA.Mods.Common.Activities
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}
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// Final descent.
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if (aircraft.Info.VTOL)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL))
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{
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var landAltitude = self.World.Map.DistanceAboveTerrain(targetPosition) + aircraft.LandAltitude;
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if (Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, landAltitude))
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@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Activities
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if (nearestResupplier != null)
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{
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if (aircraft.Info.CanHover)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.Hover))
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{
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var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength;
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var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length;
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@@ -113,15 +113,15 @@ namespace OpenRA.Mods.Common.Activities
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{
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var exit = dest.FirstExitOrDefault(null);
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var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
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if (aircraft.Info.TurnToDock)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.TurnToDock))
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facing = aircraft.Info.InitialFacing;
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if (!aircraft.Info.VTOL)
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if (!aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL))
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facing = 192;
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aircraft.MakeReservation(dest);
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QueueChild(new Land(self, Target.FromActor(dest), offset, facing));
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QueueChild(new Resupply(self, dest, WDist.Zero));
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if (aircraft.Info.TakeOffOnResupply && !alwaysLand)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.TakeOffOnResupply) && !alwaysLand)
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QueueChild(new TakeOff(self));
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return true;
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Activities
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if (dat < aircraft.Info.CruiseAltitude)
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{
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// If we're a VTOL, rise before flying forward
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if (aircraft.Info.VTOL)
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if (aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL))
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{
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Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude);
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return false;
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@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Activities
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// Checking for NextActivity == null again in case another activity was queued while taking off
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if (moveToRallyPoint && NextActivity == null)
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{
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if (!aircraft.Info.VTOL && assignTargetOnFirstRun)
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if (!aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.VTOL) && assignTargetOnFirstRun)
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return true;
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QueueChild(new AttackMoveActivity(self, () => move.MoveToTarget(self, target)));
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@@ -21,9 +21,34 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Flags]
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public enum FlightDynamic
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{
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None = 0,
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MoveIntoShroud = 1,
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Slide = 2,
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Hover = 4,
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VTOL = 8,
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TurnToLand = 16,
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TurnToDock = 32,
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TakeOffOnResupply = 64,
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TakeOffOnCreation = 128,
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}
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public class AircraftInfo : ITraitInfo, IPositionableInfo, IFacingInfo, IMoveInfo, ICruiseAltitudeInfo,
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IActorPreviewInitInfo, IEditorActorOptions, IObservesVariablesInfo
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{
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[Desc("List of flags that alter the movement behavior. Options:",
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"MoveIntoShroud = Can be ordered to move into shroud.",
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"Slide = Changes direction immediately, independently of current facing. Without this flag, needs to fly a curve.",
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"Hover = Able to statically hover in air while idle or waiting. Without this flag, aircraft will fly in circles.",
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"VTOL = Vertical-only take-off/land. Without this flag, lands/takes off diagonally.",
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"TurnToLand = Does the aircraft need to turn towards InitialFacing before landing on terrain? No effect if VTOL flag is missing.",
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"TurnToDock = Does the aircraft need to turn towards InitialFacing before landing on dock? No effect if VTOL flag is missing.",
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"TakeOffOnResupply = Take off as soon as resupplies/repairs are finished.",
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"TakeOffOnCreation = Take off from creator when spawned.")]
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public readonly FlightDynamic FlightDynamics = FlightDynamic.TakeOffOnCreation | FlightDynamic.MoveIntoShroud;
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public readonly WDist CruiseAltitude = new WDist(1280);
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[Desc("Whether the aircraft can be repulsed.")]
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@@ -49,9 +74,6 @@ namespace OpenRA.Mods.Common.Traits
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public readonly HashSet<string> LandableTerrainTypes = new HashSet<string>();
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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[Desc("e.g. crate, wall, infantry")]
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public readonly BitSet<CrushClass> Crushes = default(BitSet<CrushClass>);
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@@ -69,30 +91,12 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The condition to grant to self while at cruise altitude.")]
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public readonly string CruisingCondition = null;
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[Desc("Can the actor hover in place mid-air? If not, then the actor will have to remain in motion (circle around).")]
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public readonly bool CanHover = false;
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[Desc("Does the actor land and take off vertically?")]
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public readonly bool VTOL = false;
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[Desc("Will this actor try to land after it has no more commands?")]
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public readonly bool LandWhenIdle = true;
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[Desc("Does this VTOL actor need to turn before landing (on terrain)?")]
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public readonly bool TurnToLand = false;
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[Desc("Does this VTOL actor need to turn before landing on a resupplier?")]
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public readonly bool TurnToDock = true;
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[Desc("Does this actor cancel its previous activity after resupplying?")]
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public readonly bool AbortOnResupply = true;
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[Desc("Does this actor automatically take off after resupplying?")]
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public readonly bool TakeOffOnResupply = false;
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[Desc("Does this actor automatically take off after creation?")]
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public readonly bool TakeOffOnCreation = true;
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[Desc("Altitude at which the aircraft considers itself landed.")]
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public readonly WDist LandAltitude = WDist.Zero;
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@@ -344,7 +348,7 @@ namespace OpenRA.Mods.Common.Traits
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MakeReservation(host);
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if (Info.TakeOffOnCreation)
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if (Info.FlightDynamics.HasFlag(FlightDynamic.TakeOffOnCreation))
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self.QueueActivity(new TakeOff(self));
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}
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@@ -440,7 +444,7 @@ namespace OpenRA.Mods.Common.Traits
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repulsionForce += new WVec(1024, 0, 0).Rotate(WRot.FromYaw((self.CenterPosition - center).Yaw));
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}
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if (Info.CanHover)
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if (Info.FlightDynamics.HasFlag(FlightDynamic.Slide))
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return repulsionForce;
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// Non-hovering actors mush always keep moving forward, so they need extra calculations.
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@@ -681,18 +685,13 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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var isCircler = !Info.FlightDynamics.HasFlag(FlightDynamic.Hover);
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if (!atLandAltitude && Info.LandWhenIdle && Info.LandableTerrainTypes.Count > 0)
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self.QueueActivity(new Land(self));
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else if (!Info.CanHover && !atLandAltitude)
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else if (isCircler && !atLandAltitude)
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self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
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else if (atLandAltitude && !CanLand(self.Location) && ReservedActor == null)
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self.QueueActivity(new TakeOff(self));
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else if (Info.CanHover && Info.IdleTurnSpeed > 0)
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{
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// Temporary HACK for the AutoCarryall special case (needs CanHover, but also FlyCircle on idle).
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// Will go away soon (in a separate PR) with the arrival of ActionsWhenIdle.
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self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
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}
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else if (!atLandAltitude && altitude != Info.CruiseAltitude && !Info.LandWhenIdle)
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self.QueueActivity(new TakeOff(self));
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}
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@@ -834,12 +833,8 @@ namespace OpenRA.Mods.Common.Traits
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public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange,
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WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{
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if (!Info.CanHover)
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return new FlyFollow(self, target, minRange, maxRange,
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initialTargetPosition, targetLineColor);
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return new Follow(self, target, minRange, maxRange,
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initialTargetPosition, targetLineColor);
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}
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public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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@@ -943,7 +938,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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case "Land":
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case "Move":
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if (!Info.MoveIntoShroud && order.Target.Type != TargetType.Invalid)
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if (!Info.FlightDynamics.HasFlag(FlightDynamic.MoveIntoShroud) && order.Target.Type != TargetType.Invalid)
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{
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var cell = self.World.Map.CellContaining(order.Target.CenterPosition);
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if (!self.Owner.Shroud.IsExplored(cell))
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@@ -968,7 +963,7 @@ namespace OpenRA.Mods.Common.Traits
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if (orderString == "Move")
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{
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var cell = self.World.Map.Clamp(self.World.Map.CellContaining(order.Target.CenterPosition));
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if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
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if (!Info.FlightDynamics.HasFlag(FlightDynamic.MoveIntoShroud) && !self.Owner.Shroud.IsExplored(cell))
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return;
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if (!order.Queued)
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@@ -981,7 +976,7 @@ namespace OpenRA.Mods.Common.Traits
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else if (orderString == "Land")
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{
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var cell = self.World.Map.Clamp(self.World.Map.CellContaining(order.Target.CenterPosition));
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if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
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if (!Info.FlightDynamics.HasFlag(FlightDynamic.MoveIntoShroud) && !self.Owner.Shroud.IsExplored(cell))
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return;
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if (!order.Queued)
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@@ -1011,7 +1006,7 @@ namespace OpenRA.Mods.Common.Traits
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// Aircraft with TakeOffOnResupply would immediately take off again, so there's no point in automatically forcing
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// them to land on a resupplier. For aircraft without it, it makes more sense to land than to idle above a
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// free resupplier.
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var forceLand = orderString == "ForceEnter" || !Info.TakeOffOnResupply;
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var forceLand = orderString == "ForceEnter" || !Info.FlightDynamics.HasFlag(FlightDynamic.TakeOffOnResupply);
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self.QueueActivity(order.Queued, new ReturnToBase(self, targetActor, forceLand));
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}
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else if (orderString == "Stop")
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@@ -1036,7 +1031,7 @@ namespace OpenRA.Mods.Common.Traits
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// Aircraft with TakeOffOnResupply would immediately take off again, so there's no point in forcing them to land
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// on a resupplier. For aircraft without it, it makes more sense to land than to idle above a free resupplier.
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self.QueueActivity(order.Queued, new ReturnToBase(self, null, !Info.TakeOffOnResupply));
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self.QueueActivity(order.Queued, new ReturnToBase(self, null, !Info.FlightDynamics.HasFlag(FlightDynamic.TakeOffOnResupply)));
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}
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else if (orderString == "Scatter")
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Nudge(self);
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@@ -1154,7 +1149,7 @@ namespace OpenRA.Mods.Common.Traits
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (!explored && !aircraft.Info.MoveIntoShroud)
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if (!explored && !aircraft.Info.FlightDynamics.HasFlag(FlightDynamic.MoveIntoShroud))
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cursor = "move-blocked";
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return true;
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@@ -293,7 +293,7 @@ namespace OpenRA.Mods.Common.Traits
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if (order.OrderString == "DeliverUnit")
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{
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var cell = self.World.Map.Clamp(self.World.Map.CellContaining(order.Target.CenterPosition));
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if (!aircraftInfo.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
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if (!aircraftInfo.FlightDynamics.HasFlag(FlightDynamic.MoveIntoShroud) && !self.Owner.Shroud.IsExplored(cell))
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return;
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var targetLocation = move.NearestMoveableCell(cell);
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@@ -406,7 +406,7 @@ namespace OpenRA.Mods.Common.Traits
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IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue);
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if (!explored && !aircraftInfo.MoveIntoShroud)
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if (!explored && !aircraftInfo.FlightDynamics.HasFlag(FlightDynamic.MoveIntoShroud))
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cursor = info.DropOffBlockedCursor;
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return true;
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