some basic plane behavior on Yak

This commit is contained in:
Chris Forbes
2009-12-20 19:19:03 +13:00
parent effc642c04
commit 13636e9c54
5 changed files with 156 additions and 1 deletions

View File

@@ -0,0 +1,97 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits.Activities
{
class Fly : IActivity
{
readonly int2 Cell;
bool isCanceled;
public Fly(int2 cell) { Cell = cell; }
public IActivity NextActivity { get; set; }
const int CruiseAltitude = 20;
public IActivity Tick(Actor self)
{
if (isCanceled) return NextActivity;
var d = Util.CenterOfCell(Cell) - self.CenterLocation;
if (d.LengthSquared < 50) /* close enough */
return NextActivity;
var unit = self.traits.Get<Unit>();
if (unit.Altitude < CruiseAltitude)
++unit.Altitude;
var desiredFacing = Util.GetFacing(d, unit.Facing);
if (unit.Altitude == CruiseAltitude)
Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
var speed = .2f * Util.GetEffectiveSpeed(self);
var angle = unit.Facing / 128f * Math.PI;
self.CenterLocation += speed * -float2.FromAngle((float)angle);
self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
return null;
}
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
}
class FlyTimed : IActivity
{
public IActivity NextActivity { get; set; }
int remainingTicks;
public FlyTimed(int ticks) { remainingTicks = ticks; }
public IActivity Tick(Actor self)
{
if (remainingTicks == 0)
return NextActivity;
--remainingTicks;
var unit = self.traits.Get<Unit>();
var speed = .2f * Util.GetEffectiveSpeed(self);
var angle = unit.Facing / 128f * Math.PI;
self.CenterLocation += speed * -float2.FromAngle((float)angle);
self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
return null;
}
public void Cancel(Actor self) { remainingTicks = 0; NextActivity = null; }
}
class Circle : IActivity
{
public IActivity NextActivity { get; set; }
bool isCanceled;
readonly int2 Cell;
public Circle(int2 cell) { Cell = cell; }
public IActivity Tick(Actor self)
{
if (isCanceled) return NextActivity;
return new Fly(Cell)
{
NextActivity =
new FlyTimed(50)
{
NextActivity = this
}
};
}
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
}
}