split various flying behaviors into own files
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67
OpenRa.Game/Traits/Activities/ReturnToBase.cs
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67
OpenRa.Game/Traits/Activities/ReturnToBase.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class ReturnToBase : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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readonly float2 w1, w2, w3; /* tangent points to turn circles */
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readonly float2 landPoint;
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public ReturnToBase(Actor self, float2 landPos)
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{
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self);
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var approachStart = landPos - new float2(unit.Altitude * speed, 0);
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var turnRadius = (128f / self.Info.ROT) * speed / (float)Math.PI;
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/* work out the center points */
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var fwd = -float2.FromAngle(unit.Facing / 128f * (float)Math.PI);
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var side = new float2(-fwd.Y, fwd.X); /* rotate */
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var sideTowardBase = new[] { side, -side }
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.OrderBy(a => float2.Dot(a, self.CenterLocation - approachStart))
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.First();
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var c1 = self.CenterLocation + turnRadius * sideTowardBase;
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var c2 = approachStart + new float2(0,
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turnRadius * Math.Sign(self.CenterLocation.Y - approachStart.Y)); // above or below start point
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/* work out tangent points */
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var d = c2 - c1;
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var e = (turnRadius / d.Length) * d;
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var f = new float2(-e.Y, e.X); /* rotate */
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/* todo: support internal tangents, too! */
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if (f.X > 0) f = -f;
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w1 = c1 + f;
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w2 = c2 + f;
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w3 = approachStart;
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landPoint = landPos;
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}
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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var unit = self.traits.Get<Unit>();
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return new Fly(w1)
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{
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NextActivity = new Fly(w2)
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{
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NextActivity = new Fly(w3)
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{
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NextActivity = new Land(landPoint)
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}
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}
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};
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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