Rewrite Aircraft movement using world coords.
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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@@ -10,8 +10,8 @@
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using System;
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using System.Linq;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Air
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{
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@@ -46,22 +46,21 @@ namespace OpenRA.Mods.RA.Air
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if (res != null)
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{
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plane.UnReserve();
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plane.reservation = res.Reserve(dest, self, plane);
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plane.Reservation = res.Reserve(dest, self, plane);
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}
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var landPos = dest.CenterPosition;
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var speed = plane.MovementSpeed * 1024 / Game.CellSize / 5;
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// Distance required for descent.
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// TODO: Generalize this for arbitrary flight pitches
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var landDistance = planeInfo.CruiseAltitude * speed;
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var landDistance = planeInfo.CruiseAltitude * 1024 * 1024 / (Game.CellSize * plane.Info.MaximumPitch.Tan());
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var altitude = planeInfo.CruiseAltitude * 1024 / Game.CellSize;
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// Land towards the east
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var approachStart = landPos + new WVec(-landDistance, 0, altitude);
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// Add 10% to the turning radius to ensure we have enough room
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var turnRadius = (int)(141 * speed / planeInfo.ROT / (float)(Math.PI));
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var speed = plane.MovementSpeed * 1024 / (Game.CellSize * 5);
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var turnRadius = (int)(141 * speed / planeInfo.ROT / (float)Math.PI);
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// Find the center of the turning circles for clockwise and counterclockwise turns
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var angle = WAngle.FromFacing(plane.Facing);
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