Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
This commit is contained in:
127
OpenRA.Mods.Common/Activities/Air/ReturnToBase.cs
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127
OpenRA.Mods.Common/Activities/Air/ReturnToBase.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class ReturnToBase : Activity
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{
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bool isCalculated;
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Actor dest;
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WPos w1, w2, w3;
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public static Actor ChooseAirfield(Actor self, bool unreservedOnly)
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{
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var rearmBuildings = self.Info.Traits.Get<PlaneInfo>().RearmBuildings;
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return self.World.ActorsWithTrait<Reservable>()
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.Where(a => a.Actor.Owner == self.Owner)
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.Where(a => rearmBuildings.Contains(a.Actor.Info.Name)
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&& (!unreservedOnly || !Reservable.IsReserved(a.Actor)))
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.Select(a => a.Actor)
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.ClosestTo(self);
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}
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void Calculate(Actor self)
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{
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if (dest == null || Reservable.IsReserved(dest))
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dest = ChooseAirfield(self, true);
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if (dest == null)
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return;
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var plane = self.Trait<Plane>();
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var planeInfo = self.Info.Traits.Get<PlaneInfo>();
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var res = dest.TraitOrDefault<Reservable>();
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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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}
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var landPos = dest.CenterPosition;
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var altitude = planeInfo.CruiseAltitude.Range;
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// Distance required for descent.
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var landDistance = altitude * 1024 / plane.Info.MaximumPitch.Tan();
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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 speed = plane.MovementSpeed * 32 / 35;
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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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var fwd = -new WVec(angle.Sin(), angle.Cos(), 0);
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// Work out whether we should turn clockwise or counter-clockwise for approach
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var side = new WVec(-fwd.Y, fwd.X, fwd.Z);
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var approachDelta = self.CenterPosition - approachStart;
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var sideTowardBase = new[] { side, -side }
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.MinBy(a => WVec.Dot(a, approachDelta));
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// Calculate the tangent line that joins the turning circles at the current and approach positions
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var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024;
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var posCenter = new WPos(cp.X, cp.Y, altitude);
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var approachCenter = approachStart + new WVec(0, turnRadius * Math.Sign(self.CenterPosition.Y - approachStart.Y), 0);
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var tangentDirection = approachCenter - posCenter;
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var tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentDirection.Length;
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// TODO: correctly handle CCW <-> CW turns
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if (tangentOffset.X > 0)
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tangentOffset = -tangentOffset;
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w1 = posCenter + tangentOffset;
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w2 = approachCenter + tangentOffset;
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w3 = approachStart;
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plane.RTBPathHash = w1 + (WVec)w2 + (WVec)w3;
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isCalculated = true;
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}
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public ReturnToBase(Actor self, Actor dest)
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{
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this.dest = dest;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || self.IsDead)
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return NextActivity;
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if (!isCalculated)
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Calculate(self);
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if (dest == null)
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{
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var nearestAfld = ChooseAirfield(self, false);
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self.CancelActivity();
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if (nearestAfld != null)
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return Util.SequenceActivities(new Fly(self, Target.FromActor(nearestAfld)), new FlyCircle());
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else
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return new FlyCircle();
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}
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return Util.SequenceActivities(
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new Fly(self, Target.FromPos(w1)),
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new Fly(self, Target.FromPos(w2)),
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new Fly(self, Target.FromPos(w3)),
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new Land(Target.FromActor(dest)),
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NextActivity);
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}
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}
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}
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