heli flight sortof ok
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70
OpenRa.Game/Traits/Helicopter.cs
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70
OpenRa.Game/Traits/Helicopter.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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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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class Helicopter : ITick, IOrder
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{
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public int facing;
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public int altitude;
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public int2 targetLocation;
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const int CruiseAltitude = 20;
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public Helicopter(Actor self)
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{
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targetLocation = self.Location;
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}
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public Order Order(Actor self, int2 xy, bool lmb, Actor underCursor)
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{
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if (lmb) return null;
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if (underCursor == null)
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return OpenRa.Game.Order.Move(self, xy,
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!Game.IsCellBuildable(xy, UnitMovementType.Foot));
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return null;
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}
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public void Tick(Actor self)
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{
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if (self.Location != targetLocation)
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{
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var dist = Game.CellSize * (targetLocation + new float2(.5f,.5f)) - self.CenterLocation;
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var desiredFacing = Util.GetFacing(dist, facing);
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Util.TickFacing(ref facing, desiredFacing,
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self.unitInfo.ROT);
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// .6f going the wrong way; .8f going sideways, 1f going forward.
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var rawSpeed = .2f * (self.unitInfo as UnitInfo.VehicleInfo).Speed;
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var angle = (facing - desiredFacing) / 128f * Math.PI;
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var scale = .4f + .6f * (float)Math.Cos(angle);
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if (altitude > CruiseAltitude / 2) // do some movement.
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{
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self.CenterLocation += (rawSpeed * scale / dist.Length) * dist;
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self.CenterLocation += (1f - scale) * rawSpeed
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* float2.FromAngle((float)angle);
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self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
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}
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if (altitude < CruiseAltitude)
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{
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++altitude;
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return;
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}
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}
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else if (altitude > 0 &&
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Game.IsCellBuildable( self.Location, UnitMovementType.Foot ))
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{
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--altitude;
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}
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/* todo: bob slightly when hovering */
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}
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}
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}
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