Convert plane activities to world coords.
This commit is contained in:
@@ -16,25 +16,25 @@ namespace OpenRA.Mods.RA.Air
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{
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{
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public class Fly : Activity
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public class Fly : Activity
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{
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{
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public readonly PPos Pos;
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readonly WPos pos;
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Fly(PPos px) { Pos = px; }
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Fly(WPos pos) { this.pos = pos; }
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public static Fly ToPx( PPos px ) { return new Fly( px ); }
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public static Fly ToPos(WPos pos) { return new Fly(pos); }
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public static Fly ToCell(CPos pos) { return new Fly(Util.CenterOfCell(pos)); }
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public static Fly ToCell(CPos pos) { return new Fly(pos.CenterPosition); }
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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var cruiseAltitude = self.Info.Traits.Get<PlaneInfo>().CruiseAltitude;
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if (IsCanceled)
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return NextActivity;
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if (IsCanceled) return NextActivity;
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// Close enough (ported from old code which checked length against sqrt(50) px)
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var d = pos - self.CenterPosition;
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var d = Pos - self.CenterLocation;
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if (d.HorizontalLengthSquared < 91022)
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if (d.LengthSquared < 50) /* close enough */
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return NextActivity;
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return NextActivity;
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var aircraft = self.Trait<Aircraft>();
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var aircraft = self.Trait<Aircraft>();
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var cruiseAltitude = self.Info.Traits.Get<PlaneInfo>().CruiseAltitude;
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var desiredFacing = Util.GetFacing(d, aircraft.Facing);
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var desiredFacing = Util.GetFacing(d, aircraft.Facing);
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if (aircraft.Altitude == cruiseAltitude)
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if (aircraft.Altitude == cruiseAltitude)
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aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.ROT);
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aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.ROT);
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.RA.Air
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public override IEnumerable<Target> GetTargets(Actor self)
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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{
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yield return Target.FromPos(Pos);
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yield return Target.FromPos(pos);
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}
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}
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}
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}
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA.Air
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if( IsCanceled )
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if( IsCanceled )
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return NextActivity;
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return NextActivity;
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inner = Util.SequenceActivities(
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inner = Util.SequenceActivities(
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Fly.ToPx(Target.CenterLocation),
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Fly.ToPos(Target.CenterPosition),
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new FlyTimed(50));
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new FlyTimed(50));
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}
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}
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inner = Util.RunActivity( self, inner );
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inner = Util.RunActivity( self, inner );
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@@ -31,9 +31,9 @@ namespace OpenRA.Mods.RA.Air
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var aircraft = self.Trait<Aircraft>();
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var aircraft = self.Trait<Aircraft>();
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var d = Target.CenterPosition - self.CenterPosition;
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var d = Target.CenterPosition - self.CenterPosition;
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// close enough (1/16 cell)
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// The next move would overshoot, so just set the final position
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// TODO: TickMove may overshoot if the aircraft speed is too high
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var moveDist = aircraft.MovementSpeed * 7 * 1024 / (Game.CellSize * 32);
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if (d.HorizontalLengthSquared < 4096)
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if (d.HorizontalLengthSquared < moveDist*moveDist)
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{
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{
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aircraft.SetPxPosition(self, PPos.FromWPos(Target.CenterPosition));
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aircraft.SetPxPosition(self, PPos.FromWPos(Target.CenterPosition));
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return NextActivity;
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return NextActivity;
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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA.Air
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public class Plane : Aircraft, IResolveOrder, ITick, ISync
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public class Plane : Aircraft, IResolveOrder, ITick, ISync
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{
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{
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[Sync] public PVecInt RTBPathHash;
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[Sync] public WPos RTBPathHash;
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public Plane( ActorInitializer init, PlaneInfo info )
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public Plane( ActorInitializer init, PlaneInfo info )
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: base( init, info ) { }
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: base( init, info ) { }
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@@ -19,8 +19,7 @@ namespace OpenRA.Mods.RA.Air
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{
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{
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bool isCalculated;
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bool isCalculated;
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Actor dest;
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Actor dest;
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WPos w1, w2, w3;
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PPos w1, w2, w3; /* tangent points to turn circles */
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public static Actor ChooseAirfield(Actor self, bool unreservedOnly)
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public static Actor ChooseAirfield(Actor self, bool unreservedOnly)
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{
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{
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@@ -35,11 +34,14 @@ namespace OpenRA.Mods.RA.Air
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void Calculate(Actor self)
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void Calculate(Actor self)
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{
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{
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if (dest == null || Reservable.IsReserved(dest)) dest = ChooseAirfield(self, true);
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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) return;
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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 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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var res = dest.TraitOrDefault<Reservable>();
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if (res != null)
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if (res != null)
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{
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{
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@@ -47,41 +49,46 @@ namespace OpenRA.Mods.RA.Air
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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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}
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var landPos = dest.CenterLocation;
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var landPos = dest.CenterPosition;
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var aircraft = self.Trait<Aircraft>();
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var speed = plane.MovementSpeed * 1024 / Game.CellSize / 5;
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var speed = .2f * aircraft.MovementSpeed;
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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 altitude = planeInfo.CruiseAltitude * 1024 / Game.CellSize;
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/* if the aircraft is on the ground, it will take off to the cruise altitude first before approaching */
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// Land towards the east
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var altitude = aircraft.Altitude;
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var approachStart = landPos + new WVec(-landDistance, 0, altitude);
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if (altitude == 0) altitude = self.Info.Traits.Get<PlaneInfo>().CruiseAltitude;
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var approachStart = landPos.ToInt2() - new float2(altitude * speed, 0);
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// Add 10% to the turning radius to ensure we have enough room
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var turnRadius = (128f / self.Info.Traits.Get<AircraftInfo>().ROT) * speed / (float)Math.PI;
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var turnRadius = (int)(141 * speed / planeInfo.ROT / (float)(Math.PI));
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/* work out the center points */
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// Find the center of the turning circles for clockwise and counterclockwise turns
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var fwd = -float2.FromAngle(aircraft.Facing / 128f * (float)Math.PI);
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var angle = WAngle.FromFacing(plane.Facing);
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var side = new float2(-fwd.Y, fwd.X); /* rotate */
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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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var sideTowardBase = new[] { side, -side }
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.OrderBy(a => float2.Dot(a, self.CenterLocation.ToInt2() - approachStart))
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.OrderBy(a => WVec.Dot(a, approachDelta))
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.First();
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.First();
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var c1 = self.CenterLocation.ToInt2() + turnRadius * sideTowardBase;
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// Calculate the tangent line that joins the turning circles at the current and approach positions
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var c2 = approachStart + new float2(0, turnRadius * Math.Sign(self.CenterLocation.Y - approachStart.Y)); // above or below start point
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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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/* work out tangent points */
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// TODO: correctly handle CCW <-> CW turns
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var d = c2 - c1;
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if (tangentOffset.X > 0)
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var e = (turnRadius / d.Length) * d;
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tangentOffset = -tangentOffset;
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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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w1 = posCenter + tangentOffset;
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w2 = approachCenter + tangentOffset;
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if (f.X > 0) f = -f;
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w3 = approachStart;
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plane.RTBPathHash = w1 + (WVec)w2 + (WVec)w3;
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w1 = (PPos)(c1 + f).ToInt2();
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w2 = (PPos)(c2 + f).ToInt2();
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w3 = (PPos)(approachStart).ToInt2();
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plane.RTBPathHash = (PVecInt)w1 + (PVecInt)w2 + (PVecInt)w3;
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isCalculated = true;
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isCalculated = true;
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}
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}
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@@ -93,12 +100,12 @@ namespace OpenRA.Mods.RA.Air
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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{
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{
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if (IsCanceled)
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if (IsCanceled || self.IsDead())
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return NextActivity;
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if (self.IsDead())
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return NextActivity;
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return NextActivity;
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if (!isCalculated)
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if (!isCalculated)
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Calculate(self);
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Calculate(self);
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if (dest == null)
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if (dest == null)
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{
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{
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var nearestAfld = ChooseAirfield(self, false);
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var nearestAfld = ChooseAirfield(self, false);
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@@ -111,9 +118,9 @@ namespace OpenRA.Mods.RA.Air
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}
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}
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return Util.SequenceActivities(
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return Util.SequenceActivities(
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Fly.ToPx(w1),
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Fly.ToPos(w1),
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Fly.ToPx(w2),
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Fly.ToPos(w2),
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Fly.ToPx(w3),
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Fly.ToPos(w3),
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new Land(Target.FromActor(dest)),
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new Land(Target.FromActor(dest)),
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NextActivity);
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NextActivity);
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}
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}
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