Overhaul Land activity:

- Landing on an actor is no longer blocked by the underlying terrain
- Land in a nearby cell if the requested location is blocked
- Internally manages the fixed-wing landing sequence
- ProductionAirdrop transport waits until the exit is free before landing
This commit is contained in:
tovl
2019-06-30 11:56:26 +00:00
committed by reaperrr
parent ff9db0bf7a
commit adecd4ca87
7 changed files with 257 additions and 186 deletions

View File

@@ -26,10 +26,9 @@ namespace OpenRA.Mods.Common.Activities
readonly Rearmable rearmable;
readonly bool alwaysLand;
readonly bool abortOnResupply;
bool isCalculated;
bool resupplied;
Actor dest;
WPos w1, w2, w3;
int facing = -1;
public ReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
{
@@ -55,59 +54,6 @@ namespace OpenRA.Mods.Common.Activities
.ClosestTo(self);
}
// Calculates non-CanHover/non-VTOL approach vector and waypoints
void Calculate(Actor self)
{
if (dest == null)
return;
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
var landPos = dest.CenterPosition + offset;
var altitude = aircraft.Info.CruiseAltitude.Length;
// Distance required for descent.
var landDistance = altitude * 1024 / aircraft.Info.MaximumPitch.Tan();
// Land towards the east
var approachStart = landPos + new WVec(-landDistance, 0, altitude);
// Add 10% to the turning radius to ensure we have enough room
var speed = aircraft.MovementSpeed * 32 / 35;
var turnRadius = Fly.CalculateTurnRadius(speed, aircraft.Info.TurnSpeed);
// Find the center of the turning circles for clockwise and counterclockwise turns
var angle = WAngle.FromFacing(aircraft.Facing);
var fwd = -new WVec(angle.Sin(), angle.Cos(), 0);
// Work out whether we should turn clockwise or counter-clockwise for approach
var side = new WVec(-fwd.Y, fwd.X, fwd.Z);
var approachDelta = self.CenterPosition - approachStart;
var sideTowardBase = new[] { side, -side }
.MinBy(a => WVec.Dot(a, approachDelta));
// Calculate the tangent line that joins the turning circles at the current and approach positions
var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024;
var posCenter = new WPos(cp.X, cp.Y, altitude);
var approachCenter = approachStart + new WVec(0, turnRadius * Math.Sign(self.CenterPosition.Y - approachStart.Y), 0);
var tangentDirection = approachCenter - posCenter;
var tangentLength = tangentDirection.Length;
var tangentOffset = WVec.Zero;
if (tangentLength != 0)
tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentLength;
// TODO: correctly handle CCW <-> CW turns
if (tangentOffset.X > 0)
tangentOffset = -tangentOffset;
w1 = posCenter + tangentOffset;
w2 = approachCenter + tangentOffset;
w3 = approachStart;
isCalculated = true;
}
bool ShouldLandAtBuilding(Actor self, Actor dest)
{
if (alwaysLand)
@@ -148,10 +94,7 @@ namespace OpenRA.Mods.Common.Activities
return NextActivity;
if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
dest = ReturnToBase.ChooseResupplier(self, true);
if (!isCalculated)
Calculate(self);
dest = ChooseResupplier(self, true);
if (dest == null)
{
@@ -175,62 +118,35 @@ namespace OpenRA.Mods.Common.Activities
return this;
}
else
{
QueueChild(self,
new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
QueueChild(self, new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
true);
QueueChild(self, new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), true);
return this;
}
QueueChild(self, new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), true);
return this;
}
else if (nearestResupplier == null && aircraft.Info.VTOL && aircraft.Info.LandWhenIdle)
{
// Using Queue instead of QueueChild here is intentional, as we want VTOLs with LandWhenIdle to land and stay there in this situation
Cancel(self);
if (aircraft.Info.TurnToLand)
Queue(self, new Turn(self, aircraft.Info.InitialFacing));
Queue(self, new Land(self));
return NextActivity;
}
else
{
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
Cancel(self);
return NextActivity;
}
}
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (aircraft.Info.VTOL || aircraft.Info.CanHover)
QueueChild(self, new Fly(self, Target.FromPos(dest.CenterPosition + offset)), true);
else
{
var turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed);
QueueChild(self, new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)), true);
QueueChild(self, new Fly(self, Target.FromPos(w2)), true);
// Fix a problem when the airplane is sent to resupply near the airport
QueueChild(self, new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)), true);
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
Cancel(self);
return NextActivity;
}
if (ShouldLandAtBuilding(self, dest))
{
var exit = dest.FirstExitOrDefault(null);
var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;
if (aircraft.Info.TurnToDock)
facing = aircraft.Info.InitialFacing;
if (!aircraft.Info.VTOL)
facing = 192;
aircraft.MakeReservation(dest);
if (aircraft.Info.VTOL && aircraft.Info.TurnToDock)
QueueChild(self, new Turn(self, aircraft.Info.InitialFacing), true);
QueueChild(self, new Land(self, Target.FromActor(dest), offset), true);
QueueChild(self, new Land(self, Target.FromActor(dest), offset, facing), true);
QueueChild(self, new Resupply(self, dest, WDist.Zero), true);
resupplied = true;
}
else
QueueChild(self, new Fly(self, Target.FromActor(dest)), true);
resupplied = true;
return this;
}
}