moved air unit support to ra
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109
OpenRA.Mods.RA/Activities/ReturnToBase.cs
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109
OpenRA.Mods.RA/Activities/ReturnToBase.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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public class ReturnToBase : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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bool isCalculated;
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Actor dest;
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float2 w1, w2, w3; /* tangent points to turn circles */
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float2 landPoint;
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public static Actor ChooseAirfield(Actor self)
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{
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return self.World.Queries.OwnedBy[self.Owner]
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.Where(a => self.Info.Traits.Get<PlaneInfo>().RearmBuildings.Contains(a.Info.Name)
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&& !Reservable.IsReserved(a))
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.FirstOrDefault();
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}
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void Calculate(Actor self)
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{
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if (dest == null) dest = ChooseAirfield(self);
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var res = dest.traits.GetOrDefault<Reservable>();
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if (res != null)
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self.traits.Get<Plane>().reservation = res.Reserve(self);
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var landPos = dest.CenterLocation;
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var unit = self.traits.Get<Unit>();
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var speed = .2f * Util.GetEffectiveSpeed(self, UnitMovementType.Fly);
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var approachStart = landPos - new float2(unit.Altitude * speed, 0);
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var turnRadius = (128f / self.Info.Traits.Get<UnitInfo>().ROT) * speed / (float)Math.PI;
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/* work out the center points */
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var fwd = -float2.FromAngle(unit.Facing / 128f * (float)Math.PI);
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var side = new float2(-fwd.Y, fwd.X); /* rotate */
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var sideTowardBase = new[] { side, -side }
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.OrderBy(a => float2.Dot(a, self.CenterLocation - approachStart))
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.First();
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var c1 = self.CenterLocation + turnRadius * sideTowardBase;
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var c2 = approachStart + new float2(0,
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turnRadius * Math.Sign(self.CenterLocation.Y - approachStart.Y)); // above or below start point
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/* work out tangent points */
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var d = c2 - c1;
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var e = (turnRadius / d.Length) * d;
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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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if (f.X > 0) f = -f;
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w1 = c1 + f;
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w2 = c2 + f;
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w3 = approachStart;
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landPoint = landPos;
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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 IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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if (!isCalculated)
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Calculate(self);
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return Util.SequenceActivities(
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new Fly(w1),
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new Fly(w2),
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new Fly(w3),
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new Land(landPoint),
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NextActivity);
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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