Added lookahead, launch speed & angle computation.
The missiles should be more intelligent, avoiding cliffs, surmounting inclines and flexibly selecting appropriate launch speed and angle to avoid a close incline or miss a close target.
This commit is contained in:
@@ -34,17 +34,23 @@ namespace OpenRA.Mods.Common.Effects
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[Desc("Should the projectile's shadow be rendered?")]
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[Desc("Should the projectile's shadow be rendered?")]
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public readonly bool Shadow = false;
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public readonly bool Shadow = false;
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[Desc("Projectile speed in WDist / tick")]
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[Desc("Minimum vertical launch angle (pitch).")]
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public readonly WDist InitialSpeed = new WDist(8);
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public readonly WAngle MinimumLaunchAngle = new WAngle(-128);
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[Desc("Vertical launch angle (pitch).")]
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[Desc("Maximum vertical launch angle (pitch).")]
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public readonly WAngle LaunchAngle = WAngle.Zero;
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public readonly WAngle MaximumLaunchAngle = new WAngle(64);
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[Desc("Minimum launch speed in WDist / tick")]
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public readonly WDist MinimumLaunchSpeed = WDist.Zero;
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[Desc("Maximum launch speed in WDist / tick")]
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public readonly WDist MaximumLaunchSpeed = new WDist(8);
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[Desc("Maximum projectile speed in WDist / tick")]
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[Desc("Maximum projectile speed in WDist / tick")]
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public readonly WDist MaximumSpeed = new WDist(512);
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public readonly WDist MaximumSpeed = new WDist(512);
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[Desc("Projectile acceleration when propulsion activated.")]
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[Desc("Projectile acceleration when propulsion activated.")]
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public readonly WDist Acceleration = WDist.Zero;
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public readonly WDist Acceleration = new WDist(5);
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[Desc("How many ticks before this missile is armed and can explode.")]
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[Desc("How many ticks before this missile is armed and can explode.")]
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public readonly int Arm = 0;
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public readonly int Arm = 0;
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@@ -62,7 +68,7 @@ namespace OpenRA.Mods.Common.Effects
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public readonly int HorizontalRateOfTurn = 5;
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public readonly int HorizontalRateOfTurn = 5;
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[Desc("Vertical rate of turn.")]
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[Desc("Vertical rate of turn.")]
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public readonly int VerticalRateOfTurn = 5;
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public readonly int VerticalRateOfTurn = 6;
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[Desc("Run out of fuel after being activated this many ticks. Zero for unlimited fuel.")]
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[Desc("Run out of fuel after being activated this many ticks. Zero for unlimited fuel.")]
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public readonly int RangeLimit = 0;
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public readonly int RangeLimit = 0;
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@@ -83,7 +89,7 @@ namespace OpenRA.Mods.Common.Effects
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public readonly string TrailImage = null;
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public readonly string TrailImage = null;
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[Desc("Smoke sequence name.")]
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[Desc("Smoke sequence name.")]
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[SequenceReference("Trail")] public readonly string TrailSequence = "idle";
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[SequenceReference("TrailImage")] public readonly string TrailSequence = "idle";
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[Desc("Palette used to render the smoke sequence.")]
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[Desc("Palette used to render the smoke sequence.")]
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[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
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[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
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@@ -124,32 +130,47 @@ namespace OpenRA.Mods.Common.Effects
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public class Missile : IEffect, ISync
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public class Missile : IEffect, ISync
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{
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{
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enum States
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{
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Freefall,
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Homing,
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Hitting
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}
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readonly MissileInfo info;
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readonly MissileInfo info;
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readonly ProjectileArgs args;
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readonly ProjectileArgs args;
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readonly Animation anim;
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readonly Animation anim;
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// NOTE: Might be desirable to unhardcode the number -10
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readonly WVec gravity = new WVec(0, 0, -10);
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readonly WVec gravity = new WVec(0, 0, -10);
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int ticks;
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int ticksToNextSmoke;
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int ticksToNextSmoke;
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ContrailRenderable contrail;
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ContrailRenderable contrail;
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string trailPalette;
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string trailPalette;
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int terrainHeight;
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States state;
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bool targetPassedBy;
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bool lockOn = false;
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WPos targetPosition;
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WVec offset;
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WVec tarVel;
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WVec predVel;
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[Sync] WPos pos;
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[Sync] WPos pos;
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[Sync] WVec velocity;
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WVec velocity;
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int speed;
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int loopRadius;
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int renderFacing;
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[Sync] int hFacing;
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[Sync] int hFacing;
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[Sync] int vFacing;
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[Sync] int vFacing;
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[Sync] bool activated;
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[Sync] int speed;
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[Sync] WPos targetPosition;
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public Actor SourceActor { get { return args.SourceActor; } }
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[Sync] WVec offset;
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public Target GuidedTarget { get { return args.GuidedTarget; } }
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[Sync] int ticks;
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[Sync] bool lockOn = false;
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[Sync] public Actor SourceActor { get { return args.SourceActor; } }
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[Sync] public Target GuidedTarget { get { return args.GuidedTarget; } }
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public Missile(MissileInfo info, ProjectileArgs args)
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public Missile(MissileInfo info, ProjectileArgs args)
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{
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{
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@@ -158,29 +179,28 @@ namespace OpenRA.Mods.Common.Effects
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pos = args.Source;
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pos = args.Source;
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hFacing = args.Facing;
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hFacing = args.Facing;
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vFacing = info.LaunchAngle.Angle / 4;
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speed = info.InitialSpeed.Length;
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velocity = new WVec(WDist.Zero, -info.InitialSpeed, WDist.Zero)
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.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
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.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
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targetPosition = args.PassiveTarget;
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targetPosition = args.PassiveTarget;
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var world = args.SourceActor.World;
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var world = args.SourceActor.World;
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if (world.SharedRandom.Next(100) <= info.LockOnProbability)
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lockOn = true;
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if (info.Inaccuracy.Length > 0)
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if (info.Inaccuracy.Length > 0)
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{
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{
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var inaccuracy = OpenRA.Traits.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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var inaccuracy = OpenRA.Traits.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
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offset = WVec.FromPDF(world.SharedRandom, 2) * inaccuracy / 1024;
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offset = WVec.FromPDF(world.SharedRandom, 2) * inaccuracy / 1024;
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}
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}
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DetermineLaunchSpeedAndAngle(world, out speed, out vFacing);
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velocity = new WVec(0, -info.MaximumLaunchSpeed.Length, 0)
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.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
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.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
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if (world.SharedRandom.Next(100) <= info.LockOnProbability)
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lockOn = true;
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if (!string.IsNullOrEmpty(info.Image))
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if (!string.IsNullOrEmpty(info.Image))
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{
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{
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anim = new Animation(world, info.Image, () => hFacing);
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anim = new Animation(world, info.Image, () => renderFacing);
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anim.PlayRepeating(info.Sequence);
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anim.PlayRepeating(info.Sequence);
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}
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}
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@@ -195,6 +215,150 @@ namespace OpenRA.Mods.Common.Effects
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trailPalette += args.SourceActor.Owner.InternalName;
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trailPalette += args.SourceActor.Owner.InternalName;
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}
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}
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static int LoopRadius(int speed, int rot)
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{
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// loopRadius in w-units = speed in w-units per tick / angular speed in radians per tick
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// angular speed in radians per tick = VROT in facing units per tick * (pi radians / 128 facing units)
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// pi = 314 / 100
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// ==> loopRadius = (speed * 128 * 100) / (314 * VROT)
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return (speed * 6400) / (157 * rot);
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}
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void DetermineLaunchSpeedAndAngle(World world, out int speed, out int vFacing)
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{
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speed = info.MaximumLaunchSpeed.Length;
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var loopRadius = LoopRadius(speed, info.VerticalRateOfTurn);
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// Compute current distance from target position
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var tarDistVec = targetPosition + offset - pos;
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var relTarHorDist = tarDistVec.HorizontalLength;
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int predClfHgt;
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int predClfDist;
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InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist);
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// Height difference between the incline height and missile height
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var diffClfMslHgt = predClfHgt - pos.Z;
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// Incline coming up
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if (diffClfMslHgt >= 0)
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{
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// Find smallest vertical facing, attainable in the next tick,
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// for which the missile will be able to climb terrAltDiff w-units
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// within hHeightChange w-units all the while ending the ascent
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// with vertical facing 0
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vFacing = info.MaximumLaunchAngle.Angle >> 2;
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// Compute minimum speed necessary to both be able to face directly upwards and
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// have enough space to hit the target without passing it by (and thus having to
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// do horizontal loops)
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var minSpeed = ((System.Math.Min(predClfDist * 1024 / (1024 - WAngle.FromFacing(vFacing).Sin()),
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(relTarHorDist + predClfDist) * 1024 / (2 * (2048 - WAngle.FromFacing(vFacing).Sin())))
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* info.VerticalRateOfTurn * 157) / 6400).Clamp(info.MinimumLaunchSpeed.Length, info.MaximumLaunchSpeed.Length);
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if ((sbyte)vFacing < 0)
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speed = minSpeed;
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else if (!WillClimbWithinDistance(vFacing, loopRadius, predClfDist, diffClfMslHgt)
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&& !WillClimbAroundInclineTop(vFacing, loopRadius, predClfDist, diffClfMslHgt, speed))
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{
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// Find highest speed greater than the above minimum that allows the missile
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// to surmount the incline
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var vFac = vFacing;
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speed = BisectionSearch(minSpeed, info.MaximumLaunchSpeed.Length, spd =>
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{
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var lpRds = LoopRadius(spd, info.VerticalRateOfTurn);
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return WillClimbWithinDistance(vFac, lpRds, predClfDist, diffClfMslHgt)
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|| WillClimbAroundInclineTop(vFac, lpRds, predClfDist, diffClfMslHgt, spd);
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});
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}
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else
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{
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// Find least vertical facing that will allow the missile to climb
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// terrAltDiff w-units within hHeightChange w-units
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// all the while ending the ascent with vertical facing 0
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vFacing = BisectionSearch(0, info.MaximumLaunchAngle.Angle,
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vFac => !WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)) + 1;
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}
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}
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else
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{
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// Set vertical facing so that the missile faces its target
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var vDist = new WVec(-tarDistVec.Z, -relTarHorDist, 0);
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vFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, 0);
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// Do not accept -1 as valid vertical facing since it is usually a numerical error
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// and will lead to premature descent and crashing into the ground
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if (vFacing == -1)
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vFacing = 0;
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// Make sure the chosen vertical facing adheres to prescribed bounds
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vFacing = vFacing.Clamp((sbyte)(info.MinimumLaunchAngle.Angle >> 2),
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(sbyte)(info.MaximumLaunchAngle.Angle >> 2));
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}
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}
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// Will missile be able to climb terrAltDiff w-units within hHeightChange w-units
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// all the while ending the ascent with vertical facing 0
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// Calling this function only makes sense when vFacing is nonzero
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static bool WillClimbWithinDistance(int vFacing, int loopRadius, int predClfDist, int diffClfMslHgt)
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{
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// Missile's horizontal distance from loop's center
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var missDist = loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024;
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// Missile's height above loop's center
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var missHgt = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024;
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// Height that would be climbed without changing vertical facing
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// for a horizontal distance hHeightChange - missDist
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var hgtChg = (predClfDist - missDist) * WAngle.FromFacing(vFacing).Tan() / 1024;
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// Check if total manoeuvre height enough to overcome the incline's height
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return hgtChg + missHgt >= diffClfMslHgt;
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}
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// This function checks if the missile's vertical facing is
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// nonnegative, and the incline top's horizontal distance from the missile is
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// less than loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024
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static bool IsNearInclineTop(int vFacing, int loopRadius, int predClfDist)
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{
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return vFacing >= 0 && predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024;
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}
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// Will missile climb around incline top if bringing vertical facing
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// down to zero on an arc of radius loopRadius
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// Calling this function only makes sense when IsNearInclineTop returns true
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static bool WillClimbAroundInclineTop(int vFacing, int loopRadius, int predClfDist, int diffClfMslHgt, int speed)
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{
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// Vector from missile's current position pointing to the loop's center
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var radius = new WVec(loopRadius, 0, 0)
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.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(System.Math.Max(0, 64 - vFacing))));
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// Vector from loop's center to incline top + 64 hardcoded in height buffer zone
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var topVector = new WVec(predClfDist, diffClfMslHgt + 64, 0) - radius;
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// Check if incline top inside of the vertical loop
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return topVector.Length <= loopRadius;
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}
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static int BisectionSearch(int lowerBound, int upperBound, System.Func<int, bool> testCriterion)
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{
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// Assuming that there exists an integer N between lowerBound and upperBound
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// for which testCriterion returns true as well as all integers less than N,
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// and for which testCriterion returns false for all integers greater than N,
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// this function finds N.
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while (upperBound - lowerBound > 1)
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{
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var middle = (upperBound + lowerBound) / 2;
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if (testCriterion(middle))
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lowerBound = middle;
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else
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upperBound = middle;
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}
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return lowerBound;
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}
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bool JammedBy(TraitPair<JamsMissiles> tp)
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bool JammedBy(TraitPair<JamsMissiles> tp)
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{
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{
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if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range.LengthSquared)
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if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range.LengthSquared)
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@@ -206,134 +370,284 @@ namespace OpenRA.Mods.Common.Effects
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return tp.Actor.World.SharedRandom.Next(100 / tp.Trait.Chance) == 0;
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return tp.Actor.World.SharedRandom.Next(100 / tp.Trait.Chance) == 0;
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}
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}
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void ChangeSpeed(int sign = 1)
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{
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speed = (speed + sign * info.Acceleration.Length).Clamp(0, info.MaximumSpeed.Length);
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// Compute the vertical loop radius
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loopRadius = LoopRadius(speed, info.VerticalRateOfTurn);
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}
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WVec FreefallTick()
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{
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// Compute the projectile's freefall displacement
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var move = velocity + gravity / 2;
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velocity += gravity;
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var velRatio = info.MaximumSpeed.Length * 1024 / velocity.Length;
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if (velRatio < 1024)
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velocity = velocity * velRatio / 1024;
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return move;
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}
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// NOTE: It might be desirable to make lookahead more intelligent by outputting more information
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// than just the highest point in the lookahead distance
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void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist)
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{
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predClfHgt = 0; // Highest probed terrain height
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predClfDist = 0; // Distance from highest point
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// NOTE: Might be desired to unhardcode the lookahead step size
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var stepSize = 128;
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var step = new WVec(0, -stepSize, 0)
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.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing))); // Step vector of length 128
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// Probe terrain ahead of the missile
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// NOTE: Might be desired to unhardcode maximum lookahead distance
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var maxLookaheadDistance = loopRadius * 4;
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var posProbe = pos;
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var curDist = 0;
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var tickLimit = System.Math.Min(maxLookaheadDistance, distCheck) / stepSize;
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for (var tick = 0; tick <= tickLimit; tick++)
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{
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posProbe += step;
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curDist += stepSize;
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||||||
|
var ht = world.Map.MapHeight.Value[world.Map.CellContaining(posProbe)] * 512;
|
||||||
|
if (ht > predClfHgt)
|
||||||
|
{
|
||||||
|
predClfHgt = ht;
|
||||||
|
predClfDist = curDist;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int HomingInnerTick(int predClfDist, int diffClfMslHgt, int relTarHorDist,
|
||||||
|
int nxtRelTarHorDist, int relTarHgt, int vFacing, bool targetPassedBy)
|
||||||
|
{
|
||||||
|
int desiredVFacing = vFacing;
|
||||||
|
|
||||||
|
// NOTE: Might be desired to unhardcode the distance from target
|
||||||
|
// at which the missile no longer cruises at cruise altitude
|
||||||
|
// but instead keeps trying to hit the target
|
||||||
|
// It still avoids inclines however
|
||||||
|
int targetLockonDistance = 2 * loopRadius;
|
||||||
|
|
||||||
|
// Incline coming up -> attempt to reach the incline so that after predClfDist
|
||||||
|
// the height above the terrain is positive but as close to 0 as possible
|
||||||
|
// Also, never change horizontal facing and never travel backwards
|
||||||
|
// Possible techniques to avoid close cliffs are deceleration, turning
|
||||||
|
// as sharply as possible to travel directly upwards and then returning
|
||||||
|
// to zero vertical facing as low as possible while still not hittin the
|
||||||
|
// high terrain. A last technique (and the preferred one, normally used when
|
||||||
|
// the missile hasn't been fired near a cliff) is simply finding the smallest
|
||||||
|
// vertical facing that allows for a smooth climb to the new terrain's height
|
||||||
|
// and coming in at predClfDist at exactly zero vertical facing
|
||||||
|
if (diffClfMslHgt >= 0)
|
||||||
|
{
|
||||||
|
// If missile is below incline top height and facing downwards, bring back
|
||||||
|
// its vertical facing above zero as soon as possible
|
||||||
|
if ((sbyte)vFacing < 0)
|
||||||
|
desiredVFacing = info.VerticalRateOfTurn;
|
||||||
|
|
||||||
|
// Missile will climb around incline top if bringing vertical facing
|
||||||
|
// down to zero on an arc of radius loopRadius
|
||||||
|
else if (IsNearInclineTop(vFacing, loopRadius, predClfDist)
|
||||||
|
&& WillClimbAroundInclineTop(vFacing, loopRadius, predClfDist, diffClfMslHgt, speed))
|
||||||
|
desiredVFacing = 0;
|
||||||
|
|
||||||
|
// Missile will not climb terrAltDiff w-units within hHeightChange w-units
|
||||||
|
// all the while ending the ascent with vertical facing 0
|
||||||
|
else if (!WillClimbWithinDistance(vFacing, loopRadius, predClfDist, diffClfMslHgt))
|
||||||
|
|
||||||
|
// Find smallest vertical facing, attainable in the next tick,
|
||||||
|
// for which the missile will be able to climb terrAltDiff w-units
|
||||||
|
// within hHeightChange w-units all the while ending the ascent
|
||||||
|
// with vertical facing 0
|
||||||
|
for (var vFac = System.Math.Min(vFacing + info.VerticalRateOfTurn - 1, 63); vFac > vFacing; vFac--)
|
||||||
|
if (!WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)
|
||||||
|
&& !(predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFac).Sin()) / 1024
|
||||||
|
&& WillClimbAroundInclineTop(vFac, loopRadius, predClfDist, diffClfMslHgt, speed)))
|
||||||
|
{
|
||||||
|
desiredVFacing = vFac + 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Attained height after ascent as predicted from upper part of incline surmounting manoeuvre
|
||||||
|
var predAttHght = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024 - diffClfMslHgt;
|
||||||
|
|
||||||
|
// Should the missile be slowed down in order to make it more manoeuverable
|
||||||
|
var slowDown = info.Acceleration.Length != 0 // Possible to decelerate
|
||||||
|
&& ((desiredVFacing != 0 // Lower part of incline surmounting manoeuvre
|
||||||
|
|
||||||
|
// Incline will be hit before vertical facing attains 64
|
||||||
|
&& (predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024
|
||||||
|
|
||||||
|
// When evaluating this the incline will be *not* be hit before vertical facing attains 64
|
||||||
|
// At current speed target too close to hit without passing it by
|
||||||
|
|| relTarHorDist <= 2 * loopRadius * (2048 - WAngle.FromFacing(vFacing).Sin()) / 1024 - predClfDist))
|
||||||
|
|
||||||
|
|| (desiredVFacing == 0 // Upper part of incline surmounting manoeuvre
|
||||||
|
&& relTarHorDist <= loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024
|
||||||
|
+ Exts.ISqrt(predAttHght * (2 * loopRadius - predAttHght)))); // Target too close to hit at current speed
|
||||||
|
|
||||||
|
if (slowDown)
|
||||||
|
ChangeSpeed(-1);
|
||||||
|
}
|
||||||
|
else if (nxtRelTarHorDist <= 2 * loopRadius || state == States.Hitting)
|
||||||
|
{
|
||||||
|
// No longer travel at cruise altitude
|
||||||
|
state = States.Hitting;
|
||||||
|
|
||||||
|
// Aim for the target
|
||||||
|
var vDist = new WVec(-relTarHgt, -relTarHorDist, 0);
|
||||||
|
desiredVFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, vFacing);
|
||||||
|
|
||||||
|
// Do not accept -1 as valid vertical facing since it is usually a numerical error
|
||||||
|
// and will lead to premature descent and crashing into the ground
|
||||||
|
if (desiredVFacing == -1)
|
||||||
|
desiredVFacing = 0;
|
||||||
|
|
||||||
|
// If the target has been passed by, limit the absolute value of
|
||||||
|
// vertical facing by the maximum vertical rate of turn
|
||||||
|
// Do this because the missile will be looping horizontally
|
||||||
|
// and thus needs smaller vertical facings so as not
|
||||||
|
// to hit the ground prematurely
|
||||||
|
if (targetPassedBy)
|
||||||
|
desiredVFacing = desiredVFacing.Clamp(-info.VerticalRateOfTurn, info.VerticalRateOfTurn);
|
||||||
|
else
|
||||||
|
{ // Before the target is passed by, missile speed should be changed
|
||||||
|
// Target's height above loop's center
|
||||||
|
var tarHgt = (loopRadius * WAngle.FromFacing(vFacing).Cos() / 1024 - System.Math.Abs(relTarHgt)).Clamp(0, loopRadius);
|
||||||
|
|
||||||
|
// Target's horizontal distance from loop's center
|
||||||
|
var tarDist = Exts.ISqrt(loopRadius * loopRadius - tarHgt * tarHgt);
|
||||||
|
|
||||||
|
// Missile's horizontal distance from loop's center
|
||||||
|
var missDist = loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024;
|
||||||
|
|
||||||
|
// If the current height does not permit the missile
|
||||||
|
// to hit the target before passing it by, lower speed
|
||||||
|
// Otherwise, increase speed
|
||||||
|
if (relTarHorDist <= tarDist - System.Math.Sign(relTarHgt) * missDist)
|
||||||
|
ChangeSpeed(-1);
|
||||||
|
else
|
||||||
|
ChangeSpeed();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Aim to attain cruise altitude as soon as possible while having the absolute value
|
||||||
|
// of vertical facing bound by the maximum vertical rate of turn
|
||||||
|
var vDist = new WVec(-diffClfMslHgt - info.CruiseAltitude.Length, -speed, 0);
|
||||||
|
desiredVFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, vFacing);
|
||||||
|
desiredVFacing = desiredVFacing.Clamp(-info.VerticalRateOfTurn, info.VerticalRateOfTurn);
|
||||||
|
|
||||||
|
ChangeSpeed();
|
||||||
|
}
|
||||||
|
|
||||||
|
return desiredVFacing;
|
||||||
|
}
|
||||||
|
|
||||||
|
WVec HomingTick(World world, WVec tarDistVec, int relTarHorDist)
|
||||||
|
{
|
||||||
|
int predClfHgt;
|
||||||
|
int predClfDist;
|
||||||
|
InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist);
|
||||||
|
|
||||||
|
// Height difference between the incline height and missile height
|
||||||
|
var diffClfMslHgt = predClfHgt - pos.Z;
|
||||||
|
|
||||||
|
// Get underestimate of distance from target in next tick
|
||||||
|
var nxtRelTarHorDist = (relTarHorDist - speed - info.Acceleration.Length).Clamp(0, relTarHorDist);
|
||||||
|
|
||||||
|
// Target height relative to the missile
|
||||||
|
var relTarHgt = tarDistVec.Z;
|
||||||
|
|
||||||
|
// Compute which direction the projectile should be facing
|
||||||
|
var desiredHFacing = OpenRA.Traits.Util.GetFacing(tarDistVec + predVel, hFacing);
|
||||||
|
var desiredVFacing = HomingInnerTick(predClfDist, diffClfMslHgt, relTarHorDist, nxtRelTarHorDist, relTarHgt, vFacing, targetPassedBy);
|
||||||
|
|
||||||
|
// The target will be passed by at the end of the tick
|
||||||
|
if (nxtRelTarHorDist == 0)
|
||||||
|
targetPassedBy = true;
|
||||||
|
|
||||||
|
// Check whether the homing mechanism is jammed
|
||||||
|
var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(JammedBy);
|
||||||
|
if (jammed)
|
||||||
|
{
|
||||||
|
desiredHFacing = hFacing + world.SharedRandom.Next(-info.JammedDiversionRange, info.JammedDiversionRange + 1);
|
||||||
|
desiredVFacing = vFacing + world.SharedRandom.Next(-info.JammedDiversionRange, info.JammedDiversionRange + 1);
|
||||||
|
}
|
||||||
|
else if (!args.GuidedTarget.IsValidFor(args.SourceActor))
|
||||||
|
desiredHFacing = hFacing;
|
||||||
|
|
||||||
|
// Compute new direction the projectile will be facing
|
||||||
|
hFacing = OpenRA.Traits.Util.TickFacing(hFacing, desiredHFacing, info.HorizontalRateOfTurn);
|
||||||
|
vFacing = OpenRA.Traits.Util.TickFacing(vFacing, desiredVFacing, info.VerticalRateOfTurn);
|
||||||
|
|
||||||
|
// Compute the projectile's guided displacement
|
||||||
|
return new WVec(0, -1024 * speed, 0)
|
||||||
|
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
|
||||||
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)))
|
||||||
|
/ 1024;
|
||||||
|
}
|
||||||
|
|
||||||
public void Tick(World world)
|
public void Tick(World world)
|
||||||
{
|
{
|
||||||
ticks++;
|
ticks++;
|
||||||
if (anim != null)
|
if (anim != null)
|
||||||
anim.Tick();
|
anim.Tick();
|
||||||
|
|
||||||
var cell = world.Map.CellContaining(pos);
|
|
||||||
terrainHeight = world.Map.MapHeight.Value[cell] * 512;
|
|
||||||
|
|
||||||
// Switch from freefall mode to homing mode
|
// Switch from freefall mode to homing mode
|
||||||
if (ticks == info.HomingActivationDelay + 1)
|
if (ticks == info.HomingActivationDelay + 1)
|
||||||
{
|
{
|
||||||
activated = true;
|
state = States.Homing;
|
||||||
hFacing = OpenRA.Traits.Util.GetFacing(velocity, hFacing);
|
|
||||||
speed = velocity.Length;
|
speed = velocity.Length;
|
||||||
|
|
||||||
|
// Compute the vertical loop radius
|
||||||
|
loopRadius = LoopRadius(speed, info.VerticalRateOfTurn);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Switch from homing mode to freefall mode
|
// Switch from homing mode to freefall mode
|
||||||
if (info.RangeLimit != 0 && ticks == info.RangeLimit + 1)
|
if (info.RangeLimit != 0 && ticks == info.RangeLimit + 1)
|
||||||
{
|
{
|
||||||
activated = false;
|
state = States.Freefall;
|
||||||
velocity = new WVec(0, -speed, 0)
|
velocity = new WVec(0, -speed, 0)
|
||||||
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
|
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
|
||||||
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if target position should be updated (actor visible & locked on)
|
// Check if target position should be updated (actor visible & locked on)
|
||||||
|
var newTarPos = targetPosition;
|
||||||
if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
|
if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
|
||||||
targetPosition = args.GuidedTarget.CenterPosition + new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
|
newTarPos = args.GuidedTarget.CenterPosition
|
||||||
|
+ new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
|
||||||
|
|
||||||
|
// Compute target's predicted velocity vector (assuming uniform circular motion)
|
||||||
|
var fac1 = OpenRA.Traits.Util.GetFacing(tarVel, hFacing);
|
||||||
|
tarVel = newTarPos - targetPosition;
|
||||||
|
var fac2 = OpenRA.Traits.Util.GetFacing(tarVel, hFacing);
|
||||||
|
predVel = tarVel.Rotate(WRot.FromFacing(fac2 - fac1));
|
||||||
|
targetPosition = newTarPos;
|
||||||
|
|
||||||
// Compute current distance from target position
|
// Compute current distance from target position
|
||||||
var dist = targetPosition + offset - pos;
|
var tarDistVec = targetPosition + offset - pos;
|
||||||
var len = dist.Length;
|
var relTarDist = tarDistVec.Length;
|
||||||
var hLenCurr = dist.HorizontalLength;
|
var relTarHorDist = tarDistVec.HorizontalLength;
|
||||||
|
|
||||||
WVec move;
|
WVec move;
|
||||||
if (activated)
|
if (state == States.Freefall)
|
||||||
{
|
move = FreefallTick();
|
||||||
// If target is within range, keep speed constant and aim for the target.
|
|
||||||
// The speed needs to be kept constant to keep range computation relatively simple.
|
|
||||||
|
|
||||||
// If target is not within range, accelerate the projectile. If cruise altitudes
|
|
||||||
// are not used, aim for the target. If the cruise altitudes are used, aim for the
|
|
||||||
// target horizontally and for cruise altitude vertically.
|
|
||||||
|
|
||||||
// Target is considered in range if after an additional tick of accelerated motion
|
|
||||||
// the horizontal distance from the target would be less than
|
|
||||||
// the diameter of the circle that the missile travels along when
|
|
||||||
// turning vertically at the maximum possible rate.
|
|
||||||
// This should work because in the worst case, the missile will have to make
|
|
||||||
// a semi-loop before hitting the target.
|
|
||||||
|
|
||||||
// Get underestimate of distance from target in next tick, so that inRange would
|
|
||||||
// become true a little sooner than the theoretical "in range" condition is met.
|
|
||||||
var hLenNext = (long)(hLenCurr - speed - info.Acceleration.Length).Clamp(0, hLenCurr);
|
|
||||||
|
|
||||||
// Check if target in range
|
|
||||||
bool inRange = hLenNext * hLenNext * info.VerticalRateOfTurn * info.VerticalRateOfTurn * 314 * 314
|
|
||||||
<= 2L * 2 * speed * speed * 128 * 128 * 100 * 100;
|
|
||||||
|
|
||||||
// Basically vDist is the representation in the x-y plane
|
|
||||||
// of the projection of dist in the z-hDist plane,
|
|
||||||
// where hDist is the projection of dist in the x-y plane.
|
|
||||||
|
|
||||||
// This allows applying vertical rate of turn in the same way as the
|
|
||||||
// horizontal rate of turn is applied.
|
|
||||||
WVec vDist;
|
|
||||||
if (inRange || info.CruiseAltitude.Length == 0)
|
|
||||||
vDist = new WVec(-dist.Z, -hLenCurr, 0);
|
|
||||||
else
|
|
||||||
vDist = new WVec(-(dist.Z - targetPosition.Z + info.CruiseAltitude.Length + terrainHeight), -speed, 0);
|
|
||||||
|
|
||||||
// Accelerate if out of range
|
|
||||||
if (!inRange)
|
|
||||||
speed = (speed + info.Acceleration.Length).Clamp(0, info.MaximumSpeed.Length);
|
|
||||||
|
|
||||||
// Compute which direction the projectile should be facing
|
|
||||||
var desiredHFacing = OpenRA.Traits.Util.GetFacing(dist, hFacing);
|
|
||||||
var desiredVFacing = OpenRA.Traits.Util.GetFacing(vDist, vFacing);
|
|
||||||
|
|
||||||
// Check whether the homing mechanism is jammed
|
|
||||||
var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(JammedBy);
|
|
||||||
if (jammed)
|
|
||||||
{
|
|
||||||
desiredHFacing = hFacing + world.SharedRandom.Next(-info.JammedDiversionRange, info.JammedDiversionRange + 1);
|
|
||||||
desiredVFacing = vFacing + world.SharedRandom.Next(-info.JammedDiversionRange, info.JammedDiversionRange + 1);
|
|
||||||
}
|
|
||||||
else if (!args.GuidedTarget.IsValidFor(args.SourceActor))
|
|
||||||
desiredHFacing = hFacing;
|
|
||||||
|
|
||||||
// Compute new direction the projectile will be facing
|
|
||||||
hFacing = OpenRA.Traits.Util.TickFacing(hFacing, desiredHFacing, info.HorizontalRateOfTurn);
|
|
||||||
vFacing = OpenRA.Traits.Util.TickFacing(vFacing, desiredVFacing, info.VerticalRateOfTurn);
|
|
||||||
|
|
||||||
// Compute the projectile's guided displacement
|
|
||||||
move = new WVec(0, -1024 * speed, 0)
|
|
||||||
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
|
|
||||||
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)))
|
|
||||||
/ 1024;
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
move = HomingTick(world, tarDistVec, relTarHorDist);
|
||||||
// Compute the projectile's freefall displacement
|
|
||||||
move = velocity + gravity / 2;
|
|
||||||
velocity += gravity;
|
|
||||||
var velRatio = info.MaximumSpeed.Length * 1024 / velocity.Length;
|
|
||||||
if (velRatio < 1024)
|
|
||||||
velocity = velocity * velRatio / 1024;
|
|
||||||
}
|
|
||||||
|
|
||||||
// When move (speed) is large, check for impact during the following next tick
|
renderFacing = WAngle.ArcTan(move.Z - move.Y, move.X).Angle / 4 - 64;
|
||||||
// Shorten the move to have its length match the distance from the target
|
|
||||||
// and check for impact with the shortened move
|
// Move the missile
|
||||||
var movLen = move.Length;
|
pos += move;
|
||||||
if (len < movLen)
|
|
||||||
{
|
|
||||||
var npos = pos + move * 1024 * len / movLen / 1024;
|
|
||||||
if (world.Map.DistanceAboveTerrain(npos).Length <= 0 // Hit the ground
|
|
||||||
|| (targetPosition + offset - npos).LengthSquared < info.CloseEnough.LengthSquared) // Within range
|
|
||||||
pos = npos;
|
|
||||||
else
|
|
||||||
pos += move;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
pos += move;
|
|
||||||
|
|
||||||
// Create the smoke trail effect
|
// Create the smoke trail effect
|
||||||
if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (activated || info.TrailWhenDeactivated))
|
if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
|
||||||
{
|
{
|
||||||
world.AddFrameEndTask(w => w.Add(new Smoke(w, pos - 3 * move / 2, info.TrailImage, trailPalette, info.TrailSequence)));
|
world.AddFrameEndTask(w => w.Add(new Smoke(w, pos - 3 * move / 2, info.TrailImage, trailPalette, info.TrailSequence)));
|
||||||
ticksToNextSmoke = info.TrailInterval;
|
ticksToNextSmoke = info.TrailInterval;
|
||||||
@@ -342,14 +656,18 @@ namespace OpenRA.Mods.Common.Effects
|
|||||||
if (info.ContrailLength > 0)
|
if (info.ContrailLength > 0)
|
||||||
contrail.Update(pos);
|
contrail.Update(pos);
|
||||||
|
|
||||||
|
var cell = world.Map.CellContaining(pos);
|
||||||
|
|
||||||
|
// NOTE: High speeds might cause the missile to miss the target or fly through obstacles
|
||||||
|
// In that case, big moves should probably be decomposed into multiple smaller ones with hit checks
|
||||||
var height = world.Map.DistanceAboveTerrain(pos);
|
var height = world.Map.DistanceAboveTerrain(pos);
|
||||||
var shouldExplode = (height.Length <= 0) // Hit the ground
|
var shouldExplode = (height.Length <= 0) // Hit the ground
|
||||||
|| (len < info.CloseEnough.Length) // Within range
|
|| (relTarDist < info.CloseEnough.Length) // Within range
|
||||||
|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|
|| (info.ExplodeWhenEmpty && info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|
||||||
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
|
|| (info.Blockable && BlocksProjectiles.AnyBlockingActorAt(world, pos)) // Hit a wall or other blocking obstacle
|
||||||
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
|
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
|
||||||
|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
|
|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
|
||||||
|| (height.Length < info.AirburstAltitude.Length && hLenCurr < info.CloseEnough.Length); // Airburst
|
|| (height.Length < info.AirburstAltitude.Length && relTarHorDist < info.CloseEnough.Length); // Airburst
|
||||||
|
|
||||||
if (shouldExplode)
|
if (shouldExplode)
|
||||||
Explode(world);
|
Explode(world);
|
||||||
|
|||||||
@@ -2718,10 +2718,10 @@ namespace OpenRA.Mods.Common.UtilityCommands
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (engineVersion < 20150912)
|
if (engineVersion < 20151009)
|
||||||
{
|
{
|
||||||
if (depth == 2 && parentKey == "Projectile" && parent.Value.Value == "Missile" && node.Key == "Speed")
|
if (depth == 2 && parentKey == "Projectile" && parent.Value.Value == "Missile" && node.Key == "Speed")
|
||||||
node.Key = "InitialSpeed";
|
node.Key = "MaximumLaunchSpeed";
|
||||||
|
|
||||||
if (depth == 2 && parentKey == "Projectile" && parent.Value.Value == "Missile" && node.Key == "RateOfTurn")
|
if (depth == 2 && parentKey == "Projectile" && parent.Value.Value == "Missile" && node.Key == "RateOfTurn")
|
||||||
node.Key = "HorizontalRateOfTurn";
|
node.Key = "HorizontalRateOfTurn";
|
||||||
|
|||||||
Reference in New Issue
Block a user