Downward lookahead.
Added downward lookahead capability.
This commit is contained in:
@@ -35,19 +35,19 @@ namespace OpenRA.Mods.Common.Effects
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public readonly bool Shadow = false;
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[Desc("Minimum vertical launch angle (pitch).")]
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public readonly WAngle MinimumLaunchAngle = new WAngle(-128);
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public readonly WAngle MinimumLaunchAngle = WAngle.Zero;
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[Desc("Maximum vertical launch angle (pitch).")]
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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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public readonly WDist MinimumLaunchSpeed = new WDist(75);
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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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public readonly WDist MaximumLaunchSpeed = new WDist(200);
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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(384);
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[Desc("Projectile acceleration when propulsion activated.")]
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public readonly WDist Acceleration = new WDist(5);
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@@ -128,6 +128,7 @@ namespace OpenRA.Mods.Common.Effects
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public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
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}
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// TODO: double check square roots!!!
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public class Missile : IEffect, ISync
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{
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enum States
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@@ -153,6 +154,7 @@ namespace OpenRA.Mods.Common.Effects
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States state;
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bool targetPassedBy;
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bool lockOn = false;
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bool allowPassBy; // TODO: use this also with high minimum launch angle settings
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WPos targetPosition;
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WVec offset;
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@@ -191,7 +193,7 @@ namespace OpenRA.Mods.Common.Effects
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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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velocity = new WVec(0, -speed, 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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@@ -218,67 +220,76 @@ namespace OpenRA.Mods.Common.Effects
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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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// angular speed in radians per tick = rot 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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// ==> loopRadius = (speed * 128 * 100) / (314 * rot)
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return (speed * 6400) / (157 * rot);
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}
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void DetermineLaunchSpeedAndAngleForIncline(int predClfDist, int diffClfMslHgt, int relTarHorDist,
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out int speed, out int vFacing)
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{
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speed = info.MaximumLaunchSpeed.Length;
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// Find smallest vertical facing, 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 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 have enough space
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// to hit the target without passing it by (and thus having to 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(System.Math.Max((sbyte)(info.MinimumLaunchAngle.Angle >> 2), (sbyte)0),
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(sbyte)(info.MaximumLaunchAngle.Angle >> 2),
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vFac => !WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)) + 1;
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}
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}
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// TODO: Double check Launch parameter determination
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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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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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int predClfHgt, predClfDist, lastHtChg, lastHt;
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InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist, out lastHtChg, out lastHt);
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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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DetermineLaunchSpeedAndAngleForIncline(predClfDist, diffClfMslHgt, relTarHorDist, out speed, out vFacing);
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else if (lastHt != 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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vFacing = System.Math.Max((sbyte)(info.MinimumLaunchAngle.Angle >> 2), (sbyte)0);
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speed = info.MaximumLaunchSpeed.Length;
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}
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else
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{
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@@ -299,13 +310,13 @@ namespace OpenRA.Mods.Common.Effects
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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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// Calling this function only makes sense when vFacing is nonnegative
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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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// Missile's height below loop's top
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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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@@ -392,13 +403,15 @@ namespace OpenRA.Mods.Common.Effects
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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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void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist, out int lastHtChg, out int lastHt)
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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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lastHtChg = 0; // Distance from last time the height changes
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lastHt = 0; // Height just before the last height change
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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 stepSize = 32;
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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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@@ -408,30 +421,94 @@ namespace OpenRA.Mods.Common.Effects
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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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var prevHt = 0;
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// TODO: Make sure cell on map!!!
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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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if (!world.Map.Contains(world.Map.CellContaining(posProbe)))
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break;
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var ht = world.Map.MapHeight.Value[world.Map.CellContaining(posProbe)] * 512;
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curDist += stepSize;
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if (ht > predClfHgt)
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{
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predClfHgt = ht;
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predClfDist = curDist;
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}
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if (prevHt != ht)
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{
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lastHtChg = curDist;
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lastHt = prevHt;
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prevHt = ht;
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}
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}
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}
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int HomingInnerTick(int predClfDist, int diffClfMslHgt, int relTarHorDist,
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int IncreaseAltitude(int predClfDist, int diffClfMslHgt, int relTarHorDist, int vFacing)
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{
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var desiredVFacing = vFacing;
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// If missile is below incline top height and facing downwards, bring back
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// its vertical facing above zero as soon as possible
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if ((sbyte)vFacing < 0)
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desiredVFacing = info.VerticalRateOfTurn;
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// Missile will 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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else if (IsNearInclineTop(vFacing, loopRadius, predClfDist)
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&& WillClimbAroundInclineTop(vFacing, loopRadius, predClfDist, diffClfMslHgt, speed))
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desiredVFacing = 0;
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// Missile will not 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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else if (!WillClimbWithinDistance(vFacing, loopRadius, predClfDist, diffClfMslHgt))
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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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for (var vFac = System.Math.Min(vFacing + info.VerticalRateOfTurn - 1, 63); vFac >= vFacing; vFac--)
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if (!WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)
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&& !(predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFac).Sin()) / 1024
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&& WillClimbAroundInclineTop(vFac, loopRadius, predClfDist, diffClfMslHgt, speed)))
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{
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desiredVFacing = vFac + 1;
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break;
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}
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// Attained height after ascent as predicted from upper part of incline surmounting manoeuvre
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var predAttHght = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024 - diffClfMslHgt;
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// Should the missile be slowed down in order to make it more manoeuverable
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var slowDown = info.Acceleration.Length != 0 // Possible to decelerate
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&& ((desiredVFacing != 0 // Lower part of incline surmounting manoeuvre
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// Incline will be hit before vertical facing attains 64
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&& (predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024
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// When evaluating this the incline will be *not* be hit before vertical facing attains 64
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// At current speed target too close to hit without passing it by
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|| relTarHorDist <= 2 * loopRadius * (2048 - WAngle.FromFacing(vFacing).Sin()) / 1024 - predClfDist))
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|| (desiredVFacing == 0 // Upper part of incline surmounting manoeuvre
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&& relTarHorDist <= loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024
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+ Exts.ISqrt(predAttHght * (2 * loopRadius - predAttHght)))); // Target too close to hit at current speed
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if (slowDown)
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ChangeSpeed(-1);
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return desiredVFacing;
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}
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int HomingInnerTick(int predClfDist, int diffClfMslHgt, int relTarHorDist, int lastHtChg, int lastHt,
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int nxtRelTarHorDist, int relTarHgt, int vFacing, bool targetPassedBy)
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{
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int desiredVFacing = vFacing;
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// NOTE: Might be desired to unhardcode the distance from target
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// at which the missile no longer cruises at cruise altitude
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// but instead keeps trying to hit the target
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// It still avoids inclines however
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int targetLockonDistance = 2 * loopRadius;
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// Incline coming up -> attempt to reach the incline so that after predClfDist
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// the height above the terrain is positive but as close to 0 as possible
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// Also, never change horizontal facing and never travel backwards
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@@ -442,96 +519,137 @@ namespace OpenRA.Mods.Common.Effects
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// the missile hasn't been fired near a cliff) is simply finding the smallest
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// vertical facing that allows for a smooth climb to the new terrain's height
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// and coming in at predClfDist at exactly zero vertical facing
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if (diffClfMslHgt >= 0)
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{
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// If missile is below incline top height and facing downwards, bring back
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// its vertical facing above zero as soon as possible
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if ((sbyte)vFacing < 0)
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desiredVFacing = info.VerticalRateOfTurn;
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// Missile will 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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else if (IsNearInclineTop(vFacing, loopRadius, predClfDist)
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&& WillClimbAroundInclineTop(vFacing, loopRadius, predClfDist, diffClfMslHgt, speed))
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desiredVFacing = 0;
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// Missile will not 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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else if (!WillClimbWithinDistance(vFacing, loopRadius, predClfDist, diffClfMslHgt))
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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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for (var vFac = System.Math.Min(vFacing + info.VerticalRateOfTurn - 1, 63); vFac > vFacing; vFac--)
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if (!WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)
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&& !(predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFac).Sin()) / 1024
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&& WillClimbAroundInclineTop(vFac, loopRadius, predClfDist, diffClfMslHgt, speed)))
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{
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desiredVFacing = vFac + 1;
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break;
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}
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// Attained height after ascent as predicted from upper part of incline surmounting manoeuvre
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var predAttHght = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024 - diffClfMslHgt;
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// Should the missile be slowed down in order to make it more manoeuverable
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var slowDown = info.Acceleration.Length != 0 // Possible to decelerate
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&& ((desiredVFacing != 0 // Lower part of incline surmounting manoeuvre
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// Incline will be hit before vertical facing attains 64
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&& (predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024
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// When evaluating this the incline will be *not* be hit before vertical facing attains 64
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// At current speed target too close to hit without passing it by
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|| relTarHorDist <= 2 * loopRadius * (2048 - WAngle.FromFacing(vFacing).Sin()) / 1024 - predClfDist))
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|| (desiredVFacing == 0 // Upper part of incline surmounting manoeuvre
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&& relTarHorDist <= loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024
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+ Exts.ISqrt(predAttHght * (2 * loopRadius - predAttHght)))); // Target too close to hit at current speed
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if (slowDown)
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ChangeSpeed(-1);
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}
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else if (nxtRelTarHorDist <= 2 * loopRadius || state == States.Hitting)
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if (diffClfMslHgt >= 0 && !allowPassBy)
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desiredVFacing = IncreaseAltitude(predClfDist, diffClfMslHgt, relTarHorDist, vFacing);
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else if (relTarHorDist <= 3 * loopRadius || state == States.Hitting)
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{
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// No longer travel at cruise altitude
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state = States.Hitting;
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// Aim for the target
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var vDist = new WVec(-relTarHgt, -relTarHorDist, 0);
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desiredVFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, vFacing);
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if (lastHt >= targetPosition.Z)
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allowPassBy = true;
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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 (desiredVFacing == -1)
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desiredVFacing = 0;
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if (!allowPassBy && (lastHt < targetPosition.Z || targetPassedBy))
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{
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// Aim for the target
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var vDist = new WVec(-relTarHgt, -relTarHorDist, 0);
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desiredVFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, vFacing);
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// If the target has been passed by, limit the absolute value of
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// vertical facing by the maximum vertical rate of turn
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// Do this because the missile will be looping horizontally
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// and thus needs smaller vertical facings so as not
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||||
// 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);
|
||||
// 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;
|
||||
|
||||
// Target's horizontal distance from loop's center
|
||||
var tarDist = Exts.ISqrt(loopRadius * loopRadius - tarHgt * tarHgt);
|
||||
// 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 if (lastHt == 0)
|
||||
{ // 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);
|
||||
|
||||
// Missile's horizontal distance from loop's center
|
||||
var missDist = loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024;
|
||||
// Target's horizontal distance from loop's center
|
||||
var tarDist = Exts.ISqrt(loopRadius * loopRadius - tarHgt * tarHgt);
|
||||
|
||||
// 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);
|
||||
// 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 if (allowPassBy || (lastHt != 0 && relTarHorDist - lastHtChg < loopRadius))
|
||||
{
|
||||
// Only activate this part if target too close to cliff
|
||||
allowPassBy = true;
|
||||
|
||||
// Vector from missile's current position pointing to the loop's center
|
||||
var radius = new WVec(loopRadius, 0, 0)
|
||||
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(64 - vFacing)));
|
||||
|
||||
// Vector from loop's center to incline top hardcoded in height buffer zone
|
||||
var edgeVector = new WVec(lastHtChg, lastHt - pos.Z, 0) - radius;
|
||||
|
||||
if (!targetPassedBy)
|
||||
{
|
||||
// Climb to critical height
|
||||
if (relTarHorDist > 2 * loopRadius)
|
||||
{
|
||||
// Target's distance from cliff
|
||||
var d1 = relTarHorDist - lastHtChg;
|
||||
if (d1 < 0)
|
||||
d1 = 0;
|
||||
if (d1 > 2 * loopRadius)
|
||||
return 0;
|
||||
|
||||
// Find critical height at which the missile must be once it is at one loopRadius
|
||||
// away from the target
|
||||
var h1 = loopRadius - Exts.ISqrt(d1 * (2 * loopRadius - d1)) - (pos.Z - lastHt);
|
||||
|
||||
if (h1 > loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024)
|
||||
desiredVFacing = WAngle.ArcTan(Exts.ISqrt(h1 * (2 * loopRadius - h1)), loopRadius - h1).Angle >> 2;
|
||||
else
|
||||
desiredVFacing = 0;
|
||||
|
||||
// TODO: deceleration checks!!!
|
||||
}
|
||||
else
|
||||
{
|
||||
// Avoid the cliff edge
|
||||
if (edgeVector.Length > loopRadius && lastHt > targetPosition.Z)
|
||||
{
|
||||
int vFac;
|
||||
for (vFac = vFacing + 1; vFac <= vFacing + info.VerticalRateOfTurn - 1; vFac++)
|
||||
{
|
||||
// Vector from missile's current position pointing to the loop's center
|
||||
radius = new WVec(loopRadius, 0, 0)
|
||||
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(64 - vFac)));
|
||||
|
||||
// Vector from loop's center to incline top + 64 hardcoded in height buffer zone
|
||||
edgeVector = new WVec(lastHtChg, lastHt - pos.Z, 0) - radius;
|
||||
if (edgeVector.Length <= loopRadius)
|
||||
break;
|
||||
}
|
||||
|
||||
desiredVFacing = vFac;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Aim for the target
|
||||
var vDist = new WVec(-relTarHgt, -relTarHorDist * (targetPassedBy ? -1 : 1), 0);
|
||||
desiredVFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, vFacing);
|
||||
if (desiredVFacing < 0 && info.VerticalRateOfTurn < (sbyte)vFacing)
|
||||
desiredVFacing = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
ChangeSpeed();
|
||||
{
|
||||
// Aim for the target
|
||||
var vDist = new WVec(-relTarHgt, -relTarHorDist * (targetPassedBy ? -1 : 1), 0);
|
||||
desiredVFacing = (sbyte)OpenRA.Traits.Util.GetFacing(vDist, vFacing);
|
||||
if (desiredVFacing < 0 && info.VerticalRateOfTurn < (sbyte)vFacing)
|
||||
desiredVFacing = 0;
|
||||
}
|
||||
}
|
||||
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();
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -550,9 +668,8 @@ namespace OpenRA.Mods.Common.Effects
|
||||
|
||||
WVec HomingTick(World world, WVec tarDistVec, int relTarHorDist)
|
||||
{
|
||||
int predClfHgt;
|
||||
int predClfDist;
|
||||
InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist);
|
||||
int predClfHgt, predClfDist, lastHtChg, lastHt;
|
||||
InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist, out lastHtChg, out lastHt);
|
||||
|
||||
// Height difference between the incline height and missile height
|
||||
var diffClfMslHgt = predClfHgt - pos.Z;
|
||||
@@ -565,10 +682,20 @@ namespace OpenRA.Mods.Common.Effects
|
||||
|
||||
// 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)
|
||||
if (allowPassBy && System.Math.Abs(desiredHFacing - hFacing) >= System.Math.Abs(desiredHFacing + 128 - hFacing))
|
||||
{
|
||||
desiredHFacing += 128;
|
||||
targetPassedBy = true;
|
||||
}
|
||||
else
|
||||
targetPassedBy = false;
|
||||
|
||||
var desiredVFacing = HomingInnerTick(predClfDist, diffClfMslHgt, relTarHorDist, lastHtChg, lastHt,
|
||||
nxtRelTarHorDist, relTarHgt, vFacing, targetPassedBy);
|
||||
|
||||
// The target has been passed by
|
||||
if (tarDistVec.HorizontalLength < speed * WAngle.FromFacing(vFacing).Cos() / 1024)
|
||||
targetPassedBy = true;
|
||||
|
||||
// Check whether the homing mechanism is jammed
|
||||
|
||||
Reference in New Issue
Block a user