Define nearenough parameter for aircraft so they can exit movement early when stuck.
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@@ -10,6 +10,7 @@
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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@@ -23,9 +24,18 @@ namespace OpenRA.Mods.Common.Activities
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readonly WDist maxRange;
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readonly WDist minRange;
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readonly Color? targetLineColor;
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readonly WDist nearEnough;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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readonly List<WPos> positionBuffer = new List<WPos>();
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public Fly(Actor self, Target t, WDist nearEnough, WPos? initialTargetPosition = null, Color? targetLineColor = null)
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: this(self, t, initialTargetPosition, targetLineColor)
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{
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this.nearEnough = nearEnough;
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}
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public Fly(Actor self, Target t, WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{
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@@ -166,6 +176,12 @@ namespace OpenRA.Mods.Common.Activities
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return false;
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}
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// HACK: Consider ourselves blocked if we have moved by less than 64 WDist in the last five ticks
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// Stop if we are blocked and close enough
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if (positionBuffer.Count >= 5 && (positionBuffer.Last() - positionBuffer[0]).LengthSquared < 4096 &&
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delta.HorizontalLengthSquared <= nearEnough.LengthSquared)
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return true;
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// The next move would overshoot, so consider it close enough or set final position if we CanSlide
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if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared)
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{
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@@ -213,6 +229,10 @@ namespace OpenRA.Mods.Common.Activities
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desiredFacing = aircraft.Facing;
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}
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positionBuffer.Add(self.CenterPosition);
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if (positionBuffer.Count > 5)
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positionBuffer.RemoveAt(0);
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FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude);
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return false;
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@@ -217,6 +217,7 @@ namespace OpenRA.Mods.Common.Traits
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public Actor ReservedActor { get; private set; }
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public bool MayYieldReservation { get; private set; }
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public bool ForceLanding { get; private set; }
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IEnumerable<CPos> landingCells = Enumerable.Empty<CPos>();
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bool requireForceMove;
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int moveIntoWorldDelay;
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@@ -829,7 +830,7 @@ namespace OpenRA.Mods.Common.Traits
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public Activity MoveTo(CPos cell, int nearEnough, Color? targetLineColor = null)
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{
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return new Fly(self, Target.FromCell(self.World, cell), targetLineColor: targetLineColor);
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return new Fly(self, Target.FromCell(self.World, cell), WDist.FromCells(nearEnough), targetLineColor: targetLineColor);
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}
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public Activity MoveTo(CPos cell, Actor ignoreActor, Color? targetLineColor = null)
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@@ -1028,7 +1029,9 @@ namespace OpenRA.Mods.Common.Traits
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UnReserve();
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var target = Target.FromCell(self.World, cell);
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self.QueueActivity(order.Queued, new Fly(self, target, targetLineColor: Color.Green));
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// TODO: this should scale with unit selection group size.
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self.QueueActivity(order.Queued, new Fly(self, target, WDist.FromCells(8), targetLineColor: Color.Green));
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self.ShowTargetLines();
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}
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else if (orderString == "Land")
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@@ -78,7 +78,9 @@ namespace OpenRA.Mods.Common.Traits
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var targetLocation = move.NearestMoveableCell(cell);
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var assaultMoving = order.OrderString == "AssaultMove";
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self.QueueActivity(new AttackMoveActivity(self, () => move.MoveTo(targetLocation, 1, targetLineColor: Color.OrangeRed), assaultMoving));
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// TODO: this should scale with unit selection group size.
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self.QueueActivity(new AttackMoveActivity(self, () => move.MoveTo(targetLocation, 8, targetLineColor: Color.OrangeRed), assaultMoving));
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self.ShowTargetLines();
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}
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}
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