diff --git a/OpenRa.Game/OpenRa.Game.csproj b/OpenRa.Game/OpenRa.Game.csproj
index 57c74ffc8b..75a5864a8e 100644
--- a/OpenRa.Game/OpenRa.Game.csproj
+++ b/OpenRa.Game/OpenRa.Game.csproj
@@ -110,10 +110,13 @@
-
+
+
+
+
@@ -173,7 +176,9 @@
+
+
diff --git a/OpenRa.Game/Traits/Activities/FlyAttack.cs b/OpenRa.Game/Traits/Activities/FlyAttack.cs
new file mode 100644
index 0000000000..21baf5cba4
--- /dev/null
+++ b/OpenRa.Game/Traits/Activities/FlyAttack.cs
@@ -0,0 +1,32 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+namespace OpenRa.Game.Traits.Activities
+{
+ class FlyAttack : IActivity
+ {
+ public IActivity NextActivity { get; set; }
+ Actor Target;
+
+ public FlyAttack(Actor target) { Target = target; }
+
+ public IActivity Tick(Actor self)
+ {
+ if (Target == null || Target.IsDead)
+ return NextActivity;
+
+ var limitedAmmo = self.traits.GetOrDefault();
+ if (limitedAmmo != null && !limitedAmmo.HasAmmo())
+ return NextActivity;
+
+ return Util.SequenceActivities(
+ new Fly(Target.CenterLocation),
+ new FlyTimed(50, 20),
+ this);
+ }
+
+ public void Cancel(Actor self) { Target = null; NextActivity = null; }
+ }
+}
diff --git a/OpenRa.Game/Traits/Activities/HeliAttack.cs b/OpenRa.Game/Traits/Activities/HeliAttack.cs
new file mode 100644
index 0000000000..65c6f44ef3
--- /dev/null
+++ b/OpenRa.Game/Traits/Activities/HeliAttack.cs
@@ -0,0 +1,52 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+namespace OpenRa.Game.Traits.Activities
+{
+ class HeliAttack : IActivity
+ {
+ Actor target;
+ const int CruiseAltitude = 20;
+ public HeliAttack( Actor target ) { this.target = target; }
+
+ public IActivity NextActivity { get; set; }
+
+ public IActivity Tick(Actor self)
+ {
+ if (target == null || target.IsDead)
+ return NextActivity;
+
+ var limitedAmmo = self.traits.GetOrDefault();
+ if (limitedAmmo != null && !limitedAmmo.HasAmmo())
+ return NextActivity;
+
+ var unit = self.traits.Get();
+
+ if (unit.Altitude != CruiseAltitude)
+ {
+ unit.Altitude += Math.Sign(CruiseAltitude - unit.Altitude);
+ return this;
+ }
+
+ var range = Rules.WeaponInfo[ self.Info.Primary ].Range - 1;
+ var dist = target.CenterLocation - self.CenterLocation;
+
+ var desiredFacing = Util.GetFacing(dist, unit.Facing);
+ Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
+
+ if (!float2.WithinEpsilon(float2.Zero, dist, range * Game.CellSize))
+ {
+ var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
+ self.CenterLocation += (rawSpeed / dist.Length) * dist;
+ self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
+ }
+
+ /* todo: maintain seperation wrt other helis */
+ return this;
+ }
+
+ public void Cancel(Actor self) { target = null; NextActivity = null; }
+ }
+}
diff --git a/OpenRa.Game/Traits/Activities/HeliFly.cs b/OpenRa.Game/Traits/Activities/HeliFly.cs
new file mode 100644
index 0000000000..c27de496f1
--- /dev/null
+++ b/OpenRa.Game/Traits/Activities/HeliFly.cs
@@ -0,0 +1,49 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+namespace OpenRa.Game.Traits.Activities
+{
+ class HeliFly : IActivity
+ {
+ const int CruiseAltitude = 20;
+ readonly float2 Dest;
+ public HeliFly(float2 dest)
+ {
+ Dest = dest;
+ }
+
+ public IActivity NextActivity { get; set; }
+ bool isCanceled;
+
+ public IActivity Tick(Actor self)
+ {
+ if (isCanceled)
+ return NextActivity;
+
+ var unit = self.traits.Get();
+
+ if (unit.Altitude != CruiseAltitude)
+ {
+ unit.Altitude += Math.Sign(CruiseAltitude - unit.Altitude);
+ return this;
+ }
+
+ var dist = Dest - self.CenterLocation;
+ if (float2.WithinEpsilon(float2.Zero, dist, 10))
+ return NextActivity;
+
+ var desiredFacing = Util.GetFacing(dist, unit.Facing);
+ Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
+
+ var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
+ self.CenterLocation += (rawSpeed / dist.Length) * dist;
+ self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
+
+ return this;
+ }
+
+ public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
+ }
+}
diff --git a/OpenRa.Game/Traits/Activities/Circle.cs b/OpenRa.Game/Traits/Activities/HeliLand.cs
similarity index 52%
rename from OpenRa.Game/Traits/Activities/Circle.cs
rename to OpenRa.Game/Traits/Activities/HeliLand.cs
index 6f8eaefffd..eea8171415 100644
--- a/OpenRa.Game/Traits/Activities/Circle.cs
+++ b/OpenRa.Game/Traits/Activities/HeliLand.cs
@@ -5,26 +5,26 @@ using System.Text;
namespace OpenRa.Game.Traits.Activities
{
- class Circle : IActivity
+ class HeliLand : IActivity
{
- public IActivity NextActivity { get; set; }
- bool isCanceled;
- readonly int2 Cell;
+ public HeliLand(bool requireSpace) { this.requireSpace = requireSpace; }
- public Circle(int2 cell) { Cell = cell; }
+ bool requireSpace;
+ bool isCanceled;
+ public IActivity NextActivity { get; set; }
public IActivity Tick(Actor self)
{
if (isCanceled) return NextActivity;
var unit = self.traits.Get();
- return new Fly(Util.CenterOfCell(Cell))
- {
- NextActivity =
- new FlyTimed(50, 20)
- {
- NextActivity = this
- }
- };
+ if (unit.Altitude == 0)
+ return NextActivity;
+
+ if (requireSpace && !Game.IsCellBuildable(self.Location, UnitMovementType.Foot))
+ return this; // fail to land if no space
+
+ --unit.Altitude;
+ return this;
}
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
diff --git a/OpenRa.Game/Traits/Activities/ReturnToBase.cs b/OpenRa.Game/Traits/Activities/ReturnToBase.cs
index ee7af24ef4..20a746fac4 100644
--- a/OpenRa.Game/Traits/Activities/ReturnToBase.cs
+++ b/OpenRa.Game/Traits/Activities/ReturnToBase.cs
@@ -8,13 +8,34 @@ namespace OpenRa.Game.Traits.Activities
class ReturnToBase : IActivity
{
public IActivity NextActivity { get; set; }
+
bool isCanceled;
+ bool isCalculated;
+ Actor dest;
- readonly float2 w1, w2, w3; /* tangent points to turn circles */
- readonly float2 landPoint;
+ float2 w1, w2, w3; /* tangent points to turn circles */
+ float2 landPoint;
- public ReturnToBase(Actor self, float2 landPos)
+ Actor ChooseAirfield(Actor self)
{
+ // todo: handle reservations
+
+ var airfield = Game.world.Actors
+ .Where(a => a.Info == Rules.UnitInfo["AFLD"]
+ && a.Owner == self.Owner)
+ .FirstOrDefault();
+
+ if (airfield == null)
+ throw new NotImplementedException("nowhere to land; what to do?");
+
+ return airfield;
+ }
+
+ void Calculate(Actor self)
+ {
+ if (dest == null) dest = ChooseAirfield(self);
+
+ var landPos = dest.CenterLocation;
var unit = self.traits.Get();
var speed = .2f * Util.GetEffectiveSpeed(self);
var approachStart = landPos - new float2(unit.Altitude * speed, 0);
@@ -44,22 +65,26 @@ namespace OpenRa.Game.Traits.Activities
w2 = c2 + f;
w3 = approachStart;
landPoint = landPos;
+
+ isCalculated = true;
+ }
+
+ public ReturnToBase(Actor self, Actor dest)
+ {
+ this.dest = dest;
}
public IActivity Tick(Actor self)
{
if (isCanceled) return NextActivity;
- var unit = self.traits.Get();
- return new Fly(w1)
- {
- NextActivity = new Fly(w2)
- {
- NextActivity = new Fly(w3)
- {
- NextActivity = new Land(landPoint)
- }
- }
- };
+ if (!isCalculated)
+ Calculate(self);
+
+ return Util.SequenceActivities(
+ new Fly(w1),
+ new Fly(w2),
+ new Fly(w3),
+ new Land(landPoint));
}
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
diff --git a/OpenRa.Game/Traits/AttackHeli.cs b/OpenRa.Game/Traits/AttackHeli.cs
new file mode 100644
index 0000000000..093870a0dd
--- /dev/null
+++ b/OpenRa.Game/Traits/AttackHeli.cs
@@ -0,0 +1,35 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using OpenRa.Game.Traits.Activities;
+
+namespace OpenRa.Game.Traits
+{
+ class AttackHeli : AttackBase
+ {
+ public AttackHeli(Actor self) : base(self) { }
+
+ const int facingTolerance = 20;
+ public override void Tick(Actor self)
+ {
+ base.Tick(self);
+
+ if (target == null) return;
+
+ var unit = self.traits.Get();
+ var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, unit.Facing);
+
+ if (Math.Abs(facingToTarget - unit.Facing) % 256 < facingTolerance)
+ DoAttack(self);
+ }
+
+ protected override void QueueAttack(Actor self, Order order)
+ {
+ self.CancelActivity();
+ self.QueueActivity(new HeliAttack(order.TargetActor));
+ target = order.TargetActor;
+ // todo: fly home
+ }
+ }
+}
diff --git a/OpenRa.Game/Traits/AttackPlane.cs b/OpenRa.Game/Traits/AttackPlane.cs
new file mode 100644
index 0000000000..427096b62b
--- /dev/null
+++ b/OpenRa.Game/Traits/AttackPlane.cs
@@ -0,0 +1,40 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using OpenRa.Game.Traits.Activities;
+
+namespace OpenRa.Game.Traits
+{
+ // yet another ugly trait that does two things:
+ // - plane-specific attack order dispatch
+ // - forward-facing attack with a tolerance
+
+ class AttackPlane : AttackBase
+ {
+ const int facingTolerance = 20;
+
+ public AttackPlane(Actor self) : base(self) { }
+
+ public override void Tick(Actor self)
+ {
+ base.Tick(self);
+
+ if (target == null) return;
+
+ var unit = self.traits.Get();
+ var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, unit.Facing);
+
+ if (Math.Abs(facingToTarget - unit.Facing) % 256 < facingTolerance)
+ DoAttack(self);
+ }
+
+ protected override void QueueAttack(Actor self, Order order)
+ {
+ self.CancelActivity();
+ target = order.TargetActor;
+ self.QueueActivity(new FlyAttack(order.TargetActor));
+ self.QueueActivity(new ReturnToBase(self, null));
+ }
+ }
+}
diff --git a/OpenRa.Game/Traits/AttackTurreted.cs b/OpenRa.Game/Traits/AttackTurreted.cs
index 3d9d40bd9d..256bd25379 100755
--- a/OpenRa.Game/Traits/AttackTurreted.cs
+++ b/OpenRa.Game/Traits/AttackTurreted.cs
@@ -41,7 +41,7 @@ namespace OpenRa.Game.Traits
self.QueueActivity( new Traits.Activities.Follow( order.TargetActor,
Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
- self.traits.Get().target = order.TargetActor;
+ target = order.TargetActor;
}
bool buildComplete = false;
diff --git a/OpenRa.Game/Traits/Helicopter.cs b/OpenRa.Game/Traits/Helicopter.cs
index 400456f832..0c1d5b1a82 100644
--- a/OpenRa.Game/Traits/Helicopter.cs
+++ b/OpenRa.Game/Traits/Helicopter.cs
@@ -1,19 +1,13 @@
using System;
using System.Linq;
using OpenRa.Game.GameRules;
+using OpenRa.Game.Traits.Activities;
namespace OpenRa.Game.Traits
{
- class Helicopter : ITick, IOrder, IMovement
+ class Helicopter : IOrder, IMovement
{
- public int2 targetLocation;
-
- const int CruiseAltitude = 20;
-
- public Helicopter(Actor self)
- {
- targetLocation = self.Location;
- }
+ public Helicopter(Actor self) {}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
@@ -27,61 +21,15 @@ namespace OpenRa.Game.Traits
public void ResolveOrder( Actor self, Order order )
{
- if( order.OrderString == "Move" )
+ if (order.OrderString == "Move")
{
- targetLocation = order.TargetLocation;
-
- var attackBase = self.traits.WithInterface().FirstOrDefault();
- if( attackBase != null )
- attackBase.target = null; /* move cancels attack order */
+ self.CancelActivity();
+ self.QueueActivity(new HeliFly(Util.CenterOfCell(order.TargetLocation)));
+ self.QueueActivity(new HeliLand(true));
}
}
- public void Tick(Actor self)
- {
- var unit = self.traits.Get();
-
- if (self.Location != targetLocation)
- {
- var dist = Util.CenterOfCell(targetLocation) - self.CenterLocation;
- var desiredFacing = Util.GetFacing(dist, unit.Facing);
- Util.TickFacing(ref unit.Facing, desiredFacing,
- self.Info.ROT);
-
- var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
- var angle = (unit.Facing - desiredFacing) / 128f * Math.PI;
- var scale = .4f + .6f * (float)Math.Cos(angle);
-
- if (unit.Altitude > CruiseAltitude / 2) // do some movement.
- {
- self.CenterLocation += (rawSpeed * scale / dist.Length) * dist;
- self.CenterLocation += (1f - scale) * rawSpeed
- * float2.FromAngle((float)angle);
- self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
- }
-
- if (unit.Altitude < CruiseAltitude)
- {
- ++unit.Altitude;
- return;
- }
- }
- else if (unit.Altitude > 0 &&
- Game.IsCellBuildable( self.Location, UnitMovementType.Foot ))
- {
- --unit.Altitude;
- }
-
- /* todo: bob slightly when hovering */
- }
- public UnitMovementType GetMovementType()
- {
- return UnitMovementType.Fly;
- }
-
- public bool CanEnterCell(int2 location)
- {
- return true; // Planes can go anywhere (?)
- }
+ public UnitMovementType GetMovementType() { return UnitMovementType.Fly; }
+ public bool CanEnterCell(int2 location) { return true; }
}
}
diff --git a/OpenRa.Game/Traits/Plane.cs b/OpenRa.Game/Traits/Plane.cs
index 064662ee06..f0accf7995 100644
--- a/OpenRa.Game/Traits/Plane.cs
+++ b/OpenRa.Game/Traits/Plane.cs
@@ -8,9 +8,7 @@ namespace OpenRa.Game.Traits
{
class Plane : IOrder, IMovement
{
- public Plane(Actor self)
- {
- }
+ public Plane(Actor self) {}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
@@ -30,13 +28,14 @@ namespace OpenRa.Game.Traits
if (order.OrderString == "Move")
{
self.CancelActivity();
- self.QueueActivity(new Circle(order.TargetLocation));
+ self.QueueActivity(new Fly(Util.CenterOfCell(order.TargetLocation)));
+ self.QueueActivity(new ReturnToBase(self, null));
}
if (order.OrderString == "Enter")
{
self.CancelActivity();
- self.QueueActivity(new ReturnToBase(self, order.TargetActor.CenterLocation));
+ self.QueueActivity(new ReturnToBase(self, order.TargetActor));
}
}
diff --git a/OpenRa.Game/Traits/Production.cs b/OpenRa.Game/Traits/Production.cs
index f916f05dc5..c4d1413f39 100755
--- a/OpenRa.Game/Traits/Production.cs
+++ b/OpenRa.Game/Traits/Production.cs
@@ -33,10 +33,6 @@ namespace OpenRa.Game.Traits
var mobile = newUnit.traits.GetOrDefault();
if( mobile != null )
newUnit.QueueActivity( new Activities.Move( rp.rallyPoint, 1 ) );
-
- var heli = newUnit.traits.GetOrDefault();
- if (heli != null)
- heli.targetLocation = rp.rallyPoint; // TODO: make Activity.Move work for helis.
}
var bi = self.Info as BuildingInfo;
diff --git a/OpenRa.Game/Traits/Util.cs b/OpenRa.Game/Traits/Util.cs
index 8809c86d90..fa918b337d 100755
--- a/OpenRa.Game/Traits/Util.cs
+++ b/OpenRa.Game/Traits/Util.cs
@@ -2,6 +2,7 @@
using System.Linq;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
+using OpenRa.Game.Traits.Activities;
namespace OpenRa.Game.Traits
{
@@ -135,5 +136,11 @@ namespace OpenRa.Game.Traits
.Product();
return mi.Speed * modifier;
}
+
+ public static IActivity SequenceActivities(params IActivity[] acts)
+ {
+ return acts.Reverse().Aggregate(
+ (next, a) => { a.NextActivity = next; return a; });
+ }
}
}
diff --git a/doc/progress.txt b/doc/progress.txt
index aedf15ccfb..8330a3d28b 100644
--- a/doc/progress.txt
+++ b/doc/progress.txt
@@ -31,17 +31,18 @@ HARV Works
ARTY Works
Helicopters
- - Weapons don't work,
- - hover while attacking doesn't work,
- Repair/rearm doesn't work
TRAN Cargo doesn't work
+HELI Weapon offsets wrong
+HIND Weapon offsets wrong
-Planes
- - Edge cases in landing code
- - Circle behavior needs to be able to work with a unit
- -
-YAK Weapons don't work
-MIG Weapons don't work
+Planes
+ - AFLD reservations don't work
+ - Rearm doesn't work (should happen when on AFLD)
+ - Repair at FIX doesn't work [fix doesn't work?]
+ - Planes damage themselves (should never happen; these are AG weapons)
+YAK Ammo/ROF are funky
+MIG Ammo/ROF are funky
Ships
diff --git a/units.ini b/units.ini
old mode 100755
new mode 100644
index 0457488a27..390f224e98
--- a/units.ini
+++ b/units.ini
@@ -165,13 +165,13 @@ HIND
[MIG]
Description=Mig Attack Plane
BuiltAt=afld
-Traits=Unit, Plane, RenderUnit, WithShadow, LimitedAmmo
+Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
InitialFacing=192
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
[YAK]
Description=Yak Attack Plane
BuiltAt=afld
-Traits=Unit, Plane, RenderUnit, WithShadow, LimitedAmmo
+Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
InitialFacing=192
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
[TRAN]
@@ -185,14 +185,14 @@ LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
[HELI]
Description=Longbow
BuiltAt=hpad
-Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
+Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
PrimaryOffset=0,0,0,-2
InitialFacing=20
LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
[HIND]
Description=Hind
BuiltAt=hpad
-Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
+Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
InitialFacing=20
LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks