#region Copyright & License Information /* * Copyright 2007-2019 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class ReturnToBase : Activity { readonly Aircraft aircraft; readonly RepairableInfo repairableInfo; readonly Rearmable rearmable; readonly bool alwaysLand; readonly bool abortOnResupply; bool isCalculated; bool resupplied; Actor dest; WPos w1, w2, w3; public ReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true) { this.dest = dest; this.alwaysLand = alwaysLand; this.abortOnResupply = abortOnResupply; aircraft = self.Trait(); repairableInfo = self.Info.TraitInfoOrDefault(); rearmable = self.TraitOrDefault(); } public static Actor ChooseResupplier(Actor self, bool unreservedOnly) { var rearmInfo = self.Info.TraitInfoOrDefault(); if (rearmInfo == null) return null; return self.World.ActorsHavingTrait() .Where(a => !a.IsDead && a.Owner == self.Owner && rearmInfo.RearmActors.Contains(a.Info.Name) && (!unreservedOnly || Reservable.IsAvailableFor(a, self))) .ClosestTo(self); } // Calculates non-CanHover/non-VTOL approach vector and waypoints void Calculate(Actor self) { if (dest == null) return; var exit = dest.FirstExitOrDefault(null); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; var landPos = dest.CenterPosition + offset; var altitude = aircraft.Info.CruiseAltitude.Length; // Distance required for descent. var landDistance = altitude * 1024 / aircraft.Info.MaximumPitch.Tan(); // Land towards the east var approachStart = landPos + new WVec(-landDistance, 0, altitude); // Add 10% to the turning radius to ensure we have enough room var speed = aircraft.MovementSpeed * 32 / 35; var turnRadius = Fly.CalculateTurnRadius(speed, aircraft.Info.TurnSpeed); // Find the center of the turning circles for clockwise and counterclockwise turns var angle = WAngle.FromFacing(aircraft.Facing); var fwd = -new WVec(angle.Sin(), angle.Cos(), 0); // Work out whether we should turn clockwise or counter-clockwise for approach var side = new WVec(-fwd.Y, fwd.X, fwd.Z); var approachDelta = self.CenterPosition - approachStart; var sideTowardBase = new[] { side, -side } .MinBy(a => WVec.Dot(a, approachDelta)); // Calculate the tangent line that joins the turning circles at the current and approach positions var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024; var posCenter = new WPos(cp.X, cp.Y, altitude); var approachCenter = approachStart + new WVec(0, turnRadius * Math.Sign(self.CenterPosition.Y - approachStart.Y), 0); var tangentDirection = approachCenter - posCenter; var tangentLength = tangentDirection.Length; var tangentOffset = WVec.Zero; if (tangentLength != 0) tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentLength; // TODO: correctly handle CCW <-> CW turns if (tangentOffset.X > 0) tangentOffset = -tangentOffset; w1 = posCenter + tangentOffset; w2 = approachCenter + tangentOffset; w3 = approachStart; isCalculated = true; } bool ShouldLandAtBuilding(Actor self, Actor dest) { if (alwaysLand) return true; if (repairableInfo != null && repairableInfo.RepairActors.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged) return true; return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name) && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo()); } public override Activity Tick(Actor self) { if (ChildActivity != null) { ChildActivity = ActivityUtils.RunActivity(self, ChildActivity); if (ChildActivity != null) return this; } // Refuse to take off if it would land immediately again. // Special case: Don't kill other deploy hotkey activities. if (aircraft.ForceLanding) return NextActivity; // If a Cancel was triggered at this point, it's unlikely that previously queued child activities finished, // so 'resupplied' needs to be set to false, else it + abortOnResupply might cause another Cancel // that would cancel any other activities that were queued after the first Cancel was triggered. // TODO: This is a mess, we need to somehow make the activity cancelling a bit less tricky. if (resupplied && IsCanceling) resupplied = false; if (resupplied && abortOnResupply) Cancel(self); if (resupplied || IsCanceling || self.IsDead) return NextActivity; if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self)) dest = ReturnToBase.ChooseResupplier(self, true); if (!isCalculated) Calculate(self); if (dest == null) { var nearestResupplier = ChooseResupplier(self, false); if (nearestResupplier != null) { if (aircraft.Info.CanHover) { var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength; var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length; // If no pad is available, move near one and wait if (distanceFromResupplier > distanceLength) { var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024; var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition); QueueChild(self, new HeliFly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green), true); } return this; } else { QueueChild(self, new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green), true); QueueChild(self, new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), true); return this; } } else if (nearestResupplier == null && aircraft.Info.VTOL && aircraft.Info.LandWhenIdle) { // Using Queue instead of QueueChild here is intentional, as we want VTOLs with LandWhenIdle to land and stay there in this situation Cancel(self); if (aircraft.Info.TurnToLand) Queue(self, new Turn(self, aircraft.Info.InitialFacing)); Queue(self, new Land(self)); return NextActivity; } else { // Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead. Cancel(self); return NextActivity; } } var exit = dest.FirstExitOrDefault(null); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; if (aircraft.Info.CanHover) QueueChild(self, new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)), true); else if (aircraft.Info.VTOL) QueueChild(self, new Fly(self, Target.FromPos(dest.CenterPosition + offset)), true); else { var turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed); QueueChild(self, new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)), true); QueueChild(self, new Fly(self, Target.FromPos(w2)), true); // Fix a problem when the airplane is sent to resupply near the airport QueueChild(self, new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)), true); } if (ShouldLandAtBuilding(self, dest)) { aircraft.MakeReservation(dest); if (aircraft.Info.VTOL && aircraft.Info.TurnToDock) QueueChild(self, new Turn(self, aircraft.Info.InitialFacing), true); QueueChild(self, new Land(self, Target.FromActor(dest), offset), true); QueueChild(self, new Resupply(self, dest, WDist.Zero), true); resupplied = true; } return this; } } }