#region Copyright & License Information /* * Copyright 2007-2011 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. For more information, * see COPYING. */ #endregion using System; using System.Linq; using OpenRA.Traits; using OpenRA.Mods.RA.Buildings; namespace OpenRA.Mods.RA.Air { public class ReturnToBase : Activity { bool isCalculated; Actor dest; PPos w1, w2, w3; /* tangent points to turn circles */ public static Actor ChooseAirfield(Actor self, bool unreservedOnly) { var rearmBuildings = self.Info.Traits.Get().RearmBuildings; return self.World.ActorsWithTrait() .Where(a => a.Actor.Owner == self.Owner) .Where(a => rearmBuildings.Contains(a.Actor.Info.Name) && (!unreservedOnly || !Reservable.IsReserved(a.Actor))) .Select(a => a.Actor) .ClosestTo(self); } void Calculate(Actor self) { if (dest == null || Reservable.IsReserved(dest)) dest = ChooseAirfield(self, true); if (dest == null) return; var plane = self.Trait(); var res = dest.TraitOrDefault(); if (res != null) { plane.UnReserve(); plane.reservation = res.Reserve(dest, self, plane); } var landPos = dest.CenterLocation; var aircraft = self.Trait(); var speed = .2f * aircraft.MovementSpeed; /* if the aircraft is on the ground, it will take off to the cruise altitude first before approaching */ var altitude = aircraft.Altitude; if (altitude == 0) altitude = self.Info.Traits.Get().CruiseAltitude; var approachStart = landPos.ToInt2() - new float2(altitude * speed, 0); var turnRadius = (128f / self.Info.Traits.Get().ROT) * speed / (float)Math.PI; /* work out the center points */ var fwd = -float2.FromAngle(aircraft.Facing / 128f * (float)Math.PI); var side = new float2(-fwd.Y, fwd.X); /* rotate */ var sideTowardBase = new[] { side, -side } .OrderBy(a => float2.Dot(a, self.CenterLocation.ToInt2() - approachStart)) .First(); var c1 = self.CenterLocation.ToInt2() + turnRadius * sideTowardBase; var c2 = approachStart + new float2(0, turnRadius * Math.Sign(self.CenterLocation.Y - approachStart.Y)); // above or below start point /* work out tangent points */ var d = c2 - c1; var e = (turnRadius / d.Length) * d; var f = new float2(-e.Y, e.X); /* rotate */ /* TODO: support internal tangents, too! */ if (f.X > 0) f = -f; w1 = (PPos)(c1 + f).ToInt2(); w2 = (PPos)(c2 + f).ToInt2(); w3 = (PPos)(approachStart).ToInt2(); plane.RTBPathHash = (PVecInt)w1 + (PVecInt)w2 + (PVecInt)w3; isCalculated = true; } public ReturnToBase(Actor self, Actor dest) { this.dest = dest; } public override Activity Tick(Actor self) { if (IsCanceled) return NextActivity; if (self.IsDead()) return NextActivity; if (!isCalculated) Calculate(self); if (dest == null) { var nearestAfld = ChooseAirfield(self, false); self.CancelActivity(); if (nearestAfld != null) return Util.SequenceActivities(Fly.ToCell(nearestAfld.Location), new FlyCircle()); else return new FlyCircle(); } return Util.SequenceActivities( Fly.ToPx(w1), Fly.ToPx(w2), Fly.ToPx(w3), new Land(Target.FromActor(dest)), NextActivity); } } }