#region Copyright & License Information /* * Copyright 2007-2013 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; namespace OpenRA.Mods.RA.Air { public class ReturnToBase : Activity { bool isCalculated; Actor dest; WPos w1, w2, w3; 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 planeInfo = self.Info.Traits.Get(); var res = dest.TraitOrDefault(); if (res != null) { plane.UnReserve(); plane.Reservation = res.Reserve(dest, self, plane); } var landPos = dest.CenterPosition; var altitude = planeInfo.CruiseAltitude.Range; // Distance required for descent. var landDistance = altitude * 1024 / plane.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 = plane.MovementSpeed * 32 / 35; var turnRadius = (int)(141 * speed / planeInfo.ROT / (float)Math.PI); // Find the center of the turning circles for clockwise and counterclockwise turns var angle = WAngle.FromFacing(plane.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 tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentDirection.Length; // TODO: correctly handle CCW <-> CW turns if (tangentOffset.X > 0) tangentOffset = -tangentOffset; w1 = posCenter + tangentOffset; w2 = approachCenter + tangentOffset; w3 = approachStart; plane.RTBPathHash = w1 + (WVec)w2 + (WVec)w3; isCalculated = true; } public ReturnToBase(Actor self, Actor dest) { this.dest = dest; } public override Activity Tick(Actor self) { if (IsCanceled || self.IsDead()) return NextActivity; if (!isCalculated) Calculate(self); if (dest == null) { var nearestAfld = ChooseAirfield(self, false); self.CancelActivity(); if (nearestAfld != null) return Util.SequenceActivities(new Fly(self, Target.FromActor(nearestAfld)), new FlyCircle()); else return new FlyCircle(); } return Util.SequenceActivities( new Fly(self, Target.FromPos(w1)), new Fly(self, Target.FromPos(w2)), new Fly(self, Target.FromPos(w3)), new Land(Target.FromActor(dest)), NextActivity); } } }