#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it 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. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System; using System.Linq; using OpenRA.GameRules; using OpenRA.Traits; namespace OpenRA.Mods.RA.Activities { public class ReturnToBase : IActivity { public IActivity NextActivity { get; set; } bool isCanceled; bool isCalculated; Actor dest; float2 w1, w2, w3; /* tangent points to turn circles */ float2 landPoint; public static Actor ChooseAirfield(Actor self) { return self.World.Queries.OwnedBy[self.Owner] .Where(a => self.Info.Traits.Get().RearmBuildings.Contains(a.Info.Name) && !Reservable.IsReserved(a)) .FirstOrDefault(); } void Calculate(Actor self) { if (dest == null) dest = ChooseAirfield(self); var res = dest.traits.GetOrDefault(); if (res != null) self.traits.Get().reservation = res.Reserve(self); var landPos = dest.CenterLocation; var unit = self.traits.Get(); var speed = .2f * Util.GetEffectiveSpeed(self, UnitMovementType.Fly); var approachStart = landPos - new float2(unit.Altitude * speed, 0); var turnRadius = (128f / self.Info.Traits.Get().ROT) * speed / (float)Math.PI; /* work out the center points */ var fwd = -float2.FromAngle(unit.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 - approachStart)) .First(); var c1 = self.CenterLocation + 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 = c1 + f; 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; if (!isCalculated) Calculate(self); return Util.SequenceActivities( new Fly(w1), new Fly(w2), new Fly(w3), new Land(landPoint), NextActivity); } public void Cancel(Actor self) { isCanceled = true; NextActivity = null; } } }