#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.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; 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.Owner == self.Owner && rearmInfo.RearmActors.Contains(a.Info.Name) && (!unreservedOnly || !Reservable.IsReserved(a))) .ClosestTo(self); } int CalculateTurnRadius(int speed) { return 45 * speed / aircraft.Info.TurnSpeed; } void Calculate(Actor self) { if (dest == null || dest.IsDead || Reservable.IsReserved(dest)) dest = ChooseResupplier(self, true); if (dest == null) return; var landPos = dest.CenterPosition; 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 = CalculateTurnRadius(speed); // 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.RepairBuildings.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) { // 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 (IsCanceled || self.IsDead) return NextActivity; if (!isCalculated) Calculate(self); if (dest == null || dest.IsDead) { var nearestResupplier = ChooseResupplier(self, false); if (nearestResupplier != null) return ActivityUtils.SequenceActivities( new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase), new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), this); 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; } } List landingProcedures = new List(); var turnRadius = CalculateTurnRadius(aircraft.Info.Speed); landingProcedures.Add(new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3))); landingProcedures.Add(new Fly(self, Target.FromPos(w2))); // Fix a problem when the airplane is send to resupply near the airport landingProcedures.Add(new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2))); if (ShouldLandAtBuilding(self, dest)) { aircraft.MakeReservation(dest); landingProcedures.Add(new Land(self, Target.FromActor(dest))); landingProcedures.Add(new ResupplyAircraft(self)); } if (!abortOnResupply) landingProcedures.Add(NextActivity); return ActivityUtils.SequenceActivities(landingProcedures.ToArray()); } } }