using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRa.Game.Traits.Activities { class Fly : IActivity { readonly float2 Pos; bool isCanceled; public Fly(float2 pos) { Pos = pos; } public IActivity NextActivity { get; set; } const int CruiseAltitude = 20; public IActivity Tick(Actor self) { if (isCanceled) return NextActivity; var d = Pos - self.CenterLocation; if (d.LengthSquared < 50) /* close enough */ return NextActivity; var unit = self.traits.Get(); if (unit.Altitude < CruiseAltitude) ++unit.Altitude; var desiredFacing = Util.GetFacing(d, unit.Facing); if (unit.Altitude == CruiseAltitude) Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT); var speed = .2f * Util.GetEffectiveSpeed(self); var angle = unit.Facing / 128f * Math.PI; self.CenterLocation += speed * -float2.FromAngle((float)angle); self.Location = ((1 / 24f) * self.CenterLocation).ToInt2(); return null; } public void Cancel(Actor self) { isCanceled = true; NextActivity = null; } } class Land : IActivity { readonly float2 Pos; bool isCanceled; public Land(float2 pos) { Pos = pos; } public IActivity NextActivity { get; set; } public IActivity Tick(Actor self) { if (isCanceled) return NextActivity; var d = Pos - self.CenterLocation; if (d.LengthSquared < 50) /* close enough */ return NextActivity; var unit = self.traits.Get(); if (unit.Altitude > 0) --unit.Altitude; var desiredFacing = Util.GetFacing(d, unit.Facing); Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT); var speed = .2f * Util.GetEffectiveSpeed(self); var angle = unit.Facing / 128f * Math.PI; self.CenterLocation += speed * -float2.FromAngle((float)angle); self.Location = ((1 / 24f) * self.CenterLocation).ToInt2(); return null; } public void Cancel(Actor self) { isCanceled = true; NextActivity = null; } } class FlyTimed : IActivity { public IActivity NextActivity { get; set; } int remainingTicks; int targetAltitude; public FlyTimed(int ticks, int targetAltitude) { remainingTicks = ticks; this.targetAltitude = targetAltitude; } public IActivity Tick(Actor self) { if (remainingTicks == 0) return NextActivity; --remainingTicks; var unit = self.traits.Get(); var speed = .2f * Util.GetEffectiveSpeed(self); var angle = unit.Facing / 128f * Math.PI; self.CenterLocation += speed * -float2.FromAngle((float)angle); self.Location = ((1 / 24f) * self.CenterLocation).ToInt2(); unit.Altitude += Math.Sign(targetAltitude - unit.Altitude); return null; } public void Cancel(Actor self) { remainingTicks = 0; NextActivity = null; } } class Circle : IActivity { public IActivity NextActivity { get; set; } bool isCanceled; readonly int2 Cell; public Circle(int2 cell) { Cell = cell; } public IActivity Tick(Actor self) { if (isCanceled) return NextActivity; var unit = self.traits.Get(); return new Fly(Util.CenterOfCell(Cell)) { NextActivity = new FlyTimed(50, 20) { NextActivity = this } }; } public void Cancel(Actor self) { isCanceled = true; NextActivity = null; } } class ReturnToBase : IActivity { public IActivity NextActivity { get; set; } bool isCanceled; readonly float2 w1, w2, w3; /* tangent points to turn circles */ readonly float2 landPoint; public ReturnToBase(Actor self, float2 landPos) { var unit = self.traits.Get(); var speed = .2f * Util.GetEffectiveSpeed(self); var approachStart = landPos - new float2(unit.Altitude * speed, 0); var turnRadius = (128f / self.Info.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; } public IActivity Tick(Actor self) { if (isCanceled) return NextActivity; var unit = self.traits.Get(); return new Fly(w1) { NextActivity = new Fly(w2) { NextActivity = new Fly(w3) { NextActivity = new Land(landPoint) } } }; } public void Cancel(Actor self) { isCanceled = true; NextActivity = null; } } }