Files
OpenRA/OpenRA.Mods.RA/Activities/ReturnToBase.cs

112 lines
3.3 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#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<PlaneInfo>().RearmBuildings.Contains(a.Info.Name)
&& !Reservable.IsReserved(a))
.FirstOrDefault();
}
void Calculate(Actor self)
{
if (dest == null) dest = ChooseAirfield(self);
var res = dest.traits.GetOrDefault<Reservable>();
if (res != null)
self.traits.Get<Plane>().reservation = res.Reserve(self);
var landPos = dest.CenterLocation;
var unit = self.traits.Get<Unit>();
var mobile = self.traits.WithInterface<IMove>().FirstOrDefault();
var speed = .2f * mobile.MovementSpeedForCell(self, self.Location);
var approachStart = landPos - new float2(unit.Altitude * speed, 0);
var turnRadius = (128f / self.Info.Traits.Get<UnitInfo>().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; }
}
}