621 lines
18 KiB
C#
621 lines
18 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class AircraftInfo : IPositionableInfo, IFacingInfo, IOccupySpaceInfo, IMoveInfo, ICruiseAltitudeInfo,
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UsesInit<LocationInit>, UsesInit<FacingInit>
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{
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public readonly WDist CruiseAltitude = new WDist(1280);
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public readonly WDist IdealSeparation = new WDist(1706);
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[Desc("Whether the aircraft can be repulsed.")]
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public readonly bool Repulsable = true;
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[Desc("The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.")]
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public readonly int RepulsionSpeed = -1;
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[ActorReference]
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public readonly HashSet<string> RepairBuildings = new HashSet<string> { "fix" };
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[ActorReference]
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public readonly HashSet<string> RearmBuildings = new HashSet<string> { "hpad", "afld" };
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public readonly int InitialFacing = 0;
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public readonly int ROT = 255;
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public readonly int Speed = 1;
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[Desc("Minimum altitude where this aircraft is considered airborne")]
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public readonly int MinAirborneAltitude = 1;
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public readonly HashSet<string> LandableTerrainTypes = new HashSet<string>();
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[Desc("Can the actor be ordered to move in to shroud?")]
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public readonly bool MoveIntoShroud = true;
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public virtual object Create(ActorInitializer init) { return new Aircraft(init, this); }
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public int GetInitialFacing() { return InitialFacing; }
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public WDist GetCruiseAltitude() { return CruiseAltitude; }
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[VoiceReference] public readonly string Voice = "Action";
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[UpgradeGrantedReference]
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[Desc("The upgrades to grant to self while airborne.")]
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public readonly string[] AirborneUpgrades = { };
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[Desc("Can the actor hover in place mid-air? If not, then the actor will have to remain in motion (circle around).")]
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public readonly bool CanHover = false;
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[Desc("Will this actor try to land after it has no more commands?")]
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public readonly bool LandWhenIdle = true;
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[Desc("Does this actor need to turn before landing?")]
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public readonly bool TurnToLand = false;
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public readonly WDist LandAltitude = WDist.Zero;
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[Desc("How fast this actor ascends or descends when using horizontal take off/landing.")]
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public readonly WAngle MaximumPitch = WAngle.FromDegrees(10);
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[Desc("How fast this actor ascends or descends when using vertical take off/landing.")]
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public readonly WDist AltitudeVelocity = new WDist(43);
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[Desc("Sound to play when the actor is taking off.")]
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public readonly string TakeoffSound = null;
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[Desc("Sound to play when the actor is landing.")]
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public readonly string LandingSound = null;
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public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any) { return new ReadOnlyDictionary<CPos, SubCell>(); }
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bool IOccupySpaceInfo.SharesCell { get { return false; } }
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}
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public class Aircraft : ITick, ISync, IFacing, IPositionable, IMove, IIssueOrder, IResolveOrder, IOrderVoice, IDeathActorInitModifier,
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INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyActorDisposing
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{
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static readonly Pair<CPos, SubCell>[] NoCells = { };
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public readonly bool IsPlane;
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public readonly AircraftInfo Info;
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readonly Actor self;
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UpgradeManager um;
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[Sync] public int Facing { get; set; }
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[Sync] public WPos CenterPosition { get; private set; }
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public CPos TopLeft { get { return self.World.Map.CellContaining(CenterPosition); } }
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public IDisposable Reservation;
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public int ROT { get { return Info.ROT; } }
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bool airborne;
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bool IsAirborne
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{
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get
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{
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return airborne;
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}
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set
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{
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if (airborne == value)
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return;
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airborne = value;
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if (um != null)
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{
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if (airborne)
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foreach (var u in Info.AirborneUpgrades)
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um.GrantUpgrade(self, u, this);
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else
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foreach (var u in Info.AirborneUpgrades)
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um.RevokeUpgrade(self, u, this);
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}
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}
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}
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public Aircraft(ActorInitializer init, AircraftInfo info)
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{
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Info = info;
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self = init.Self;
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if (init.Contains<LocationInit>())
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SetPosition(self, init.Get<LocationInit, CPos>());
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if (init.Contains<CenterPositionInit>())
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SetPosition(self, init.Get<CenterPositionInit, WPos>());
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Facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : info.InitialFacing;
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// TODO: HACK: This is a hack until we can properly distinquish between airplane and helicopter!
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// Or until the activities get unified enough so that it doesn't matter.
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IsPlane = !info.CanHover;
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}
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public void Created(Actor self) { um = self.TraitOrDefault<UpgradeManager>(); }
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public void AddedToWorld(Actor self)
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{
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self.World.ActorMap.AddInfluence(self, this);
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self.World.ActorMap.AddPosition(self, this);
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self.World.ScreenMap.Add(self);
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if (self.World.Map.DistanceAboveTerrain(CenterPosition).Length >= Info.MinAirborneAltitude)
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IsAirborne = true;
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}
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bool firstTick = true;
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public virtual void Tick(Actor self)
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{
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if (firstTick)
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{
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firstTick = false;
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// TODO: Aircraft husks don't properly unreserve.
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if (self.Info.HasTraitInfo<FallsToEarthInfo>())
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return;
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ReserveSpawnBuilding();
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var host = GetActorBelow();
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if (host == null)
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return;
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self.QueueActivity(new TakeOff(self));
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}
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Repulse();
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}
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public void Repulse()
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{
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var repulsionForce = GetRepulsionForce();
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var repulsionFacing = Util.GetFacing(repulsionForce, -1);
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if (repulsionFacing == -1)
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return;
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var speed = Info.RepulsionSpeed != -1 ? Info.RepulsionSpeed : MovementSpeed;
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SetPosition(self, CenterPosition + FlyStep(speed, repulsionFacing));
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}
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public virtual WVec GetRepulsionForce()
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{
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if (!Info.Repulsable)
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return WVec.Zero;
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// Repulsion only applies when we're flying!
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var altitude = self.World.Map.DistanceAboveTerrain(CenterPosition).Length;
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if (altitude != Info.CruiseAltitude.Length)
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return WVec.Zero;
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var repulsionForce = self.World.FindActorsInCircle(self.CenterPosition, Info.IdealSeparation)
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.Where(a => !a.IsDead && a.Info.HasTraitInfo<AircraftInfo>()
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&& a.Info.TraitInfo<AircraftInfo>().CruiseAltitude == Info.CruiseAltitude)
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.Select(GetRepulsionForce)
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.Aggregate(WVec.Zero, (a, b) => a + b);
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if (Info.CanHover)
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return repulsionForce;
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// Non-hovering actors mush always keep moving forward, so they need extra calculations.
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var currentDir = FlyStep(Facing);
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var length = currentDir.HorizontalLength * repulsionForce.HorizontalLength;
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if (length == 0)
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return WVec.Zero;
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var dot = WVec.Dot(currentDir, repulsionForce) / length;
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// avoid stalling the plane
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return dot >= 0 ? repulsionForce : WVec.Zero;
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}
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public WVec GetRepulsionForce(Actor other)
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{
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if (self == other || other.CenterPosition.Z < self.CenterPosition.Z)
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return WVec.Zero;
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var d = self.CenterPosition - other.CenterPosition;
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var distSq = d.HorizontalLengthSquared;
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if (distSq > Info.IdealSeparation.LengthSquared)
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return WVec.Zero;
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if (distSq < 1)
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{
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var yaw = self.World.SharedRandom.Next(0, 1023);
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var rot = new WRot(WAngle.Zero, WAngle.Zero, new WAngle(yaw));
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return new WVec(1024, 0, 0).Rotate(rot);
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}
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return (d * 1024 * 8) / (int)distSq;
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}
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public Actor GetActorBelow()
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{
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// Map.DistanceAboveTerrain(WPos pos) is called directly because Aircraft is an IPositionable trait
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// and all calls occur in Tick methods.
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if (self.World.Map.DistanceAboveTerrain(CenterPosition).Length != 0)
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return null; // not on the ground.
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return self.World.ActorMap.GetActorsAt(self.Location)
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.FirstOrDefault(a => a.Info.HasTraitInfo<ReservableInfo>());
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}
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protected void ReserveSpawnBuilding()
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{
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/* HACK: not spawning in the air, so try to assoc. with our afld. */
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var afld = GetActorBelow();
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if (afld == null)
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return;
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var res = afld.TraitOrDefault<Reservable>();
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if (res != null)
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{
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UnReserve();
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Reservation = res.Reserve(afld, self, this);
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}
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}
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public void UnReserve()
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{
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if (Reservation != null)
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{
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Reservation.Dispose();
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Reservation = null;
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}
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}
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public bool AircraftCanEnter(Actor a)
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{
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if (self.AppearsHostileTo(a))
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return false;
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return Info.RearmBuildings.Contains(a.Info.Name)
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|| Info.RepairBuildings.Contains(a.Info.Name);
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}
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public int MovementSpeed
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{
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get
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{
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var modifiers = self.TraitsImplementing<ISpeedModifier>()
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.Select(m => m.GetSpeedModifier());
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return Util.ApplyPercentageModifiers(Info.Speed, modifiers);
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}
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}
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return NoCells; }
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public WVec FlyStep(int facing)
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{
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return FlyStep(MovementSpeed, facing);
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}
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public WVec FlyStep(int speed, int facing)
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{
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var dir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing));
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return speed * dir / 1024;
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}
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public bool CanLand(CPos cell)
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{
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if (!self.World.Map.Contains(cell))
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return false;
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if (self.World.ActorMap.AnyActorsAt(cell))
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return false;
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var type = self.World.Map.GetTerrainInfo(cell).Type;
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return Info.LandableTerrainTypes.Contains(type);
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}
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public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
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{
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var name = a.Info.Name;
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if (Info.RearmBuildings.Contains(name))
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yield return new Rearm(self);
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if (Info.RepairBuildings.Contains(name))
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yield return new Repair(a);
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}
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public void ModifyDeathActorInit(Actor self, TypeDictionary init)
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{
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init.Add(new FacingInit(Facing));
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}
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#region Implement IPositionable
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return false; } // TODO: Handle landing
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public bool CanEnterCell(CPos cell, Actor ignoreActor = null, bool checkTransientActors = true) { return true; }
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public SubCell GetValidSubCell(SubCell preferred) { return SubCell.Invalid; }
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public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
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{
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// Does not use any subcell
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return SubCell.Invalid;
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}
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public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); }
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// Changes position, but not altitude
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public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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{
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SetPosition(self, self.World.Map.CenterOfCell(cell) + new WVec(0, 0, CenterPosition.Z));
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}
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public void SetPosition(Actor self, WPos pos)
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{
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CenterPosition = pos;
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if (!self.IsInWorld)
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return;
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self.World.ScreenMap.Update(self);
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self.World.ActorMap.UpdatePosition(self, this);
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IsAirborne = self.World.Map.DistanceAboveTerrain(CenterPosition).Length >= Info.MinAirborneAltitude;
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}
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#endregion
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#region Implement IMove
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public Activity MoveTo(CPos cell, int nearEnough)
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{
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if (IsPlane)
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return new FlyAndContinueWithCirclesWhenIdle(self, Target.FromCell(self.World, cell));
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return new HeliFly(self, Target.FromCell(self.World, cell));
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}
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public Activity MoveTo(CPos cell, Actor ignoredActor)
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{
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if (IsPlane)
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return new FlyAndContinueWithCirclesWhenIdle(self, Target.FromCell(self.World, cell));
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return new HeliFly(self, Target.FromCell(self.World, cell));
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}
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public Activity MoveWithinRange(Target target, WDist range)
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{
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if (IsPlane)
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return new FlyAndContinueWithCirclesWhenIdle(self, target, WDist.Zero, range);
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return new HeliFly(self, target, WDist.Zero, range);
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}
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public Activity MoveWithinRange(Target target, WDist minRange, WDist maxRange)
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{
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if (IsPlane)
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return new FlyAndContinueWithCirclesWhenIdle(self, target, minRange, maxRange);
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return new HeliFly(self, target, minRange, maxRange);
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}
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public Activity MoveFollow(Actor self, Target target, WDist minRange, WDist maxRange)
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{
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if (IsPlane)
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return new FlyFollow(self, target, minRange, maxRange);
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return new Follow(self, target, minRange, maxRange);
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}
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public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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{
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if (IsPlane)
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return new Fly(self, Target.FromCell(self.World, cell));
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return new HeliFly(self, Target.FromCell(self.World, cell, subCell));
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}
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public Activity MoveToTarget(Actor self, Target target)
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{
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if (IsPlane)
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return new Fly(self, target, WDist.FromCells(3), WDist.FromCells(5));
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return Util.SequenceActivities(new HeliFly(self, target), new Turn(self, Info.InitialFacing));
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}
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public Activity MoveIntoTarget(Actor self, Target target)
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{
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if (IsPlane)
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return new Land(self, target);
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return new HeliLand(self, false);
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}
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public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
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{
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// TODO: Ignore repulsion when moving
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if (IsPlane)
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return Util.SequenceActivities(
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new CallFunc(() => SetVisualPosition(self, fromPos)),
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new Fly(self, Target.FromPos(toPos)));
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return Util.SequenceActivities(new CallFunc(() => SetVisualPosition(self, fromPos)),
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new HeliFly(self, Target.FromPos(toPos)));
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}
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public CPos NearestMoveableCell(CPos cell) { return cell; }
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public bool IsMoving { get { return self.World.Map.DistanceAboveTerrain(CenterPosition).Length > 0; } set { } }
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public bool CanEnterTargetNow(Actor self, Target target)
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{
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if (target.Positions.Any(p => self.World.ActorMap.GetActorsAt(self.World.Map.CellContaining(p)).Any(a => a != self && a != target.Actor)))
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return false;
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var res = target.Actor.TraitOrDefault<Reservable>();
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if (res == null)
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return true;
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UnReserve();
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Reservation = res.Reserve(target.Actor, self, this);
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return true;
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}
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#endregion
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#region Implement order interfaces
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new EnterAlliedActorTargeter<BuildingInfo>("Enter", 5,
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target => AircraftCanEnter(target), target => !Reservable.IsReserved(target));
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yield return new AircraftMoveOrderTargeter(Info);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID == "Enter")
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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if (order.OrderID == "Move")
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return new Order(order.OrderID, self, queued) { TargetLocation = self.World.Map.CellContaining(target.CenterPosition) };
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return null;
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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switch (order.OrderString)
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{
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case "Move":
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case "Enter":
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case "ReturnToBase":
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case "Stop":
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return Info.Voice;
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default: return null;
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}
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Move")
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{
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var cell = self.World.Map.Clamp(order.TargetLocation);
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if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell))
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return;
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if (!order.Queued)
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UnReserve();
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var target = Target.FromCell(self.World, cell);
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self.SetTargetLine(target, Color.Green);
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if (IsPlane)
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self.QueueActivity(order.Queued, new FlyAndContinueWithCirclesWhenIdle(self, target));
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else
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self.QueueActivity(order.Queued, new HeliFlyAndLandWhenIdle(self, target, Info));
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}
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else if (order.OrderString == "Enter")
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{
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if (!order.Queued)
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UnReserve();
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if (Reservable.IsReserved(order.TargetActor))
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{
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if (IsPlane)
|
|
self.QueueActivity(new ReturnToBase(self));
|
|
else
|
|
self.QueueActivity(new HeliReturnToBase(self));
|
|
}
|
|
else
|
|
{
|
|
self.SetTargetLine(Target.FromActor(order.TargetActor), Color.Green);
|
|
|
|
if (IsPlane)
|
|
{
|
|
self.QueueActivity(order.Queued, Util.SequenceActivities(
|
|
new ReturnToBase(self, order.TargetActor),
|
|
new ResupplyAircraft(self)));
|
|
}
|
|
else
|
|
{
|
|
var res = order.TargetActor.TraitOrDefault<Reservable>();
|
|
if (res != null)
|
|
Reservation = res.Reserve(order.TargetActor, self, this);
|
|
|
|
Action enter = () =>
|
|
{
|
|
var exit = order.TargetActor.Info.TraitInfos<ExitInfo>().FirstOrDefault();
|
|
var offset = (exit != null) ? exit.SpawnOffset : WVec.Zero;
|
|
|
|
self.QueueActivity(new HeliFly(self, Target.FromPos(order.TargetActor.CenterPosition + offset)));
|
|
self.QueueActivity(new Turn(self, Info.InitialFacing));
|
|
self.QueueActivity(new HeliLand(self, false));
|
|
self.QueueActivity(new ResupplyAircraft(self));
|
|
self.QueueActivity(new TakeOff(self));
|
|
};
|
|
|
|
self.QueueActivity(order.Queued, new CallFunc(enter));
|
|
}
|
|
}
|
|
}
|
|
else if (order.OrderString == "Stop")
|
|
{
|
|
self.CancelActivity();
|
|
if (GetActorBelow() != null)
|
|
{
|
|
self.QueueActivity(new ResupplyAircraft(self));
|
|
return;
|
|
}
|
|
|
|
UnReserve();
|
|
|
|
// TODO: Implement INotifyBecomingIdle instead
|
|
if (!IsPlane && Info.LandWhenIdle)
|
|
{
|
|
if (Info.TurnToLand)
|
|
self.QueueActivity(new Turn(self, Info.InitialFacing));
|
|
|
|
self.QueueActivity(new HeliLand(self, true));
|
|
}
|
|
}
|
|
else if (order.OrderString == "ReturnToBase")
|
|
{
|
|
UnReserve();
|
|
self.CancelActivity();
|
|
if (IsPlane)
|
|
self.QueueActivity(new ReturnToBase(self));
|
|
else
|
|
self.QueueActivity(new HeliReturnToBase(self));
|
|
|
|
self.QueueActivity(new ResupplyAircraft(self));
|
|
}
|
|
else
|
|
UnReserve();
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void RemovedFromWorld(Actor self)
|
|
{
|
|
UnReserve();
|
|
self.World.ActorMap.RemoveInfluence(self, this);
|
|
self.World.ActorMap.RemovePosition(self, this);
|
|
self.World.ScreenMap.Remove(self);
|
|
IsAirborne = false;
|
|
}
|
|
|
|
public void Disposing(Actor self)
|
|
{
|
|
UnReserve();
|
|
}
|
|
}
|
|
}
|