Files
OpenRA/OpenRA.Mods.Common/Activities/Air/Fly.cs
2019-03-04 18:26:42 +00:00

166 lines
6.4 KiB
C#

#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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Fly : Activity
{
readonly Aircraft aircraft;
readonly WDist maxRange;
readonly WDist minRange;
readonly Color? targetLineColor;
Target target;
Target lastVisibleTarget;
bool useLastVisibleTarget;
bool soundPlayed;
public Fly(Actor self, Target t, WPos? initialTargetPosition = null, Color? targetLineColor = null)
{
aircraft = self.Trait<Aircraft>();
target = t;
this.targetLineColor = targetLineColor;
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
lastVisibleTarget = Target.FromPos(target.CenterPosition);
else if (initialTargetPosition.HasValue)
lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
}
public Fly(Actor self, Target t, WDist minRange, WDist maxRange,
WPos? initialTargetPosition = null, Color? targetLineColor = null)
: this(self, t, initialTargetPosition, targetLineColor)
{
this.maxRange = maxRange;
this.minRange = minRange;
}
public static void FlyToward(Actor self, Aircraft aircraft, int desiredFacing, WDist desiredAltitude, int turnSpeedOverride = -1)
{
desiredAltitude = new WDist(aircraft.CenterPosition.Z) + desiredAltitude - self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
var move = aircraft.FlyStep(aircraft.Facing);
var altitude = aircraft.CenterPosition.Z;
var turnSpeed = turnSpeedOverride > -1 ? turnSpeedOverride : aircraft.TurnSpeed;
aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, turnSpeed);
if (altitude != desiredAltitude.Length)
{
var delta = move.HorizontalLength * aircraft.Info.MaximumPitch.Tan() / 1024;
var dz = (desiredAltitude.Length - altitude).Clamp(-delta, delta);
move += new WVec(0, 0, dz);
}
aircraft.SetPosition(self, aircraft.CenterPosition + move);
}
public override Activity Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
if (aircraft.ForceLanding)
Cancel(self);
if (IsCanceled)
return NextActivity;
bool targetIsHiddenActor;
target = target.Recalculate(self.Owner, out targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
lastVisibleTarget = Target.FromTargetPositions(target);
var oldUseLastVisibleTarget = useLastVisibleTarget;
useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
// Update target lines if required
if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue)
self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, false);
// Target is hidden or dead, and we don't have a fallback position to move towards
if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
return NextActivity;
var pos = self.CenterPosition;
var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
if (!soundPlayed && aircraft.Info.TakeoffSounds.Length > 0 && self.IsAtGroundLevel())
{
Game.Sound.Play(SoundType.World, aircraft.Info.TakeoffSounds.Random(self.World.SharedRandom), aircraft.CenterPosition);
soundPlayed = true;
}
// Inside the target annulus, so we're done
var insideMaxRange = maxRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, maxRange);
var insideMinRange = minRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, minRange);
if (insideMaxRange && !insideMinRange)
return NextActivity;
var delta = checkTarget.CenterPosition - self.CenterPosition;
// The next move would overshoot, so consider it close enough
var move = aircraft.FlyStep(aircraft.Facing);
if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared)
return NextActivity;
// Don't turn until we've reached the cruise altitude
var desiredFacing = delta.Yaw.Facing;
var targetAltitude = aircraft.CenterPosition.Z + aircraft.Info.CruiseAltitude.Length - self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition).Length;
if (aircraft.CenterPosition.Z < targetAltitude)
desiredFacing = aircraft.Facing;
else
{
// Using the turn rate, compute a hypothetical circle traced by a continuous turn.
// If it contains the destination point, it's unreachable without more complex manuvering.
var turnRadius = CalculateTurnRadius(aircraft.MovementSpeed, aircraft.TurnSpeed);
// The current facing is a tangent of the minimal turn circle.
// Make a perpendicular vector, and use it to locate the turn's center.
var turnCenterFacing = aircraft.Facing;
turnCenterFacing += Util.GetNearestFacing(aircraft.Facing, desiredFacing) > 0 ? 64 : -64;
var turnCenterDir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(turnCenterFacing));
turnCenterDir *= turnRadius;
turnCenterDir /= 1024;
// Compare with the target point, and keep flying away if it's inside the circle.
var turnCenter = aircraft.CenterPosition + turnCenterDir;
if ((checkTarget.CenterPosition - turnCenter).HorizontalLengthSquared < turnRadius * turnRadius)
desiredFacing = aircraft.Facing;
}
FlyToward(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude);
return this;
}
public override IEnumerable<Target> GetTargets(Actor self)
{
yield return target;
}
public static int CalculateTurnRadius(int speed, int turnSpeed)
{
// turnSpeed -> divide into 256 to get the number of ticks per complete rotation
// speed -> multiply to get distance travelled per rotation (circumference)
// 45 -> divide by 2*pi to get the turn radius: 45==256/(2*pi), with some extra leeway
return 45 * speed / turnSpeed;
}
}
}