166 lines
6.4 KiB
C#
166 lines
6.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class Fly : Activity
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{
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readonly Aircraft aircraft;
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readonly WDist maxRange;
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readonly WDist minRange;
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readonly Color? targetLineColor;
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Target target;
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Target lastVisibleTarget;
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bool useLastVisibleTarget;
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bool soundPlayed;
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public Fly(Actor self, Target t, WPos? initialTargetPosition = null, Color? targetLineColor = null)
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{
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aircraft = self.Trait<Aircraft>();
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target = t;
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this.targetLineColor = targetLineColor;
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// The target may become hidden between the initial order request and the first tick (e.g. if queued)
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// Moving to any position (even if quite stale) is still better than immediately giving up
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if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
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|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
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lastVisibleTarget = Target.FromPos(target.CenterPosition);
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else if (initialTargetPosition.HasValue)
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lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
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}
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public Fly(Actor self, Target t, WDist minRange, WDist maxRange,
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WPos? initialTargetPosition = null, Color? targetLineColor = null)
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: this(self, t, initialTargetPosition, targetLineColor)
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{
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this.maxRange = maxRange;
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this.minRange = minRange;
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}
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public static void FlyToward(Actor self, Aircraft aircraft, int desiredFacing, WDist desiredAltitude, int turnSpeedOverride = -1)
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{
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desiredAltitude = new WDist(aircraft.CenterPosition.Z) + desiredAltitude - self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
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var move = aircraft.FlyStep(aircraft.Facing);
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var altitude = aircraft.CenterPosition.Z;
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var turnSpeed = turnSpeedOverride > -1 ? turnSpeedOverride : aircraft.TurnSpeed;
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aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, turnSpeed);
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if (altitude != desiredAltitude.Length)
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{
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var delta = move.HorizontalLength * aircraft.Info.MaximumPitch.Tan() / 1024;
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var dz = (desiredAltitude.Length - altitude).Clamp(-delta, delta);
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move += new WVec(0, 0, dz);
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}
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aircraft.SetPosition(self, aircraft.CenterPosition + move);
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}
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public override Activity Tick(Actor self)
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{
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// Refuse to take off if it would land immediately again.
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if (aircraft.ForceLanding)
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Cancel(self);
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if (IsCanceled)
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return NextActivity;
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bool targetIsHiddenActor;
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target = target.Recalculate(self.Owner, out targetIsHiddenActor);
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if (!targetIsHiddenActor && target.Type == TargetType.Actor)
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lastVisibleTarget = Target.FromTargetPositions(target);
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var oldUseLastVisibleTarget = useLastVisibleTarget;
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useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);
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// Update target lines if required
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if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue)
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self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, false);
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// Target is hidden or dead, and we don't have a fallback position to move towards
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if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
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return NextActivity;
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var pos = self.CenterPosition;
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var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;
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if (!soundPlayed && aircraft.Info.TakeoffSounds.Length > 0 && self.IsAtGroundLevel())
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{
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Game.Sound.Play(SoundType.World, aircraft.Info.TakeoffSounds.Random(self.World.SharedRandom), aircraft.CenterPosition);
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soundPlayed = true;
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}
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// Inside the target annulus, so we're done
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var insideMaxRange = maxRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, maxRange);
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var insideMinRange = minRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, minRange);
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if (insideMaxRange && !insideMinRange)
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return NextActivity;
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var delta = checkTarget.CenterPosition - self.CenterPosition;
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// The next move would overshoot, so consider it close enough
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var move = aircraft.FlyStep(aircraft.Facing);
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if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared)
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return NextActivity;
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// Don't turn until we've reached the cruise altitude
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var desiredFacing = delta.Yaw.Facing;
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var targetAltitude = aircraft.CenterPosition.Z + aircraft.Info.CruiseAltitude.Length - self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition).Length;
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if (aircraft.CenterPosition.Z < targetAltitude)
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desiredFacing = aircraft.Facing;
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else
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{
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// Using the turn rate, compute a hypothetical circle traced by a continuous turn.
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// If it contains the destination point, it's unreachable without more complex manuvering.
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var turnRadius = CalculateTurnRadius(aircraft.MovementSpeed, aircraft.TurnSpeed);
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// The current facing is a tangent of the minimal turn circle.
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// Make a perpendicular vector, and use it to locate the turn's center.
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var turnCenterFacing = aircraft.Facing;
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turnCenterFacing += Util.GetNearestFacing(aircraft.Facing, desiredFacing) > 0 ? 64 : -64;
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var turnCenterDir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(turnCenterFacing));
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turnCenterDir *= turnRadius;
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turnCenterDir /= 1024;
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// Compare with the target point, and keep flying away if it's inside the circle.
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var turnCenter = aircraft.CenterPosition + turnCenterDir;
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if ((checkTarget.CenterPosition - turnCenter).HorizontalLengthSquared < turnRadius * turnRadius)
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desiredFacing = aircraft.Facing;
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}
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FlyToward(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude);
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return this;
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return target;
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}
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public static int CalculateTurnRadius(int speed, int turnSpeed)
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{
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// turnSpeed -> divide into 256 to get the number of ticks per complete rotation
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// speed -> multiply to get distance travelled per rotation (circumference)
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// 45 -> divide by 2*pi to get the turn radius: 45==256/(2*pi), with some extra leeway
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return 45 * speed / turnSpeed;
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}
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}
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}
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