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

175 lines
5.7 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class ReturnToBase : Activity
{
readonly Aircraft aircraft;
readonly RepairableInfo repairableInfo;
readonly Rearmable rearmable;
readonly bool alwaysLand;
readonly bool abortOnResupply;
bool isCalculated;
Actor dest;
WPos w1, w2, w3;
public ReturnToBase(Actor self, bool abortOnResupply, Actor dest = null, bool alwaysLand = true)
{
this.dest = dest;
this.alwaysLand = alwaysLand;
this.abortOnResupply = abortOnResupply;
aircraft = self.Trait<Aircraft>();
repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
rearmable = self.TraitOrDefault<Rearmable>();
}
public static Actor ChooseResupplier(Actor self, bool unreservedOnly)
{
var rearmInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
if (rearmInfo == null)
return null;
return self.World.ActorsHavingTrait<Reservable>()
.Where(a => a.Owner == self.Owner
&& rearmInfo.RearmActors.Contains(a.Info.Name)
&& (!unreservedOnly || Reservable.IsAvailableFor(a, self)))
.ClosestTo(self);
}
void Calculate(Actor self)
{
if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self))
dest = ChooseResupplier(self, true);
if (dest == null)
return;
var landPos = dest.CenterPosition;
var altitude = aircraft.Info.CruiseAltitude.Length;
// Distance required for descent.
var landDistance = altitude * 1024 / aircraft.Info.MaximumPitch.Tan();
// Land towards the east
var approachStart = landPos + new WVec(-landDistance, 0, altitude);
// Add 10% to the turning radius to ensure we have enough room
var speed = aircraft.MovementSpeed * 32 / 35;
var turnRadius = Fly.CalculateTurnRadius(speed, aircraft.Info.TurnSpeed);
// Find the center of the turning circles for clockwise and counterclockwise turns
var angle = WAngle.FromFacing(aircraft.Facing);
var fwd = -new WVec(angle.Sin(), angle.Cos(), 0);
// Work out whether we should turn clockwise or counter-clockwise for approach
var side = new WVec(-fwd.Y, fwd.X, fwd.Z);
var approachDelta = self.CenterPosition - approachStart;
var sideTowardBase = new[] { side, -side }
.MinBy(a => WVec.Dot(a, approachDelta));
// Calculate the tangent line that joins the turning circles at the current and approach positions
var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024;
var posCenter = new WPos(cp.X, cp.Y, altitude);
var approachCenter = approachStart + new WVec(0, turnRadius * Math.Sign(self.CenterPosition.Y - approachStart.Y), 0);
var tangentDirection = approachCenter - posCenter;
var tangentLength = tangentDirection.Length;
var tangentOffset = WVec.Zero;
if (tangentLength != 0)
tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentLength;
// TODO: correctly handle CCW <-> CW turns
if (tangentOffset.X > 0)
tangentOffset = -tangentOffset;
w1 = posCenter + tangentOffset;
w2 = approachCenter + tangentOffset;
w3 = approachStart;
isCalculated = true;
}
bool ShouldLandAtBuilding(Actor self, Actor dest)
{
if (alwaysLand)
return true;
if (repairableInfo != null && repairableInfo.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
return true;
return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
&& rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
}
public override Activity Tick(Actor self)
{
// Refuse to take off if it would land immediately again.
// Special case: Don't kill other deploy hotkey activities.
if (aircraft.ForceLanding)
return NextActivity;
if (IsCanceled || self.IsDead)
return NextActivity;
if (!isCalculated)
Calculate(self);
if (dest == null || dest.IsDead)
{
var nearestResupplier = ChooseResupplier(self, false);
if (nearestResupplier != null)
return ActivityUtils.SequenceActivities(
new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green),
new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport),
this);
else
{
// Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead.
Cancel(self);
return NextActivity;
}
}
List<Activity> landingProcedures = new List<Activity>();
var turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed);
landingProcedures.Add(new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)));
landingProcedures.Add(new Fly(self, Target.FromPos(w2)));
// Fix a problem when the airplane is send to resupply near the airport
landingProcedures.Add(new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)));
if (ShouldLandAtBuilding(self, dest))
{
aircraft.MakeReservation(dest);
landingProcedures.Add(new Land(self, Target.FromActor(dest)));
landingProcedures.Add(new ResupplyAircraft(self));
}
if (!abortOnResupply)
landingProcedures.Add(NextActivity);
return ActivityUtils.SequenceActivities(landingProcedures.ToArray());
}
}
}