171 lines
5.4 KiB
C#
171 lines
5.4 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2017 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.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Activities
|
|
{
|
|
public class ReturnToBase : Activity
|
|
{
|
|
readonly Aircraft plane;
|
|
readonly AircraftInfo planeInfo;
|
|
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;
|
|
plane = self.Trait<Aircraft>();
|
|
planeInfo = self.Info.TraitInfo<AircraftInfo>();
|
|
}
|
|
|
|
public static Actor ChooseAirfield(Actor self, bool unreservedOnly)
|
|
{
|
|
var rearmBuildings = self.Info.TraitInfo<AircraftInfo>().RearmBuildings;
|
|
return self.World.ActorsHavingTrait<Reservable>()
|
|
.Where(a => a.Owner == self.Owner
|
|
&& rearmBuildings.Contains(a.Info.Name)
|
|
&& (!unreservedOnly || !Reservable.IsReserved(a)))
|
|
.ClosestTo(self);
|
|
}
|
|
|
|
void Calculate(Actor self)
|
|
{
|
|
if (dest == null || dest.IsDead || Reservable.IsReserved(dest))
|
|
dest = ChooseAirfield(self, true);
|
|
|
|
if (dest == null)
|
|
return;
|
|
|
|
var landPos = dest.CenterPosition;
|
|
var altitude = planeInfo.CruiseAltitude.Length;
|
|
|
|
// Distance required for descent.
|
|
var landDistance = altitude * 1024 / planeInfo.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 = plane.MovementSpeed * 32 / 35;
|
|
var turnRadius = CalculateTurnRadius(speed);
|
|
|
|
// Find the center of the turning circles for clockwise and counterclockwise turns
|
|
var angle = WAngle.FromFacing(plane.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 tangentOffset = new WVec(-tangentDirection.Y, tangentDirection.X, 0) * turnRadius / tangentDirection.Length;
|
|
|
|
// 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 (planeInfo.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
|
|
return true;
|
|
|
|
return planeInfo.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
|
|
.Any(p => !p.AutoReloads && !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 (plane.ForceLanding)
|
|
return NextActivity;
|
|
|
|
if (IsCanceled || self.IsDead)
|
|
return NextActivity;
|
|
|
|
if (!isCalculated)
|
|
Calculate(self);
|
|
|
|
if (dest == null || dest.IsDead)
|
|
{
|
|
var nearestAfld = ChooseAirfield(self, false);
|
|
|
|
if (nearestAfld != null)
|
|
return ActivityUtils.SequenceActivities(
|
|
new Fly(self, Target.FromActor(nearestAfld), WDist.Zero, plane.Info.WaitDistanceFromResupplyBase),
|
|
new FlyCircle(self, plane.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 = CalculateTurnRadius(planeInfo.Speed);
|
|
|
|
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))
|
|
{
|
|
plane.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());
|
|
}
|
|
|
|
int CalculateTurnRadius(int speed)
|
|
{
|
|
return 45 * speed / planeInfo.TurnSpeed;
|
|
}
|
|
}
|
|
}
|