Inheritance: Activity
Beispiel #1
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled)
            {
                return(NextActivity);
            }

            if (requireSpace && !aircraft.CanLand(self.Location))
            {
                return(this);
            }

            if (!soundPlayed && aircraft.Info.LandingSounds.Length > 0 && !self.IsAtGroundLevel())
            {
                Game.Sound.Play(SoundType.World, aircraft.Info.LandingSounds.Random(self.World.SharedRandom), aircraft.CenterPosition);
                soundPlayed = true;
            }

            if (HeliFly.AdjustAltitude(self, aircraft, landAltitude))
            {
                return(this);
            }

            return(NextActivity);
        }
Beispiel #2
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled)
            {
                return(NextActivity);
            }

            if (requireSpace && !helicopter.CanLand(self.Location))
            {
                return(this);
            }

            if (!playedSound && helicopter.Info.LandingSound != null && !self.IsAtGroundLevel())
            {
                Game.Sound.Play(helicopter.Info.LandingSound);
                playedSound = true;
            }

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.LandAltitude))
            {
                return(this);
            }

            return(NextActivity);
        }
Beispiel #3
0
        public override Activity Tick(Actor self)
        {
            // Refuse to take off if it would land immediately again.
            if (helicopter.ForceLanding)
            {
                Cancel(self);
                return(NextActivity);
            }

            if (IsCanceled)
            {
                return(NextActivity);
            }

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
            {
                return(this);
            }

            var move = helicopter.FlyStep(helicopter.Facing);

            helicopter.SetPosition(self, helicopter.CenterPosition + move);

            var desiredFacing = helicopter.Facing + 64;

            helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.TurnSpeed / 3);

            return(this);
        }
Beispiel #4
0
        public override Activity Tick(Actor self)
        {
            if (cargo.IsDead || !carryall.IsBusy)
            {
                carryall.UnreserveCarryable();
                return(NextActivity);
            }

            switch (state)
            {
            case State.Intercept:
                state = State.LockCarryable;
                return(ActivityUtils.SequenceActivities(movement.MoveWithinRange(Target.FromActor(cargo), WDist.FromCells(4)), this));

            case State.LockCarryable:
                // Last check
                if (carryable.StandbyForPickup(self))
                {
                    state = State.MoveToCarryable;
                    return(this);
                }

                // We got cancelled
                carryall.UnreserveCarryable();
                return(NextActivity);

            case State.MoveToCarryable:                     // We arrived, move on top
                if (self.Location == cargo.Location)
                {
                    state = State.Turn;
                    return(this);
                }

                return(ActivityUtils.SequenceActivities(movement.MoveTo(cargo.Location, 0), this));

            case State.Turn:                     // Align facing and Land
                if (selfFacing.Facing != cargoFacing.Facing)
                {
                    return(ActivityUtils.SequenceActivities(new Turn(self, cargoFacing.Facing), this));
                }
                state = State.Pickup;
                return(ActivityUtils.SequenceActivities(new HeliLand(self, false), new Wait(10), this));

            case State.Pickup:
                // Remove our carryable from world
                self.World.AddFrameEndTask(w => cargo.World.Remove(cargo));
                carryall.AttachCarryable(cargo);
                state = State.TakeOff;
                return(this);

            case State.TakeOff:
                if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude))
                {
                    return(this);
                }
                return(NextActivity);
            }

            return(NextActivity);
        }
Beispiel #5
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled || !target.IsValidFor(self))
            {
                return(NextActivity);
            }

            // If all ammo pools are depleted and none reload automatically, return to helipad to reload and then move to next activity
            // TODO: This should check whether there is ammo left that is actually suitable for the target
            if (ammoPools != null && ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
            {
                return(Util.SequenceActivities(new HeliReturn(self), NextActivity));
            }

            var dist = target.CenterPosition - self.CenterPosition;

            // Can rotate facing while ascending
            var desiredFacing = Util.GetFacing(dist, helicopter.Facing);

            helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.ROT);

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
            {
                return(this);
            }

            // Fly towards the target
            // TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
            // and the weapon with the longest range is out of ammo
            if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRange()))
            {
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
            }

            // Fly backwards from the target
            // TODO: Same problem as with MaximumRange
            if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRange()))
            {
                // Facing 0 doesn't work with the following position change
                var facing = 1;
                if (desiredFacing != 0)
                {
                    facing = desiredFacing;
                }
                else if (helicopter.Facing != 0)
                {
                    facing = helicopter.Facing;
                }
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(-facing));
            }

            attackHeli.DoAttack(self, target);

            return(this);
        }
Beispiel #6
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled)
            {
                return(NextActivity);
            }

            if (requireSpace && !helicopter.CanLand(self.Location))
            {
                return(this);
            }

            if (HeliFly.AdjustAltitude(self, helicopter, landAltitude))
            {
                return(this);
            }

            return(NextActivity);
        }
Beispiel #7
0
        public override Activity Tick(Actor self)
        {
            if (cargo.IsDead || !carryall.IsBusy)
            {
                carryall.UnreserveCarryable();
                return(NextActivity);
            }

            switch (state)
            {
            case State.Transport:
                var targetl = GetLocationToDrop(carryable.Destination);
                state = State.Land;
                return(ActivityUtils.SequenceActivities(movement.MoveTo(targetl, 0), this));

            case State.Land:
                if (!CanDropHere())
                {
                    state = State.Transport;
                    return(this);
                }

                if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.LandAltitude))
                {
                    return(this);
                }
                state = State.Release;
                return(ActivityUtils.SequenceActivities(new Wait(15), this));

            case State.Release:
                if (!CanDropHere())
                {
                    state = State.Transport;
                    return(this);
                }

                Release();
                return(NextActivity);
            }

            return(NextActivity);
        }
Beispiel #8
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled)
            {
                return(NextActivity);
            }

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
            {
                return(this);
            }

            var move = helicopter.FlyStep(helicopter.Facing);

            helicopter.SetPosition(self, helicopter.CenterPosition + move);

            var desiredFacing = helicopter.Facing + 64;

            helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.ROT / 3);

            return(this);
        }
Beispiel #9
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled || !target.IsValidFor(self))
            {
                return(NextActivity);
            }

            if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog &&
                !self.Owner.CanTargetActor(target.Actor))
            {
                var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(target.CenterPosition));

                self.CancelActivity();
                self.SetTargetLine(newTarget, Color.Green);
                return(ActivityUtils.SequenceActivities(new HeliFly(self, newTarget)));
            }

            // If all ammo pools are depleted and none reload automatically, return to helipad to reload and then move to next activity
            // TODO: This should check whether there is ammo left that is actually suitable for the target
            if (ammoPools.All(x => !x.Info.SelfReloads && !x.HasAmmo()))
            {
                return(ActivityUtils.SequenceActivities(new HeliReturnToBase(self), NextActivity));
            }

            var dist = target.CenterPosition - self.CenterPosition;

            // Can rotate facing while ascending
            var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : helicopter.Facing;

            helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.TurnSpeed);

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
            {
                return(this);
            }

            // Fly towards the target
            // TODO: Fix that the helicopter won't do anything if it has multiple weapons with different ranges
            // and the weapon with the longest range is out of ammo
            if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRange()))
            {
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
            }

            // Fly backwards from the target
            // TODO: Same problem as with MaximumRange
            if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRange()))
            {
                // Facing 0 doesn't work with the following position change
                var facing = 1;
                if (desiredFacing != 0)
                {
                    facing = desiredFacing;
                }
                else if (helicopter.Facing != 0)
                {
                    facing = helicopter.Facing;
                }
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(-facing));
            }

            attackHeli.DoAttack(self, target);

            return(this);
        }
Beispiel #10
0
        public override Activity Tick(Actor self)
        {
            // Refuse to take off if it would land immediately again.
            if (helicopter.ForceLanding)
            {
                Cancel(self);
                return(NextActivity);
            }

            if (IsCanceled || !target.IsValidFor(self))
            {
                return(NextActivity);
            }

            var pos       = self.CenterPosition;
            var targetPos = attackHeli.GetTargetPosition(pos, target);

            if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog &&
                !target.Actor.CanBeViewedByPlayer(self.Owner))
            {
                var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(targetPos));

                Cancel(self);
                self.SetTargetLine(newTarget, Color.Green);
                return(new HeliFly(self, newTarget));
            }

            // If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
            if (!autoReloads && helicopter.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
            {
                return(ActivityUtils.SequenceActivities(new HeliReturnToBase(self, helicopter.Info.AbortOnResupply), this));
            }

            var dist = targetPos - pos;

            // Can rotate facing while ascending
            var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : helicopter.Facing;

            helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.TurnSpeed);

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
            {
                return(this);
            }

            // Fly towards the target
            if (!target.IsInRange(pos, attackHeli.GetMaximumRangeVersusTarget(target)))
            {
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
            }

            // Fly backwards from the target
            if (target.IsInRange(pos, attackHeli.GetMinimumRangeVersusTarget(target)))
            {
                // Facing 0 doesn't work with the following position change
                var facing = 1;
                if (desiredFacing != 0)
                {
                    facing = desiredFacing;
                }
                else if (helicopter.Facing != 0)
                {
                    facing = helicopter.Facing;
                }
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(-facing));
            }

            attackHeli.DoAttack(self, target);

            return(this);
        }
Beispiel #11
0
        public override Activity Tick(Actor self)
        {
            if (IsCanceled || !target.IsValidFor(self))
            {
                return(NextActivity);
            }

            if (attackOnlyVisibleTargets && target.Type == TargetType.Actor && canHideUnderFog &&
                !self.Owner.CanTargetActor(target.Actor))
            {
                var newTarget = Target.FromCell(self.World, self.World.Map.CellContaining(target.CenterPosition));

                Cancel(self);
                self.SetTargetLine(newTarget, Color.Green);
                return(new HeliFly(self, newTarget));
            }

            // If any AmmoPool is depleted and no weapon is valid against target, return to helipad to reload and then resume the activity
            if (ammoPools.Any(x => !x.Info.SelfReloads && !x.HasAmmo()) && !attackHeli.HasAnyValidWeapons(target))
            {
                return(ActivityUtils.SequenceActivities(new HeliReturnToBase(self, helicopter.Info.AbortOnResupply), this));
            }

            var dist = target.CenterPosition - self.CenterPosition;

            // Can rotate facing while ascending
            var desiredFacing = dist.HorizontalLengthSquared != 0 ? dist.Yaw.Facing : helicopter.Facing;

            helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.TurnSpeed);

            if (HeliFly.AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude))
            {
                return(this);
            }

            // Fly towards the target
            if (!target.IsInRange(self.CenterPosition, attackHeli.GetMaximumRangeVersusTarget(target)))
            {
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(desiredFacing));
            }

            // Fly backwards from the target
            if (target.IsInRange(self.CenterPosition, attackHeli.GetMinimumRangeVersusTarget(target)))
            {
                // Facing 0 doesn't work with the following position change
                var facing = 1;
                if (desiredFacing != 0)
                {
                    facing = desiredFacing;
                }
                else if (helicopter.Facing != 0)
                {
                    facing = helicopter.Facing;
                }
                helicopter.SetPosition(self, helicopter.CenterPosition + helicopter.FlyStep(-facing));
            }

            attackHeli.DoAttack(self, target);

            return(this);
        }
Beispiel #12
0
        public override Activity Tick(Actor self)
        {
            if (ChildActivity != null)
            {
                ChildActivity = ActivityUtils.RunActivityTick(self, ChildActivity);
                if (ChildActivity != null)
                {
                    return(this);
                }
            }

            // Refuse to take off if it would land immediately again.
            if (aircraft.ForceLanding)
            {
                Cancel(self);
            }

            if (IsCanceling)
            {
                // Cancel the requested target, but keep firing on it while in range
                if (attackAircraft.Info.PersistentTargeting)
                {
                    attackAircraft.OpportunityTarget      = attackAircraft.RequestedTarget;
                    attackAircraft.OpportunityForceAttack = attackAircraft.RequestedForceAttack;
                    attackAircraft.OpportunityTargetIsPersistentTarget = true;
                }

                attackAircraft.RequestedTarget = Target.Invalid;
                return(NextActivity);
            }

            // Check that AttackFollow hasn't cancelled the target by modifying attack.Target
            // Having both this and AttackFollow modify that field is a horrible hack.
            if (hasTicked && attackAircraft.RequestedTarget.Type == TargetType.Invalid)
            {
                return(NextActivity);
            }

            if (attackAircraft.IsTraitPaused)
            {
                return(this);
            }

            bool targetIsHiddenActor;

            attackAircraft.RequestedTarget         = target = target.Recalculate(self.Owner, out targetIsHiddenActor);
            attackAircraft.RequestedTargetLastTick = self.World.WorldTick;
            hasTicked = true;

            if (!targetIsHiddenActor && target.Type == TargetType.Actor)
            {
                lastVisibleTarget       = Target.FromTargetPositions(target);
                lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target);
                lastVisibleOwner        = target.Actor.Owner;
                lastVisibleTargetTypes  = target.Actor.GetEnabledTargetTypes();
            }

            var oldUseLastVisibleTarget = useLastVisibleTarget;

            useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self);

            // Update target lines if required
            if (useLastVisibleTarget != oldUseLastVisibleTarget)
            {
                self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false);
            }

            // Target is hidden or dead, and we don't have a fallback position to move towards
            if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self))
            {
                attackAircraft.RequestedTarget = Target.Invalid;
                return(NextActivity);
            }

            // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
            if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
            {
                QueueChild(self, new ReturnToBase(self, aircraft.Info.AbortOnResupply), true);
                return(this);
            }

            var pos         = self.CenterPosition;
            var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target;

            // Update facing
            var delta         = attackAircraft.GetTargetPosition(pos, checkTarget) - pos;
            var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing;

            aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed);
            if (HeliFly.AdjustAltitude(self, aircraft, aircraft.Info.CruiseAltitude))
            {
                return(this);
            }

            // We don't know where the target actually is, so move to where we last saw it
            if (useLastVisibleTarget)
            {
                // We've reached the assumed position but it is not there - give up
                if (checkTarget.IsInRange(pos, lastVisibleMaximumRange))
                {
                    attackAircraft.RequestedTarget = Target.Invalid;
                    return(NextActivity);
                }

                // Fly towards the last known position
                aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing));
                return(this);
            }

            // Fly towards the target
            if (!target.IsInRange(pos, attackAircraft.GetMaximumRangeVersusTarget(target)))
            {
                aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(desiredFacing));
            }

            // Fly backwards from the target
            if (target.IsInRange(pos, attackAircraft.GetMinimumRangeVersusTarget(target)))
            {
                // Facing 0 doesn't work with the following position change
                var facing = 1;
                if (desiredFacing != 0)
                {
                    facing = desiredFacing;
                }
                else if (aircraft.Facing != 0)
                {
                    facing = aircraft.Facing;
                }
                aircraft.SetPosition(self, aircraft.CenterPosition + aircraft.FlyStep(-facing));
            }

            return(this);
        }
Beispiel #13
0
        public override Activity Tick(Actor self)
        {
            if (ChildActivity != null)
            {
                ChildActivity = ActivityUtils.RunActivityTick(self, ChildActivity);
                if (ChildActivity != null)
                {
                    return(this);
                }
            }

            if (IsCanceling || target.Type == TargetType.Invalid)
            {
                aircraft.RemoveInfluence();
                return(NextActivity);
            }

            if (!landingInitiated)
            {
                var landingCell = !aircraft.Info.VTOL ? self.World.Map.CellContaining(target.CenterPosition + offset) : self.Location;
                if (!aircraft.CanLand(landingCell, target.Actor))
                {
                    // Maintain holding pattern.
                    if (!aircraft.Info.CanHover)
                    {
                        QueueChild(self, new FlyCircle(self, 25), true);
                    }

                    self.NotifyBlocker(landingCell);
                    return(this);
                }

                aircraft.AddInfluence(landingCell);
                aircraft.EnteringCell(self);
                landingInitiated = true;
            }

            var altitude     = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
            var landAltitude = self.World.Map.DistanceAboveTerrain(target.CenterPosition + offset) + aircraft.LandAltitude;

            if (!soundPlayed && aircraft.Info.LandingSounds.Length > 0 && altitude != landAltitude)
            {
                Game.Sound.Play(SoundType.World, aircraft.Info.LandingSounds, self.World, aircraft.CenterPosition);
                soundPlayed = true;
            }

            // For VTOLs we assume we've already arrived at the target location and just need to move downward
            if (aircraft.Info.VTOL)
            {
                if (HeliFly.AdjustAltitude(self, aircraft, landAltitude))
                {
                    return(this);
                }

                return(NextActivity);
            }

            var d = (target.CenterPosition + offset) - self.CenterPosition;

            // The next move would overshoot, so just set the final position
            var move = aircraft.FlyStep(aircraft.Facing);

            if (d.HorizontalLengthSquared < move.HorizontalLengthSquared)
            {
                var landingAltVec = new WVec(WDist.Zero, WDist.Zero, aircraft.LandAltitude);
                aircraft.SetPosition(self, target.CenterPosition + offset + landingAltVec);
                return(NextActivity);
            }

            var landingAlt = self.World.Map.DistanceAboveTerrain(target.CenterPosition + offset) + aircraft.LandAltitude;

            Fly.FlyToward(self, aircraft, d.Yaw.Facing, landingAlt);

            return(this);
        }