public override bool 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(true); } if (IsCanceling || self.IsDead) { return(true); } if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self)) { dest = ChooseResupplier(self, true); } if (dest == null) { var nearestResupplier = ChooseResupplier(self, false); if (nearestResupplier != null) { if (aircraft.Info.CanHover) { var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength; var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length; // If no pad is available, move near one and wait if (distanceFromResupplier > distanceLength) { var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024; var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition); QueueChild(new Fly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green)); } return(false); } QueueChild(new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green)); QueueChild(new FlyIdle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport)); return(false); } // Prevent an infinite loop in case we'd return to the activity that called ReturnToBase in the first place. Go idle instead. self.CancelActivity(); return(true); } if (ShouldLandAtBuilding(self, dest)) { var exit = dest.FirstExitOrDefault(null); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; if (aircraft.Info.TurnToDock || !aircraft.Info.VTOL) { facing = aircraft.Info.InitialFacing; } aircraft.MakeReservation(dest); QueueChild(new Land(self, Target.FromActor(dest), offset, facing, Color.Green)); QueueChild(new Resupply(self, dest, WDist.Zero, alwaysLand)); return(true); } QueueChild(new Fly(self, Target.FromActor(dest), targetLineColor: Color.Green)); return(true); }
public override Activity Tick(Actor self) { if (ChildActivity != null) { ChildActivity = ActivityUtils.RunActivity(self, ChildActivity); if (ChildActivity != null) { return(this); } } // 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 a Cancel was triggered at this point, it's unlikely that previously queued child activities finished, // so 'resupplied' needs to be set to false, else it + abortOnResupply might cause another Cancel // that would cancel any other activities that were queued after the first Cancel was triggered. // TODO: This is a mess, we need to somehow make the activity cancelling a bit less tricky. if (resupplied && IsCanceling) { resupplied = false; } if (resupplied && abortOnResupply) { self.CancelActivity(); } if (resupplied || IsCanceling || self.IsDead) { return(NextActivity); } if (dest == null || dest.IsDead || !Reservable.IsAvailableFor(dest, self)) { dest = ReturnToBase.ChooseResupplier(self, true); } if (!isCalculated) { Calculate(self); } if (dest == null) { var nearestResupplier = ChooseResupplier(self, false); if (nearestResupplier != null) { if (aircraft.Info.CanHover) { var distanceFromResupplier = (nearestResupplier.CenterPosition - self.CenterPosition).HorizontalLength; var distanceLength = aircraft.Info.WaitDistanceFromResupplyBase.Length; // If no pad is available, move near one and wait if (distanceFromResupplier > distanceLength) { var randomPosition = WVec.FromPDF(self.World.SharedRandom, 2) * distanceLength / 1024; var target = Target.FromPos(nearestResupplier.CenterPosition + randomPosition); QueueChild(self, new Fly(self, target, WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green), true); } return(this); } else { QueueChild(self, new Fly(self, Target.FromActor(nearestResupplier), WDist.Zero, aircraft.Info.WaitDistanceFromResupplyBase, targetLineColor: Color.Green), true); QueueChild(self, new FlyCircle(self, aircraft.Info.NumberOfTicksToVerifyAvailableAirport), true); return(this); } } else if (nearestResupplier == null && aircraft.Info.VTOL && aircraft.Info.LandWhenIdle) { // Using Queue instead of QueueChild here is intentional, as we want VTOLs with LandWhenIdle to land and stay there in this situation Cancel(self); if (aircraft.Info.TurnToLand) { Queue(self, new Turn(self, aircraft.Info.InitialFacing)); } Queue(self, new Land(self)); return(NextActivity); } 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); } } var exit = dest.FirstExitOrDefault(null); var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero; if (aircraft.Info.VTOL || aircraft.Info.CanHover) { QueueChild(self, new Fly(self, Target.FromPos(dest.CenterPosition + offset)), true); } else { var turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed); QueueChild(self, new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)), true); QueueChild(self, new Fly(self, Target.FromPos(w2)), true); // Fix a problem when the airplane is sent to resupply near the airport QueueChild(self, new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)), true); } if (ShouldLandAtBuilding(self, dest)) { aircraft.MakeReservation(dest); if (aircraft.Info.VTOL && aircraft.Info.TurnToDock) { QueueChild(self, new Turn(self, aircraft.Info.InitialFacing), true); } QueueChild(self, new Land(self, Target.FromActor(dest), offset), true); QueueChild(self, new Resupply(self, dest, WDist.Zero), true); resupplied = true; } return(this); }
public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Move") { var cell = self.World.Map.Clamp(self.World.Map.CellContaining(order.Target.CenterPosition)); if (!Info.MoveIntoShroud && !self.Owner.Shroud.IsExplored(cell)) { return; } if (!order.Queued) { UnReserve(); } var target = Target.FromCell(self.World, cell); self.SetTargetLine(target, Color.Green); if (!Info.CanHover) { self.QueueActivity(order.Queued, new Fly(self, target)); } //else // self.QueueActivity(order.Queued, new HeliFlyAndLandWhenIdle(self, target, Info)); } else if (order.OrderString == "Enter" || order.OrderString == "Repair") { // Enter and Repair orders are only valid for own/allied actors, // which are guaranteed to never be frozen. if (order.Target.Type != TargetType.Actor) { return; } if (!order.Queued) { UnReserve(); } var targetActor = order.Target.Actor; // We only want to set a target line if the order will (most likely) succeed if (Reservable.IsAvailableFor(targetActor, self)) { self.SetTargetLine(Target.FromActor(targetActor), Color.Green); } self.QueueActivity(order.Queued, new ReturnToBase(self, Info.AbortOnResupply, targetActor)); } else if (order.OrderString == "Stop") { self.CancelActivity(); // HACK: If the player accidentally pressed 'Stop', we don't want this to cancel reservation. // If unreserving is actually desired despite an actor below, it should be triggered from OnBecomingIdle. UnReserve(); } else if (order.OrderString == "ReturnToBase" && rearmable != null && rearmable.Info.RearmActors.Any()) { // Don't restart activity every time deploy hotkey is triggered if (self.CurrentActivity is ReturnToBase) { return; } if (!order.Queued) { UnReserve(); } // Aircraft with TakeOffOnResupply would immediately take off again, so there's no point in forcing them to land // on a resupplier. For aircraft without it, it makes more sense to land than to idle above a free resupplier, though. self.QueueActivity(order.Queued, new ReturnToBase(self, Info.AbortOnResupply, null, !Info.TakeOffOnResupply)); } else if (order.OrderString == "Scatter") { Nudge(self); } }