コード例 #1
0
        // Calculates non-CanHover/non-VTOL approach vector and waypoints
        void Calculate(Actor self)
        {
            if (dest == null)
            {
                return;
            }

            var exit   = dest.FirstExitOrDefault(null);
            var offset = exit != null ? exit.Info.SpawnOffset : WVec.Zero;

            var landPos  = dest.CenterPosition + offset;
            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;
        }
コード例 #2
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.
            // 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)
            {
                Cancel(self);
            }

            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 HeliFly(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.CanHover)
            {
                QueueChild(self, new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)), true);
            }
            else if (aircraft.Info.VTOL)
            {
                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);
        }
コード例 #3
0
        public override bool Tick(Actor self)
        {
            if (IsCanceling || target.Type == TargetType.Invalid)
            {
                if (landingInitiated)
                {
                    // We must return the actor to a sensible height before continuing.
                    // If the aircraft lands when idle and is idle, continue landing,
                    // otherwise climb back to CruiseAltitude.
                    // TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes.
                    var shouldLand      = aircraft.Info.IdleBehavior == IdleBehaviorType.Land;
                    var continueLanding = shouldLand && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null;
                    if (!continueLanding)
                    {
                        var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
                        if (dat > aircraft.LandAltitude && dat < aircraft.Info.CruiseAltitude)
                        {
                            QueueChild(new TakeOff(self));
                            return(false);
                        }

                        aircraft.RemoveInfluence();
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            var pos = aircraft.GetPosition();

            // Reevaluate target position in case the target has moved.
            targetPosition = target.CenterPosition + offset;
            landingCell    = self.World.Map.CellContaining(targetPosition);

            // We are already at the landing location.
            if ((targetPosition - pos).LengthSquared == 0)
            {
                return(true);
            }

            // Look for free landing cell
            if (target.Type == TargetType.Terrain && !landingInitiated)
            {
                var newLocation = aircraft.FindLandingLocation(landingCell, landRange);

                // Cannot land so fly towards the last target location instead.
                if (!newLocation.HasValue)
                {
                    QueueChild(aircraft.MoveTo(landingCell, 0));
                    return(true);
                }

                if (newLocation.Value != landingCell)
                {
                    target         = Target.FromCell(self.World, newLocation.Value);
                    targetPosition = target.CenterPosition + offset;
                    landingCell    = self.World.Map.CellContaining(targetPosition);
                }
            }

            // Move towards landing location/facing
            if (aircraft.Info.VTOL)
            {
                if ((pos - targetPosition).HorizontalLengthSquared != 0)
                {
                    QueueChild(new Fly(self, Target.FromPos(targetPosition)));
                    return(false);
                }
                else if (desiredFacing != -1 && desiredFacing != aircraft.Facing)
                {
                    QueueChild(new Turn(self, desiredFacing));
                    return(false);
                }
            }

            if (!aircraft.Info.VTOL && !finishedApproach)
            {
                // Calculate approach trajectory
                var altitude = aircraft.Info.CruiseAltitude.Length;

                // Distance required for descent.
                var landDistance = altitude * 1024 / aircraft.Info.MaximumPitch.Tan();

                // Approach landing from the opposite direction of the desired facing
                // TODO: Calculate sensible trajectory without preferred facing.
                var rotation = WRot.Zero;
                if (desiredFacing != -1)
                {
                    rotation = WRot.FromFacing(desiredFacing);
                }

                var approachStart = targetPosition + new WVec(0, landDistance, altitude).Rotate(rotation);

                // 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;
                }

                var w1 = posCenter + tangentOffset;
                var w2 = approachCenter + tangentOffset;
                var w3 = approachStart;

                turnRadius = Fly.CalculateTurnRadius(aircraft.Info.Speed, aircraft.Info.TurnSpeed);

                // Move along approach trajectory.
                QueueChild(new Fly(self, Target.FromPos(w1), WDist.Zero, new WDist(turnRadius * 3)));
                QueueChild(new Fly(self, Target.FromPos(w2)));

                // Fix a problem when the airplane is sent to land near the landing cell
                QueueChild(new Fly(self, Target.FromPos(w3), WDist.Zero, new WDist(turnRadius / 2)));
                finishedApproach = true;
                return(false);
            }

            if (!landingInitiated)
            {
                var blockingCells = clearCells.Append(landingCell);

                if (!aircraft.CanLand(blockingCells, target.Actor))
                {
                    // Maintain holding pattern.
                    QueueChild(new FlyIdle(self, 25));

                    self.NotifyBlocker(blockingCells);
                    finishedApproach = false;
                    return(false);
                }

                if (aircraft.Info.LandingSounds.Length > 0)
                {
                    Game.Sound.Play(SoundType.World, aircraft.Info.LandingSounds, self.World, aircraft.CenterPosition);
                }

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

            // Final descent.
            if (aircraft.Info.VTOL)
            {
                var landAltitude = self.World.Map.DistanceAboveTerrain(targetPosition) + aircraft.LandAltitude;
                if (Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, landAltitude))
                {
                    return(false);
                }

                return(true);
            }

            var d = targetPosition - pos;

            // 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, targetPosition + landingAltVec);
                return(true);
            }

            var landingAlt = self.World.Map.DistanceAboveTerrain(targetPosition) + aircraft.LandAltitude;

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

            return(false);
        }