public override Activity Tick(Actor self) { if (!target.IsValidFor(self)) Cancel(self); if (IsCanceled) return NextActivity; 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; } var d = target.CenterPosition - self.CenterPosition; // The next move would overshoot, so just set the final position var move = aircraft.FlyStep(aircraft.Facing); if (d.HorizontalLengthSquared < move.HorizontalLengthSquared) { aircraft.SetPosition(self, target.CenterPosition); return NextActivity; } var landingAlt = self.World.Map.DistanceAboveTerrain(target.CenterPosition); Fly.FlyToward(self, aircraft, d.Yaw.Facing, landingAlt); return this; }
public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(NextActivity); } if (IsCanceled) { return(NextActivity); } if (remainingTicks > 0) { remainingTicks--; } else if (remainingTicks == 0) { return(NextActivity); } // We can't possibly turn this fast var desiredFacing = aircraft.Facing + 64; Fly.FlyToward(self, aircraft, desiredFacing, cruiseAltitude); return(this); }
public override bool Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(true); } var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition); if (dat < aircraft.Info.CruiseAltitude) { // If we're a VTOL, rise before flying forward if (aircraft.Info.VTOL) { Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(false); } Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(false); } return(true); }
public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. if (plane.ForceLanding) { Cancel(self); return(NextActivity); } if (IsCanceled || !target.IsValidFor(self)) { return(NextActivity); } if (target.IsInRange(self.CenterPosition, minRange)) { var directVector = target.CenterPosition - self.CenterPosition; Fly.FlyToward(self, plane, (directVector.Yaw + WAngle.FromDegrees(180)).Facing, plane.Info.CruiseAltitude); return(this); } if (target.IsInRange(self.CenterPosition, maxRange)) { Fly.FlyToward(self, plane, plane.Facing, plane.Info.CruiseAltitude); return(this); } return(ActivityUtils.SequenceActivities(new Fly(self, target, minRange, maxRange), this)); }
public override Activity Tick(Actor self) { if (!target.IsValidFor(self)) { Cancel(self); } if (IsCanceled) { return(NextActivity); } var d = target.CenterPosition - self.CenterPosition; // The next move would overshoot, so just set the final position var move = plane.FlyStep(plane.Facing); if (d.HorizontalLengthSquared < move.HorizontalLengthSquared) { plane.SetPosition(self, target.CenterPosition); return(NextActivity); } var desiredFacing = Util.GetFacing(d, plane.Facing); Fly.FlyToward(self, plane, desiredFacing, WRange.Zero); return(this); }
public override bool Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(true); } var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition); if (dat < aircraft.Info.CruiseAltitude) { // If we're a VTOL, rise before flying forward if (aircraft.Info.VTOL) { Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(false); } Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(false); } // Only move to the fallback target if we don't have anything better to do if (NextActivity == null && fallbackTarget.IsValidFor(self) && !movedToTarget) { QueueChild(new AttackMoveActivity(self, () => move.MoveToTarget(self, fallbackTarget, targetLineColor: Color.OrangeRed))); movedToTarget = true; return(false); } return(true); }
public override Activity Tick(Actor self) { if (remainingTicks == 0 || (NextActivity != null && remainingTicks < 0)) { return(NextActivity); } // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(NextActivity); } if (IsCanceling) { return(NextActivity); } if (remainingTicks > 0) { remainingTicks--; } // We can't possibly turn this fast var desiredFacing = aircraft.Facing + 64; // This override is necessary, otherwise CanHover aircraft would circle sideways var move = aircraft.FlyStep(aircraft.Facing); Fly.FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, move, turnSpeedOverride); return(this); }
public override Activity Tick(Actor self) { if (!target.IsValidFor(self)) { Cancel(self); } if (IsCanceled) { return(NextActivity); } var d = target.CenterPosition - self.CenterPosition; // The next move would overshoot, so just set the final position var move = aircraft.FlyStep(aircraft.Facing); if (d.HorizontalLengthSquared < move.HorizontalLengthSquared) { aircraft.SetPosition(self, target.CenterPosition); return(NextActivity); } var landingAlt = self.World.Map.DistanceAboveTerrain(target.CenterPosition); Fly.FlyToward(self, aircraft, d.Yaw.Facing, landingAlt); return(this); }
// 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; }
public override bool Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); } if (IsCanceling) { return(true); } bool targetIsHiddenActor; target = target.Recalculate(self.Owner, out targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); } useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // If we are ticking again after previously sequencing a MoveWithRange then that move must have completed // Either we are in range and can see the target, or we've lost track of it and should give up if (wasMovingWithinRange && targetIsHiddenActor) { return(true); } wasMovingWithinRange = false; // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) { return(true); } var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; // We've reached the required range - if the target is visible and valid then we wait // otherwise if it is hidden or dead we give up if (checkTarget.IsInRange(pos, maxRange) && !checkTarget.IsInRange(pos, minRange)) { if (!aircraft.Info.CanHover) { Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); } return(useLastVisibleTarget); } wasMovingWithinRange = true; QueueChild(aircraft.MoveWithinRange(target, minRange, maxRange, checkTarget.CenterPosition, targetLineColor)); return(false); }
public override Activity Tick(Actor self) { if (IsCanceled || !self.World.Map.Contains(self.Location)) { return(NextActivity); } Fly.FlyToward(self, plane, plane.Facing, plane.Info.CruiseAltitude); return(this); }
public override Activity Tick(Actor self) { if (IsCanceled || remainingTicks-- == 0) { return(NextActivity); } Fly.FlyToward(self, plane, plane.Facing, cruiseAltitude); return(this); }
public override Activity Tick(Actor self) { if (IsCanceled) { return(NextActivity); } // We can't possibly turn this fast var desiredFacing = plane.Facing + 64; Fly.FlyToward(self, plane, desiredFacing, cruiseAltitude); return(this); }
public override Activity Tick(Actor self) { if (IsCanceled || !target.IsValidFor(self)) { return(NextActivity); } if (target.IsInRange(self.CenterPosition, maxRange) && !target.IsInRange(self.CenterPosition, minRange)) { Fly.FlyToward(self, plane, plane.Facing, plane.Info.CruiseAltitude); return(this); } return(ActivityUtils.SequenceActivities(new Fly(self, target, minRange, maxRange), this)); }
public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(NextActivity); } if (IsCanceling || !self.World.Map.Contains(self.Location)) { return(NextActivity); } Fly.FlyToward(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(this); }
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. if (aircraft.ForceLanding) { Cancel(self); return(NextActivity); } var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition); if (dat < aircraft.Info.CruiseAltitude) { // If we're a VTOL, rise before flying forward if (aircraft.Info.VTOL) { Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(this); } else { Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(this); } } // Checking for NextActivity == null again in case another activity was queued while taking off if (moveToRallyPoint && NextActivity == null) { QueueChild(self, new AttackMoveActivity(self, () => move.MoveToTarget(self, target)), true); moveToRallyPoint = false; return(this); } return(NextActivity); }
public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. if (plane.ForceLanding) { Cancel(self); return(NextActivity); } if (IsCanceled || remainingTicks-- == 0) { return(NextActivity); } Fly.FlyToward(self, plane, plane.Facing, cruiseAltitude); return(this); }
public override bool Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(true); } if (IsCanceling || remainingTicks-- == 0) { return(true); } Fly.FlyTick(self, aircraft, aircraft.Facing, cruiseAltitude); return(false); }
public override Activity Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(NextActivity); } if (IsCanceled || !target.IsValidFor(self)) { return(NextActivity); } if (target.IsInRange(self.CenterPosition, maxRange) && !target.IsInRange(self.CenterPosition, minRange)) { Fly.FlyToward(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(this); } return(ActivityUtils.SequenceActivities(new Fly(self, target, minRange, maxRange), this)); }
public override bool Tick(Actor self) { if (remainingTicks == 0 || (NextActivity != null && remainingTicks < 0)) { return(true); } if (aircraft.ForceLanding || IsCanceling) { return(true); } if (remainingTicks > 0) { remainingTicks--; } if (tickIdles != null) { foreach (var tickIdle in tickIdles) { tickIdle.TickIdle(self); } } if (aircraft.Info.IdleSpeed > 0 || (!aircraft.Info.CanHover && aircraft.Info.IdleSpeed < 0)) { var speed = aircraft.Info.IdleSpeed < 0 ? aircraft.Info.Speed : aircraft.Info.IdleSpeed; // This override is necessary, otherwise aircraft with CanSlide would circle sideways var move = aircraft.FlyStep(speed, aircraft.Facing); // We can't possibly turn this fast var desiredFacing = aircraft.Facing + new WAngle(256); Fly.FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, move, idleTurn); } return(false); }
public override Activity Tick(Actor self) { if (!target.IsValidFor(self)) Cancel(self); if (IsCanceled) return NextActivity; var d = target.CenterPosition - self.CenterPosition; // The next move would overshoot, so just set the final position var move = plane.FlyStep(plane.Facing); if (d.HorizontalLengthSquared < move.HorizontalLengthSquared) { plane.SetPosition(self, target.CenterPosition); return NextActivity; } Fly.FlyToward(self, plane, d.Yaw.Facing, new WDist(target.CenterPosition.Z)); return this; }
public override bool Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); return(true); } // Having flyTicks < 0 is valid and means the actor flies until this activity is canceled if (IsCanceling || (flyTicks > 0 && ticks++ >= flyTicks) || (flyTicks == 0 && remainingDistance <= 0)) { return(true); } // FlyTick moves the aircraft while FlyStep calculates how far we are moving if (remainingDistance != 0) { remainingDistance -= aircraft.FlyStep(aircraft.Facing).HorizontalLength; } Fly.FlyTick(self, aircraft, aircraft.Facing, cruiseAltitude); return(false); }
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); }
public override bool Tick(Actor self) { returnToBase = false; // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); } if (IsCanceling) { return(true); } // 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(true); } if (attackAircraft.IsTraitPaused) { return(false); } bool targetIsHiddenActor; target = target.Recalculate(self.Owner, out targetIsHiddenActor); attackAircraft.SetRequestedTarget(self, target, forceAttack); hasTicked = true; if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); lastVisibleOwner = target.Actor.Owner; lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes(); } // The target may become hidden in the same tick the FlyAttack constructor is called, // causing lastVisible* to remain uninitialized. // Fix the fallback values based on the frozen actor properties else if (target.Type == TargetType.FrozenActor && !lastVisibleTarget.IsValidFor(self)) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); lastVisibleOwner = target.FrozenActor.Owner; lastVisibleTargetTypes = target.FrozenActor.TargetTypes; } useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) { return(true); } // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload // and resume the activity after reloading if AbortOnResupply is set to 'false' if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self))) { QueueChild(new ReturnToBase(self)); returnToBase = true; return(attackAircraft.Info.AbortOnResupply); } var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; // 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)) { return(true); } // Fly towards the last known position QueueChild(new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red)); return(false); } var delta = attackAircraft.GetTargetPosition(pos, target) - pos; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing; QueueChild(new TakeOff(self)); var minimumRange = attackAircraft.Info.AttackType == AirAttackType.Strafe ? WDist.Zero : attackAircraft.GetMinimumRangeVersusTarget(target); // When strafing we must move forward for a minimum number of ticks after passing the target. if (remainingTicksUntilTurn > 0) { Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); remainingTicksUntilTurn--; } // Move into range of the target. else if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange)) { QueueChild(aircraft.MoveWithinRange(target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red)); } // The aircraft must keep moving forward even if it is already in an ideal position. else if (!aircraft.Info.CanHover || attackAircraft.Info.AttackType == AirAttackType.Strafe) { Fly.FlyTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); remainingTicksUntilTurn = attackAircraft.Info.AttackTurnDelay; } // Turn to face the target if required. else if (!attackAircraft.TargetInFiringArc(self, target, attackAircraft.Info.FacingTolerance)) { aircraft.Facing = Util.TickFacing(aircraft.Facing, desiredFacing, aircraft.TurnSpeed); } return(false); }
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. if (aircraft.ForceLanding) { Cancel(self); } var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition); if (IsCanceling) { // We must return the actor to a sensible height before continuing. // If the aircraft is on the ground we queue TakeOff to manage the influence reservation and takeoff sounds etc. // TODO: It would be better to not take off at all, but we lack the plumbing to detect current airborne/landed state. // If the aircraft lands when idle and is idle, we let the default idle handler manage this. // TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes. var skipHeightAdjustment = aircraft.Info.LandWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null; if (aircraft.Info.CanHover && !skipHeightAdjustment && dat != aircraft.Info.CruiseAltitude) { if (dat <= aircraft.LandAltitude) { QueueChild(self, new TakeOff(self, target), true); } else { VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); } return(this); } return(NextActivity); } else if (dat <= aircraft.LandAltitude) { QueueChild(self, new TakeOff(self, target), true); return(this); } bool targetIsHiddenActor; target = target.Recalculate(self.Owner, out targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); } var oldUseLastVisibleTarget = useLastVisibleTarget; useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Update target lines if required if (useLastVisibleTarget != oldUseLastVisibleTarget && targetLineColor.HasValue) { self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value, false); } // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) { return(NextActivity); } var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; var delta = checkTarget.CenterPosition - self.CenterPosition; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing; // Inside the target annulus, so we're done var insideMaxRange = maxRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, maxRange); var insideMinRange = minRange.Length > 0 && checkTarget.IsInRange(aircraft.CenterPosition, minRange); if (insideMaxRange && !insideMinRange) { return(NextActivity); } var move = aircraft.Info.CanHover ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing); // Inside the minimum range, so reverse if CanHover if (aircraft.Info.CanHover && insideMinRange) { FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, -move); return(this); } // The next move would overshoot, so consider it close enough or set final position if CanHover if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared) { if (aircraft.Info.CanHover) { // Set final (horizontal) position if (delta.HorizontalLengthSquared != 0) { // Ensure we don't include a non-zero vertical component here that would move us away from CruiseAltitude var deltaMove = new WVec(delta.X, delta.Y, 0); FlyTick(self, aircraft, desiredFacing, dat, deltaMove); } // Move to CruiseAltitude, if not already there if (dat != aircraft.Info.CruiseAltitude) { Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(this); } } return(NextActivity); } if (!aircraft.Info.CanHover) { // Using the turn rate, compute a hypothetical circle traced by a continuous turn. // If it contains the destination point, it's unreachable without more complex manuvering. var turnRadius = CalculateTurnRadius(aircraft.MovementSpeed, aircraft.TurnSpeed); // The current facing is a tangent of the minimal turn circle. // Make a perpendicular vector, and use it to locate the turn's center. var turnCenterFacing = aircraft.Facing; turnCenterFacing += Util.GetNearestFacing(aircraft.Facing, desiredFacing) > 0 ? 64 : -64; var turnCenterDir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(turnCenterFacing)); turnCenterDir *= turnRadius; turnCenterDir /= 1024; // Compare with the target point, and keep flying away if it's inside the circle. var turnCenter = aircraft.CenterPosition + turnCenterDir; if ((checkTarget.CenterPosition - turnCenter).HorizontalLengthSquared < turnRadius * turnRadius) { desiredFacing = aircraft.Facing; } } FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude); return(this); }
public override bool Tick(Actor self) { // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) { Cancel(self); } var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition); var isLanded = dat <= aircraft.LandAltitude; // HACK: Prevent paused (for example, EMP'd) aircraft from taking off. // This is necessary until the TODOs in the IsCanceling block below are adressed. if (isLanded && aircraft.IsTraitPaused) { return(false); } if (IsCanceling) { // We must return the actor to a sensible height before continuing. // If the aircraft is on the ground we queue TakeOff to manage the influence reservation and takeoff sounds etc. // TODO: It would be better to not take off at all, but we lack the plumbing to detect current airborne/landed state. // If the aircraft lands when idle and is idle, we let the default idle handler manage this. // TODO: Remove this after fixing all activities to work properly with arbitrary starting altitudes. var landWhenIdle = aircraft.Info.IdleBehavior == IdleBehaviorType.Land; var skipHeightAdjustment = landWhenIdle && self.CurrentActivity.IsCanceling && self.CurrentActivity.NextActivity == null; if (aircraft.Info.CanHover && !skipHeightAdjustment && dat != aircraft.Info.CruiseAltitude) { if (isLanded) { QueueChild(new TakeOff(self)); } else { VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); } return(false); } return(true); } else if (isLanded) { QueueChild(new TakeOff(self)); return(false); } bool targetIsHiddenActor; target = target.Recalculate(self.Owner, out targetIsHiddenActor); if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); } useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) { return(true); } var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; var pos = aircraft.GetPosition(); var delta = checkTarget.CenterPosition - pos; // Inside the target annulus, so we're done var insideMaxRange = maxRange.Length > 0 && checkTarget.IsInRange(pos, maxRange); var insideMinRange = minRange.Length > 0 && checkTarget.IsInRange(pos, minRange); if (insideMaxRange && !insideMinRange) { return(true); } var isSlider = aircraft.Info.CanSlide; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing; var move = isSlider ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing); // Inside the minimum range, so reverse if we CanSlide, otherwise face away from the target. if (insideMinRange) { if (isSlider) { FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, -move); } else { desiredFacing = Util.NormalizeFacing(desiredFacing + 128); FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude, move); } return(false); } // HACK: Consider ourselves blocked if we have moved by less than 64 WDist in the last five ticks // Stop if we are blocked and close enough if (positionBuffer.Count >= 5 && (positionBuffer.Last() - positionBuffer[0]).LengthSquared < 4096 && delta.HorizontalLengthSquared <= nearEnough.LengthSquared) { return(true); } // The next move would overshoot, so consider it close enough or set final position if we CanSlide if (delta.HorizontalLengthSquared < move.HorizontalLengthSquared) { // For VTOL landing to succeed, it must reach the exact target position, // so for the final move it needs to behave as if it had CanSlide. if (isSlider || aircraft.Info.VTOL) { // Set final (horizontal) position if (delta.HorizontalLengthSquared != 0) { // Ensure we don't include a non-zero vertical component here that would move us away from CruiseAltitude var deltaMove = new WVec(delta.X, delta.Y, 0); FlyTick(self, aircraft, desiredFacing, dat, deltaMove); } // Move to CruiseAltitude, if not already there if (dat != aircraft.Info.CruiseAltitude) { Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, aircraft.Info.CruiseAltitude); return(false); } } return(true); } if (!isSlider) { // Using the turn rate, compute a hypothetical circle traced by a continuous turn. // If it contains the destination point, it's unreachable without more complex manuvering. var turnRadius = CalculateTurnRadius(aircraft.MovementSpeed, aircraft.TurnSpeed); // The current facing is a tangent of the minimal turn circle. // Make a perpendicular vector, and use it to locate the turn's center. var turnCenterFacing = aircraft.Facing; turnCenterFacing += Util.GetNearestFacing(aircraft.Facing, desiredFacing) > 0 ? 64 : -64; var turnCenterDir = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(turnCenterFacing)); turnCenterDir *= turnRadius; turnCenterDir /= 1024; // Compare with the target point, and keep flying away if it's inside the circle. var turnCenter = aircraft.CenterPosition + turnCenterDir; if ((checkTarget.CenterPosition - turnCenter).HorizontalLengthSquared < turnRadius * turnRadius) { desiredFacing = aircraft.Facing; } } positionBuffer.Add(self.CenterPosition); if (positionBuffer.Count > 5) { positionBuffer.RemoveAt(0); } FlyTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude); return(false); }
public override Activity Tick(Actor self) { if (ChildActivity != null) { ChildActivity = ActivityUtils.RunActivity(self, ChildActivity); if (ChildActivity != null) { return(this); } } if (IsCanceling || target.Type == TargetType.Invalid) { // 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 continueLanding = aircraft.Info.LandWhenIdle && 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(self, new TakeOff(self), true); return(this); } 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 (Fly.VerticalTakeOffOrLandTick(self, aircraft, aircraft.Facing, 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.FlyTick(self, aircraft, d.Yaw.Facing, landingAlt); return(this); }
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. 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; // 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 QueueChild(self, new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red), true); return(this); } var delta = attackAircraft.GetTargetPosition(pos, target) - pos; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing; var isAirborne = self.World.Map.DistanceAboveTerrain(pos).Length >= aircraft.Info.MinAirborneAltitude; if (!isAirborne) { QueueChild(self, new TakeOff(self), true); } if (attackAircraft.Info.AttackType == AirAttackType.Strafe) { if (target.IsInRange(pos, attackAircraft.GetMinimumRange())) { QueueChild(self, new FlyTimed(ticksUntilTurn, self), true); } QueueChild(self, new Fly(self, target, target.CenterPosition, Color.Red), true); QueueChild(self, new FlyTimed(ticksUntilTurn, self)); } else { var minimumRange = attackAircraft.GetMinimumRangeVersusTarget(target); if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange)) { QueueChild(self, new Fly(self, target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red), true); } else if (isAirborne) // Don't use 'else' to avoid conflict with TakeOff { Fly.VerticalTakeOffOrLandTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude); } } return(this); }
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); }
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); }