public override Activity Tick(Actor self) { if (IsCanceled || !target.IsValidFor(self)) { return(NextActivity); } if (AdjustAltitude(self, helicopter, helicopter.Info.CruiseAltitude)) { return(this); } var pos = target.CenterPosition; // Rotate towards the target var dist = pos - self.CenterPosition; var desiredFacing = Util.GetFacing(dist, helicopter.Facing); helicopter.Facing = Util.TickFacing(helicopter.Facing, desiredFacing, helicopter.ROT); var move = helicopter.FlyStep(desiredFacing); // Inside the minimum range, so reverse if (minRange.Range > 0 && target.IsInRange(helicopter.CenterPosition, minRange)) { helicopter.SetPosition(self, helicopter.CenterPosition - move); return(this); } // Inside the maximum range, so we're done if (maxRange.Range > 0 && target.IsInRange(helicopter.CenterPosition, maxRange)) { return(NextActivity); } // The next move would overshoot, so just set the final position if (dist.HorizontalLengthSquared < move.HorizontalLengthSquared) { helicopter.SetPosition(self, pos + new WVec(0, 0, helicopter.Info.CruiseAltitude.Range - pos.Z)); return(NextActivity); } helicopter.SetPosition(self, helicopter.CenterPosition + move); return(this); }
public static bool AdjustAltitude(Actor self, Helicopter helicopter, WRange targetAltitude) { var altitude = helicopter.CenterPosition.Z; if (altitude == targetAltitude.Range) { return(false); } var delta = helicopter.Info.AltitudeVelocity.Range; var dz = (targetAltitude.Range - altitude).Clamp(-delta, delta); helicopter.SetPosition(self, helicopter.CenterPosition + new WVec(0, 0, dz)); return(true); }