示例#1
0
        /// <summary>
        /// Refuel the aircraft unit in air.
        /// </summary>
        /// <param name="refuelingAircraft">The aircraft unit to refuel from.</param>
        /// <returns></returns>
        public bool RefuelInAir(AircraftUnit refuelingAircraft)
        {
            // Check if refueling aircraft is within distance
            var distanceToTargetM = MapHelper.CalculateDistanceM(Position.Coordinate, refuelingAircraft.Position.Coordinate);

            if (distanceToTargetM < GameConstants.DISTANCE_TO_TARGET_IS_HIT_M)
            {
                // Make sure we're in the queue
                if (!refuelingAircraft.IsInFuelQueue(this) && !refuelingAircraft.AddToFuelQueue(this, FuelDistanceCoveredSinceRefuelM))
                {
                    return(false);
                }
                return(refuelingAircraft.GiveFuel(this));
            }

            // Take bingo fuel factor into account
            distanceToTargetM *= GameConstants.BINGO_FUEL_FACTOR;
            if (distanceToTargetM < FuelDistanceRemainingM)
            {
                // Check if refueling aircraft has enough fuel to give us. Make sure to remove from queue before adding
                refuelingAircraft.RemoveFromFuelQueue(this);
                if (refuelingAircraft.AddToFuelQueue(this, FuelDistanceCoveredSinceRefuelM + distanceToTargetM))
                {
                    MissionType             = GameConstants.MissionType.Ferry;
                    MissionTargetType       = GameConstants.MissionTargetType.Undefined;
                    TargetDetectedUnit      = null;
                    IsOrderedToReturnToBase = true;
                    ActualSpeedKph          = GetSpeedInKphFromSpeedType(GameConstants.UnitSpeedType.Cruise);
                    SetActualSpeed(ActualSpeedKph); //force afterburners off immediately
                    UserDefinedSpeed = GameConstants.UnitSpeedType.Cruise;
                    SetDirty(GameConstants.DirtyStatus.UnitChanged);

                    // Change speed on refueling aircraft as well
                    refuelingAircraft.ActualSpeedKph = refuelingAircraft.GetSpeedInKphFromSpeedType(GameConstants.UnitSpeedType.Slow);
                    refuelingAircraft.SetActualSpeed(refuelingAircraft.ActualSpeedKph);
                    refuelingAircraft.UserDefinedSpeed = GameConstants.UnitSpeedType.Slow;
                    refuelingAircraft.SetDirty(GameConstants.DirtyStatus.UnitChanged);

                    // Create waypoint to the refueling aircraft and add refuel order
                    if (MovementOrder is MovementFormationOrder)
                    {
                        MovementOrder = new MovementOrder();
                    }
                    var wp = new Waypoint(refuelingAircraft);
                    wp.DesiredDistanceToTargetM = GameConstants.DISTANCE_TO_TARGET_IS_HIT_M; // TODO: set proper distance
                    wp.IsNotRecurring           = true;
                    wp.Orders.Add(new BaseOrder()
                    {
                        OrderType = GameConstants.OrderType.RefuelInAir, SecondId = refuelingAircraft.Id
                    });

                    MovementOrder.AddWaypointToTop(wp);
                    ReCalculateEta();
                    return(true);
                }
            }
            return(false);
        }