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Add a submarine cruise missile which can be shot down.
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#region Copyright & License Information | ||
/* | ||
* Copyright 2021 The OpenHV Developers (see CREDITS) | ||
* This file is part of OpenHV, which is free software. It is made | ||
* available to you under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation, either version 3 of | ||
* the License, or (at your option) any later version. For more | ||
* information, see COPYING. | ||
*/ | ||
#endregion | ||
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using System.Collections.Generic; | ||
using OpenRA.Activities; | ||
using OpenRA.Mods.HV.Traits; | ||
using OpenRA.Traits; | ||
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namespace OpenRA.Mods.HV.Activities | ||
{ | ||
public class FlyGuidedIntoTarget : Activity | ||
{ | ||
enum Status { Prepare, Launch, NoCruiseLaunch, LazyCurve, Cruise, Hit, Unknown } | ||
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readonly BallisticMissile missile; | ||
readonly BallisticMissileInfo info; | ||
readonly WPos initPosititon; | ||
readonly WPos targetPosition; | ||
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int ticks = 0; | ||
Status status = Status.Prepare; | ||
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int speed = 0; | ||
readonly int acceleration = 0; | ||
readonly WAngle preparePitchIncrement; | ||
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public FlyGuidedIntoTarget(Actor self, Target target, BallisticMissile missile) | ||
{ | ||
this.missile = missile; | ||
info = missile.Info; | ||
initPosititon = self.CenterPosition; | ||
targetPosition = target.CenterPosition; | ||
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if (info.LaunchAcceleration == WDist.Zero) | ||
{ | ||
speed = info.Speed.Length; | ||
acceleration = 0; | ||
} | ||
else | ||
{ | ||
speed = 0; | ||
acceleration = info.LaunchAcceleration.Length; | ||
} | ||
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preparePitchIncrement = info.PrepareTick == 0 ? WAngle.Zero : new WAngle((info.LaunchAngle - info.CreateAngle).Angle / info.PrepareTick); | ||
} | ||
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protected override void OnFirstRun(Actor self) | ||
{ | ||
missile.Pitch = info.CreateAngle; | ||
} | ||
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void MoveForward(Actor self) | ||
{ | ||
missile.MoveDirection = new WVec(0, -speed, 0) | ||
.Rotate(new WRot(missile.Pitch, WAngle.Zero, WAngle.Zero)) | ||
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, missile.Facing)); | ||
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missile.SetPosition(self, missile.CenterPosition + missile.MoveDirection); | ||
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if (!self.IsInWorld) | ||
status = Status.Unknown; | ||
} | ||
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void PrepareStatusHandle(Actor self) | ||
{ | ||
if (ticks < info.PrepareTick) | ||
missile.Pitch += preparePitchIncrement; | ||
else | ||
{ | ||
if (missile.Info.LaunchSounds.Length > 0) | ||
Game.Sound.Play(SoundType.World, missile.Info.LaunchSounds, self.World, missile.CenterPosition); | ||
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status = Status.Launch; | ||
} | ||
} | ||
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void LaunchStatusHandle(Actor self) | ||
{ | ||
MoveForward(self); | ||
speed = speed + acceleration > info.Speed.Length ? info.Speed.Length : speed + acceleration; | ||
if (missile.CenterPosition.Z - initPosititon.Z > info.BeginCruiseAltitude.Length) | ||
status = Status.Cruise; | ||
} | ||
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void CruiseStatusHandle(Actor self) | ||
{ | ||
MoveForward(self); | ||
if (missile.Pitch != WAngle.Zero) | ||
{ | ||
if ((missile.Pitch.Angle < missile.TurnSpeed.Angle) || ((1024 - missile.Pitch.Angle) < missile.TurnSpeed.Angle)) | ||
missile.Pitch = WAngle.Zero; | ||
else | ||
missile.Pitch -= missile.TurnSpeed; | ||
} | ||
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var targetYaw = (targetPosition - missile.CenterPosition).Yaw; | ||
var yawDiff = targetYaw - missile.Facing; | ||
if (yawDiff != WAngle.Zero) | ||
{ | ||
if ((yawDiff.Angle < missile.TurnSpeed.Angle) || ((1024 - yawDiff.Angle) < missile.TurnSpeed.Angle)) | ||
missile.Facing = targetYaw; | ||
else | ||
{ | ||
if (yawDiff.Angle < 512) | ||
missile.Facing += missile.TurnSpeed; | ||
else | ||
missile.Facing -= missile.TurnSpeed; | ||
} | ||
} | ||
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if ((targetPosition - missile.CenterPosition).HorizontalLength < info.HitRange.Length) | ||
status = Status.Hit; | ||
} | ||
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static WAngle Pitch(WVec vector) | ||
{ | ||
if (vector.LengthSquared == 0) | ||
return WAngle.Zero; | ||
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// The engine defines north as -y | ||
return WAngle.ArcTan(vector.Z, vector.HorizontalLength); | ||
} | ||
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void HitStatusHandle(Actor self) | ||
{ | ||
MoveForward(self); | ||
speed += info.HitAcceleration.Length; | ||
var targetPitch = Pitch(targetPosition - missile.CenterPosition); | ||
var pitchDiff = targetPitch - missile.Pitch; | ||
if (pitchDiff != WAngle.Zero) | ||
{ | ||
if ((pitchDiff.Angle < missile.TurnSpeed.Angle) || ((1024 - pitchDiff.Angle) < missile.TurnSpeed.Angle)) | ||
missile.Pitch = targetPitch; | ||
else | ||
{ | ||
if (pitchDiff.Angle < 512) | ||
missile.Pitch += missile.TurnSpeed; | ||
else | ||
missile.Pitch -= missile.TurnSpeed; | ||
} | ||
} | ||
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var targetYaw = (targetPosition - missile.CenterPosition).Yaw; | ||
var yawDiff = targetYaw - missile.Facing; | ||
if (yawDiff != WAngle.Zero) | ||
{ | ||
if ((yawDiff.Angle < missile.TurnSpeed.Angle) || ((1024 - yawDiff.Angle) < missile.TurnSpeed.Angle)) | ||
missile.Facing = targetYaw; | ||
else | ||
{ | ||
if (yawDiff.Angle < 512) | ||
missile.Facing += missile.TurnSpeed; | ||
else | ||
missile.Facing -= missile.TurnSpeed; | ||
} | ||
} | ||
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if ((targetPosition - missile.CenterPosition).Length < info.ExplosionRange.Length) | ||
status = Status.Unknown; | ||
} | ||
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public override bool Tick(Actor self) | ||
{ | ||
switch (status) | ||
{ | ||
case Status.Prepare: | ||
PrepareStatusHandle(self); | ||
break; | ||
case Status.Launch: | ||
LaunchStatusHandle(self); | ||
break; | ||
case Status.Cruise: | ||
CruiseStatusHandle(self); | ||
break; | ||
case Status.Hit: | ||
HitStatusHandle(self); | ||
break; | ||
default: | ||
missile.SetPosition(self, targetPosition); | ||
Queue(new CallFunc(() => self.Kill(self, missile.Info.DamageTypes))); | ||
return true; | ||
} | ||
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ticks++; | ||
return false; | ||
} | ||
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public override IEnumerable<Target> GetTargets(Actor self) | ||
{ | ||
yield return Target.FromPos(targetPosition); | ||
} | ||
} | ||
} |
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