// (A serious implementation of this might want to use C++ instead of JS // for performance; this is just for fun.) const SHORT_FINAL = 2.5; function UnitMotionFlying() {} UnitMotionFlying.prototype.Schema = "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; UnitMotionFlying.prototype.Init = function() { this.hasTarget = false; this.reachedTarget = false; this.targetX = 0; this.targetZ = 0; this.targetMinRange = 0; this.targetMaxRange = 0; this.speed = 0; this.landing = false; this.onGround = true; this.pitch = 0; this.roll = 0; this.waterDeath = false; }; UnitMotionFlying.prototype.OnUpdate = function(msg) { var turnLength = msg.turnLength; if (!this.hasTarget) return; var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder); var cmpHealth = Engine.QueryInterface(this.entity, IID_Health); var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); var pos = cmpPosition.GetPosition(); var angle = cmpPosition.GetRotation().y; var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); var ground = Math.max(cmpTerrain.GetGroundLevel(pos.x, pos.z), cmpWaterManager.GetWaterLevel(pos.x, pos.z)); var newangle = angle; var canTurn = true; if (this.landing) { if (this.speed > 0 && this.onGround) { if (pos.y <= cmpWaterManager.GetWaterLevel(pos.x, pos.z) && this.template.DiesInWater == "true") this.waterDeath = true; this.pitch = 0; // Deaccelerate forwards...at a very reduced pace. if (this.waterDeath) this.speed = Math.max(0, this.speed - turnLength * this.template.BrakingRate * 10); else this.speed = Math.max(0, this.speed - turnLength * this.template.BrakingRate); canTurn = false; // Clamp to ground if below it, or descend if above if (pos.y < ground) pos.y = ground; else if (pos.y > ground) pos.y = Math.max(ground, pos.y - turnLength * this.template.ClimbRate); } else if (this.speed == 0 && this.onGround) { if (this.waterDeath && cmpHealth) cmpHealth.Kill(); else { this.pitch = 0; // We've stopped. if (cmpGarrisonHolder) cmpGarrisonHolder.AllowGarrisoning(true,"UnitMotionFlying") canTurn = false; this.hasTarget = false; this.landing = false; // summon planes back from the edge of the map var terrainSize = cmpTerrain.GetTilesPerSide() * 4; var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager.GetLosCircular()) { var mapRadius = terrainSize/2; var x = pos.x - mapRadius; var z = pos.z - mapRadius; var div = (mapRadius - 12) / Math.sqrt(x*x + z*z); if (div < 1) { pos.x = mapRadius + x*div; pos.z = mapRadius + z*div; newangle += Math.PI; } } else { pos.x = Math.max(Math.min(pos.x, terrainSize - 12), 12); pos.z = Math.max(Math.min(pos.z, terrainSize - 12), 12); newangle += Math.PI; } } } else { // Final Approach // We need to slow down to land! this.speed = Math.max(this.template.LandingSpeed, this.speed - turnLength * this.template.SlowingRate); canTurn = false; var targetHeight = ground; // Steep, then gradual descent. if ((pos.y - targetHeight) / this.template.FlyingHeight > 1 / SHORT_FINAL) this.pitch = - Math.PI / 18; else this.pitch = Math.PI / 18; var descentRate = ((pos.y - targetHeight) / this.template.FlyingHeight * this.template.ClimbRate + SHORT_FINAL) * SHORT_FINAL; if (pos.y < targetHeight) pos.y = Math.max(targetHeight, pos.y + turnLength * descentRate); else if (pos.y > targetHeight) pos.y = Math.max(targetHeight, pos.y - turnLength * descentRate); if (targetHeight == pos.y) { this.onGround = true; if (targetHeight == cmpWaterManager.GetWaterLevel(pos.x, pos.z) && this.template.DiesInWater) this.waterDeath = true; } } } else { // If we haven't reached max speed yet then we're still on the ground; // otherwise we're taking off or flying // this.onGround in case of a go-around after landing (but not fully stopped) if (this.speed < this.template.TakeoffSpeed && this.onGround) { if (cmpGarrisonHolder) cmpGarrisonHolder.AllowGarrisoning(false,"UnitMotionFlying") this.pitch = 0; // Accelerate forwards this.speed = Math.min(this.template.MaxSpeed, this.speed + turnLength * this.template.AccelRate); canTurn = false; // Clamp to ground if below it, or descend if above if (pos.y < ground) pos.y = ground; else if (pos.y > ground) pos.y = Math.max(ground, pos.y - turnLength * this.template.ClimbRate); } else { this.onGround = false; // Climb/sink to max height above ground this.speed = Math.min(this.template.MaxSpeed, this.speed + turnLength * this.template.AccelRate); var targetHeight = ground + (+this.template.FlyingHeight); if (Math.abs(pos.y-targetHeight) > this.template.FlyingHeight/5) { this.pitch = Math.PI / 9; canTurn = false; } else this.pitch = 0; if (pos.y < targetHeight) pos.y = Math.min(targetHeight, pos.y + turnLength * this.template.ClimbRate); else if (pos.y > targetHeight) { pos.y = Math.max(targetHeight, pos.y - turnLength * this.template.ClimbRate); this.pitch = -1 * this.pitch; } } } // If we're in range of the target then tell people that we've reached it // (TODO: quantisation breaks this) var distFromTarget = Math.sqrt(Math.pow(this.targetX - pos.x, 2) + Math.pow(this.targetZ - pos.z, 2)); if (!this.reachedTarget && this.targetMinRange <= distFromTarget && distFromTarget <= this.targetMaxRange) { this.reachedTarget = true; Engine.PostMessage(this.entity, MT_MotionChanged, { "starting": false, "error": false }); } // If we're facing away from the target, and are still fairly close to it, // then carry on going straight so we overshoot in a straight line var isBehindTarget = ((this.targetX - pos.x) * Math.sin(angle) + (this.targetZ - pos.z) * Math.cos(angle) < 0); // Overshoot the target: carry on straight if (isBehindTarget && distFromTarget < this.template.MaxSpeed * this.template.OvershootTime) canTurn = false; if (canTurn) { // Turn towards the target var targetAngle = Math.atan2(this.targetX - pos.x, this.targetZ - pos.z); var delta = targetAngle - angle; // Wrap delta to -pi..pi delta = (delta + Math.PI) % (2*Math.PI); // range -2pi..2pi if (delta < 0) delta += 2*Math.PI; // range 0..2pi delta -= Math.PI; // range -pi..pi // Clamp to max rate var deltaClamped = Math.min(Math.max(delta, -this.template.TurnRate * turnLength), this.template.TurnRate * turnLength); // Calculate new orientation, in a peculiar way in order to make sure the // result gets close to targetAngle (rather than being n*2*pi out) newangle = targetAngle + deltaClamped - delta; if (newangle - angle > Math.PI / 18) this.roll = Math.PI / 9; else if (newangle - angle < -Math.PI / 18) this.roll = - Math.PI / 9; else this.roll = newangle - angle; } else this.roll = 0; pos.x += this.speed * turnLength * Math.sin(angle); pos.z += this.speed * turnLength * Math.cos(angle); cmpPosition.SetHeightFixed(pos.y); cmpPosition.TurnTo(newangle); cmpPosition.SetXZRotation(this.pitch, this.roll); cmpPosition.MoveTo(pos.x, pos.z); }; UnitMotionFlying.prototype.MoveToPointRange = function(x, z, minRange, maxRange) { this.hasTarget = true; this.landing = false; this.reachedTarget = false; this.targetX = x; this.targetZ = z; this.targetMinRange = minRange; this.targetMaxRange = maxRange; return true; }; UnitMotionFlying.prototype.MoveToTargetRange = function(target, minRange, maxRange) { var cmpTargetPosition = Engine.QueryInterface(target, IID_Position); if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) return false; var targetPos = cmpTargetPosition.GetPosition2D(); this.hasTarget = true; this.reachedTarget = false; this.targetX = targetPos.x; this.targetZ = targetPos.y; this.targetMinRange = minRange; this.targetMaxRange = maxRange; return true; }; UnitMotionFlying.prototype.IsInPointRange = function(x, y, minRange, maxRange) { var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); var pos = cmpPosition.GetPosition2D(); var distFromTarget = Math.sqrt(Math.pow(x - pos.x, 2) + Math.pow(y - pos.y, 2)); if (minRange <= distFromTarget && distFromTarget <= maxRange) return true; return false; }; UnitMotionFlying.prototype.IsInTargetRange = function(target, minRange, maxRange) { var cmpTargetPosition = Engine.QueryInterface(target, IID_Position); if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) return false; var targetPos = cmpTargetPosition.GetPosition2D(); return this.IsInPointRange(targetPos.x, targetPos.y, minRange, maxRange); }; UnitMotionFlying.prototype.GetWalkSpeed = function() { return +this.template.MaxSpeed; }; UnitMotionFlying.prototype.SetSpeed = function() { // ignore this, the speed is always the walk speed }; UnitMotionFlying.prototype.GetRunSpeed = function() { return this.GetWalkSpeed(); }; UnitMotionFlying.prototype.GetCurrentSpeed = function() { return this.speed; } UnitMotionFlying.prototype.FaceTowardsPoint = function(x, z) { // Ignore this - angle is controlled by the target-seeking code instead }; UnitMotionFlying.prototype.SetFacePointAfterMove = function() { // Ignore this - angle is controlled by the target-seeking code instead }; UnitMotionFlying.prototype.StopMoving = function() { //Invert if (!this.waterDeath) this.landing = !this.landing; }; UnitMotionFlying.prototype.SetDebugOverlay = function(enabled) { }; Engine.RegisterComponentType(IID_UnitMotion, "UnitMotionFlying", UnitMotionFlying);