0ad/binaries/data/mods/public/simulation/components/UnitMotionFlying.js
elexis 6590f301c2 Add Math.square to compute the square of a number without the need to repeat the term, without using the slower Math.pow.
Start unifying the euclidian distance functions instead of adding yet
another helper function to the random map script library after this
diff.

Differential Revision: https://code.wildfiregames.com/D969
Math.square accepted by mimo
Includes changes proposed by bb, fatherbushido

This was SVN commit r20328.
2017-10-22 20:46:41 +00:00

354 lines
11 KiB
JavaScript

// (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 =
"<element name='MaxSpeed'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='TakeoffSpeed'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='LandingSpeed'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='AccelRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='SlowingRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='BrakingRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='TurnRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='OvershootTime'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='FlyingHeight'>" +
"<data type='decimal'/>" +
"</element>" +
"<element name='ClimbRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='DiesInWater'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='PassabilityClass'>" +
"<text/>" +
"</element>";
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;
this.passabilityClass = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).GetPassabilityClass(this.template.PassabilityClass);
};
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.GetMapSize();
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.euclidDistance2D(pos.x, pos.z, this.targetX, this.targetZ);
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.euclidDistance2D(x, y, pos.x, pos.y);
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.GetPassabilityClassName = function()
{
return this.template.PassabilityClass;
};
UnitMotionFlying.prototype.GetPassabilityClass = function()
{
return this.passabilityClass;
};
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);