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local FlightTile = const.FlightTile
if not FlightTile then
return -- flight logic not supported
end
FlightDbgResults = empty_func
FlightDbgMark = empty_func
FlightDbgBreak = empty_func
local efResting = const.efResting
local pfFinished = const.pfFinished
local pfFailed = const.pfFailed
local pfTunnel = const.pfTunnel
local pfDestLocked = const.pfDestLocked
local pfSmartDestlockDist = const.pfSmartDestlockDist
local tfrPassClass = const.tfrPassClass
local tfrLimitDist = const.tfrLimitDist
local tfrCanDestlock = const.tfrCanDestlock
local tfrLuaFilter = const.tfrLuaFilter
local Min, Max, Clamp, AngleDiff = Min, Max, Clamp, AngleDiff
local IsValid, IsValidPos = IsValid, IsValidPos
local ResolveZ = ResolveZ
local InvalidZ = const.InvalidZ
local anim_min_time = 100
local time_ahead = 10
local tplCheck = const.tplCheck
local step_search_dist = 2*FlightTile
local dest_search_dist = 4*FlightTile
local max_search_dist = 10*FlightTile
local max_takeoff_dist = 64*guim
local flight_default_flags = const.ffpSplines | const.ffpPhysics | const.ffpSmooth
local ffpAdjustTarget = const.ffpAdjustTarget
local flight_flags_values = {
Splines = const.ffpSplines,
Physics = const.ffpPhysics,
Smooth = const.ffpSmooth,
AdjustTarget = const.ffpAdjustTarget,
Debug = const.ffpDebug,
}
local flight_flags_names = table.keys(flight_flags_values, true)
local function FlightFlagsToSet(flags)
local fset = {}
for name, flag in pairs(flight_flags_values) do
if (flags & flag) ~= 0 then
fset[name] = true
end
end
return fset
end
local function FlightSetToFlags(fset)
local flags = 0
for name in pairs(fset) do
flags = flags | flight_flags_values[name]
end
return flags
end
local path_errors = {
invalid = const.fpsInvalid,
max_iters = const.fpsMaxIters,
max_steps = const.fpsMaxSteps,
max_loops = const.fpsMaxLoops,
max_stops = const.fpsMaxStops,
}
function FlightGetErrors(status)
status = status or 0
local errors
for name, value in pairs(path_errors) do
if status & value ~= 0 then
errors = table.create_add(errors, name)
end
end
if errors then
table.sort(errors)
return errors
end
end
function FlightInitVars()
FlightMap = false
FlightEnergy = false
FlightFrom = false
FlightTo = false
FlightFlags = 0
FlightDestRange = 0
FlightMarkFrom = false
FlightMarkTo = false
FlightMarkBorder = 0
FlightMarkMinHeight = 0
FlightMarkObjRadius = 0
FlightMarkIdx = 0
FlightArea = false
FlightEnergyMin = false
FlightSlopePenalty = 0
FlightSmoothDist = 0
FlightGrowObstacles = false
FlightTimestamp = 0
FlightPassVersion = false
end
if FirstLoad then
FlightInitVars()
end
function OnMsg.DoneMap()
if FlightMap then
FlightMap:free()
end
if FlightEnergy then
FlightEnergy:free()
end
FlightInitVars()
end
local StayAboveMapItems = {
{ value = const.FlightRestrictNone, text = "None", help = "The object is allowed to fall under the flight map" },
{ value = const.FlightRestrictAboveTerrain, text = "Above Terrain", help = "The object is allowed to fall under the flight map, but not under the terrain" },
{ value = const.FlightRestrictAboveWalkable, text = "Above Walkable", help = "The object is allowed to fall under the flight map, but not under a walkable surface (inlcuding the terrain)" },
{ value = const.FlightRestrictAboveMap, text = "Above Flight Map", help = "The object is not allowed to fall under the flight map" },
}
----
MapVar("FlyingObjs", function() return sync_set() end)
DefineClass.FlyingObj = {
__parents = { "Object" },
flags = { cofComponentInterpolation = true, cofComponentCurvature = true },
properties = {
{ category = "Flight", id = "FlightMinPitch", name = "Pitch Min", editor = "number", default = -2700, scale = "deg", template = true },
{ category = "Flight", id = "FlightMaxPitch", name = "Pitch Max", editor = "number", default = 2700, scale = "deg", template = true },
{ category = "Flight", id = "FlightPitchSmooth", name = "Pitch Smooth", editor = "number", default = 100, min = 0, max = 500, scale = 100, slider = true, template = true, help = "Smooth the pitch angular speed changes" },
{ category = "Flight", id = "FlightMaxPitchSpeed", name = "Pitch Speed Limit (deg/s)",editor = "number", default = 90*60, scale = 60, template = true, help = "Smooth the pitch angular speed changes" },
{ category = "Flight", id = "FlightSpeedToPitch", name = "Speed to Pitch", editor = "number", default = 100, min = 0, max = 100, scale = "%", slider = true, template = true, help = "How much the flight speed affects the pitch angle" },
{ category = "Flight", id = "FlightMaxRoll", name = "Roll Max", editor = "number", default = 2700, min = 0, max = 180*60, scale = "deg", slider = true, template = true },
{ category = "Flight", id = "FlightMaxRollSpeed", name = "Roll Speed Limit (deg/s)", editor = "number", default = 90*60, scale = 60, template = true, help = "Smooth the row angular speed changes" },
{ category = "Flight", id = "FlightRollSmooth", name = "Roll Smooth", editor = "number", default = 100, min = 0, max = 500, scale = 100, slider = true, template = true, help = "Smooth the row angular speed changes" },
{ category = "Flight", id = "FlightSpeedToRoll", name = "Speed to Roll", editor = "number", default = 0, min = 0, max = 100, scale = "%", slider = true, template = true, help = "How much the flight speed affects the roll angle" },
{ category = "Flight", id = "FlightYawSmooth", name = "Yaw Smooth", editor = "number", default = 100, min = 0, max = 500, scale = 100, slider = true, template = true, help = "Smooth the yaw angular speed changes" },
{ category = "Flight", id = "FlightMaxYawSpeed", name = "Yaw Speed Limit (deg/s)", editor = "number", default = 360*60, scale = 60, template = true, help = "Smooth the yaw angular speed changes" },
{ category = "Flight", id = "FlightYawRotToRoll", name = "Yaw Rot to Roll", editor = "number", default = 100, min = 0, max = 300, scale = "%", slider = true, template = true, help = "Links the row angle to the yaw rotation speed" },
{ category = "Flight", id = "FlightYawRotFriction", name = "Yaw Rot Friction", editor = "number", default = 100, min = 0, max = 1000, scale = "%", slider = true, template = true, help = "Friction caused by 90 deg/s yaw rotation speed" },
{ category = "Flight", id = "FlightSpeedStop", name = "Speed Stop (m/s)", editor = "number", default = false, scale = guim, template = true, help = "Will use the min speed if not specified. Stopping is possible only if the deceleration distance is not zero" },
{ category = "Flight", id = "FlightSpeedMin", name = "Speed Min (m/s)", editor = "number", default = 6 * guim, scale = guim, template = true },
{ category = "Flight", id = "FlightSpeedMax", name = "Speed Max (m/s)", editor = "number", default = 15 * guim, scale = guim, template = true },
{ category = "Flight", id = "FlightFriction", name = "Friction", editor = "number", default = 30, min = 0, max = 300, slider = true, scale = "%", template = true, help = "Friction coefitient, affects the max achievable speed. Should be adjusted so that both the max speed and the achievable one are matching." },
{ category = "Flight", id = "FlightAccelMax", name = "Accel Max (m/s^2)", editor = "number", default = 10*guim, scale = guim, template = true },
{ category = "Flight", id = "FlightDecelMax", name = "Decel Max (m/s^2)", editor = "number", default = 20*guim, scale = guim, template = true },
{ category = "Flight", id = "FlightAccelDist", name = "Accel Dist", editor = "number", default = 20*guim, scale = "m", template = true },
{ category = "Flight", id = "FlightDecelDist", name = "Decel Dist", editor = "number", default = 20*guim, scale = "m", template = true },
{ category = "Flight", id = "FlightStopDist", name = "Force Stop Dist", editor = "number", default = 1*guim, scale = "m", template = true, help = "Critical distance where to dorce a stop animation even if the conditions for such are not met" },
{ category = "Flight", id = "FlightStopMinTime", name = "Min Stop Time", editor = "number", default = 50, min = 0, template = true, help = "Try to play stop anim only if enough time is available" },
{ category = "Flight", id = "FlightPathStepMax", name = "Path Step Max", editor = "number", default = 2*guim, scale = "m", template = true, help = "Step dist at max speed" },
{ category = "Flight", id = "FlightPathStepMin", name = "Path Step Min", editor = "number", default = guim, scale = "m", template = true, help = "Step dist at min speed" },
{ category = "Flight", id = "FlightAnimStart", name = "Anim Fly Start", editor = "text", default = false, template = true },
{ category = "Flight", id = "FlightAnim", name = "Anim Fly", editor = "text", default = false, template = true },
{ category = "Flight", id = "FlightAnimDecel", name = "Anim Fly Decel", editor = "text", default = false, template = true },
{ category = "Flight", id = "FlightAnimStop", name = "Anim Fly Stop", editor = "text", default = false, template = true },
{ category = "Flight", id = "FlightAnimIdle", name = "Anim Fly Idle", editor = "text", default = false, template = true },
{ category = "Flight", id = "FlightAnimSpeedMin", name = "Anim Speed Min", editor = "number", default = 1000, min = 0, max = 1000, scale = 1000, slider = true, template = true },
{ category = "Flight", id = "FlightAnimSpeedMax", name = "Anim Speed Max", editor = "number", default = 1000, min = 1000, max = 3000, scale = 1000, slider = true, template = true },
{ category = "Flight", id = "FlightAnimStopFOV", name = "Anim Fly Stop FoV", editor = "number", default = 90*60, min = 0, max = 360*60, scale = "deg", slider = true, template = true, help = "Required FoV towards the target in order to switch to anim_stop/landing anim" },
{ category = "Flight Path", id = "FlightSimHeightMin", name = "Min Height", editor = "number", default = 3*guim, min = guim, max = 50*guim, slider = true, scale = "m", template = true, sim = true, help = "Min flight height. If below, the flying obj will try to go up (lift)." },
{ category = "Flight Path", id = "FlightSimHeightMax", name = "Max Height", editor = "number", default = 5*guim, min = guim, max = 50*guim, slider = true, scale = "m", template = true, sim = true, help = "Max flight height. If above, the flying obj will try to go down (weight)." },
{ category = "Flight Path", id = "FlightSimHeightRestrict", name = "Height Restriction", editor = "choice", default = const.FlightRestrictNone, template = true, sim = true, items = StayAboveMapItems, help = "Avoid entering the height map. As the height map is not precise, this could lead to strange visual behavior." },
{ category = "Flight Path", id = "FlightSimSpeedLimit", name = "Speed Limit (m/s)", editor = "number", default = 10*guim, min = 1, max = 50*guim, slider = true, scale = guim, template = true, sim = true, help = "Max speed during simulation. Should be limited to ensure precision." },
{ category = "Flight Path", id = "FlightSimInertia", name = "Inertia", editor = "number", default = 100, min = 10, max = 1000, slider = true, exponent = 2, scale = 100, template = true, sim = true, help = "How inert is the object." },
{ category = "Flight Path", id = "FlightSimFrictionXY", name = "Friction XY", editor = "number", default = 20, min = 1, max = 300, slider = true, scale = "%", template = true, sim = true, help = "Horizontal friction min coefitient." },
{ category = "Flight Path", id = "FlightSimFrictionZ", name = "Friction Z", editor = "number", default = 50, min = 1, max = 300, slider = true, scale = "%", template = true, sim = true, help = "Vertical friction coefitient." },
{ category = "Flight Path", id = "FlightSimFrictionStop", name = "Friction Stop", editor = "number", default = 80, min = 1, max = 300, slider = true, scale = "%", template = true, sim = true, help = "Horizontal friction max coefitient." },
{ category = "Flight Path", id = "FlightSimAttract", name = "Attract", editor = "number", default = guim, min = 0, max = 30*guim, slider = true, scale = 1000, template = true, sim = true, help = "Attraction force per energy unit difference. The force pushing the unit towards its final destination." },
{ category = "Flight Path", id = "FlightSimLift", name = "Lift", editor = "number", default = guim/3, min = 0, max = 30*guim, slider = true, scale = 1000, template = true, sim = true, help = "Lift force per meter. The force trying to bring back UP the unit at its best height level." },
{ category = "Flight Path", id = "FlightSimMaxLift", name = "Max Lift", editor = "number", default = 10*guim, min = 0, max = 30*guim, slider = true, scale = 1000, template = true, sim = true, help = "Max lift force." },
{ category = "Flight Path", id = "FlightSimWeight", name = "Weight", editor = "number", default = guim/3, min = 0, max = 20*guim, slider = true, scale = 1000, template = true, sim = true, help = "Weight force per meter. The force trying to bring back DOWN the unit at its best height level." },
{ category = "Flight Path", id = "FlightSimMaxWeight", name = "Max Weight", editor = "number", default = 3*guim, min = 0, max = 20*guim, slider = true, scale = 1000, template = true, sim = true, help = "Max weight force." },
{ category = "Flight Path", id = "FlightSimMaxThrust", name = "Max Thrust", editor = "number", default = 10*guim, min = 0, max = 50*guim, slider = true, scale = 1000, template = true, sim = true, help = "Max cummulative thrust." },
{ category = "Flight Path", id = "FlightSimInterval", name = "Update Interval (ms)", editor = "number", default = 50, min = 1, max = 1000, slider = true, template = true, sim = true, help = "Simulation update interval. Lower values ensure better precision, but makes the sim more expensive" },
{ category = "Flight Path", id = "FlightSimMinStep", name = "Min Path Step", editor = "number", default = FlightTile, min = 0, max = 100*guim, scale = "m", slider = true, template = true, sim = true, help = "Min path step (approx)." },
{ category = "Flight Path", id = "FlightSimMaxStep", name = "Max Path Step", editor = "number", default = 8*FlightTile, min = 0, max = 100*guim, scale = "m", slider = true, template = true, sim = true, help = "Max path step (approx)." },
{ category = "Flight Path", id = "FlightSimDecelDist", name = "Decel Dist", editor = "number", default = 10*guim, min = 1, max = 300*guim, slider = true, scale = "m", template = true, sim = true, help = "At that distance to the target, the movement will try to go towards the target ignoring most considerations." },
{ category = "Flight Path", id = "FlightSimLookAhead", name = "Look Ahead", editor = "number", default = 4000, min = 0, max = 10000, scale = "sec", slider = true, template = true, sim = true, help = "Give some time to adjust the flight height before reaching a too high obstacle." },
{ category = "Flight Path", id = "FlightSimSplineAlpha", name = "Spline Alpha", editor = "number", default = 1365, min = 0, max = 4096, scale = 4096, slider = true, template = true, sim = true, help = "Defines the spline smoothness." },
{ category = "Flight Path", id = "FlightSimSplineErr", name = "Spline Tolerance", editor = "number", default = FlightTile/4, min = 0, max = FlightTile, scale = "m", slider = true, template = true, sim = true, help = "Max spline deviation form the precise trajectory. Lower values imply more path steps as the longer splines deviate stronger." },
{ category = "Flight Path", id = "FlightSimMaxIters", name = "Max Compute Iters", editor = "number", default = 16 * 1024, template = true, sim = true, help = "Max number of compute iterations. Used for a sanity check against infinite loops." },
{ category = "Flight Path", id = "FlightSlopePenalty", name = "Slope Penalty", editor = "number", default = 300, scale = "%", template = true, sim = true, min = 10, max = 1000, slider = true, exponent = 2, help = "How difficult it is to flight over against going around obstacles." },
{ category = "Flight Path", id = "FlightSmoothDist", name = "Smooth Obstacles Dist",editor = "number", default = 0, template = true, sim = true, help = "Better obstacle avoidance withing that distance at the expense of more processing." },
{ category = "Flight Path", id = "FlightMinObstacleHeight", name = "Min Obstacle Height", editor = "number", default = 0, scale = "m", template = true, sim = true, step = const.FlightScale, help = "Ignored obstacle height." },
{ category = "Flight Path", id = "FlightObjRadius", name = "Object Radius", editor = "number", default = 0, scale = "m", template = true, sim = true, help = "To consider when avoiding obstacles." },
{ category = "Flight Path", id = "FlightFlags", name = "Flight Flags", editor = "set", default = function(self) return FlightFlagsToSet(flight_default_flags) end, items = flight_flags_names },
{ category = "Flight Path", id = "FlightPathErrors", name = "Path Errors", editor = "set", default = set(), items = table.keys(path_errors, true), read_only = true, dont_save = true },
{ category = "Flight Path", id = "FlightPathSplines", name = "Path Splines", editor = "number", default = 0, read_only = true, dont_save = true },
{ category = "Flight Path", id = "flight_path_iters", name = "Path Iters", editor = "number", default = 0, read_only = true, dont_save = true },
},
flight_target = false,
flight_target_range = 0,
flight_path = false,
flight_path_status = 0,
flight_path_flags = false,
flight_path_collision = false,
flight_spline_idx = 0,
flight_spline_dist = 0,
flight_spline_len = 0,
flight_spline_time = 0,
flight_stop_on_passable = false, -- in order to achieve landing
flight_flags = flight_default_flags,
ResolveFlightTarget = pf.ResolveGotoTargetXYZ,
CanFlyTo = return_true,
}
function FlyingObj:Init()
FlyingObjs:insert(self)
end
function FlyingObj:Done()
FlyingObjs:remove(self)
self:UnlockFlightDest()
end
function FlyingObj:GetFlightPathErrors()
return table.invert(FlightGetErrors(self.flight_path_status))
end
function FlyingObj:GetFlightPathSplines()
return #(self.flight_path or "")
end
function FlyingObj:SetFlightFlag(flag, enable)
enable = enable or false
local flight_flags = self.flight_flags
local enabled = (flight_flags & flag) ~= 0
if enable == enabled then
return
end
if enable then
self.flight_flags = flight_flags | flag
else
self.flight_flags = flight_flags & ~flag
end
return true
end
function FlyingObj:GetFlightFlag(flag)
return (self.flight_flags & flag) ~= 0
end
function FlyingObj:SetFlightFlags(fset)
self.flight_flags = FlightSetToFlags(fset)
end
function FlyingObj:GetFlightFlags()
return FlightFlagsToSet(self.flight_flags)
end
function FlyingObj:SetAdjustFlightTarget(enable)
return self:SetFlightFlag(ffpAdjustTarget, enable)
end
function FlyingObj:GetAdjustFlightTarget()
return self:GetFlightFlag(ffpAdjustTarget)
end
function FlyingObj:FlightStop()
if self:TimeToPosInterpolationEnd() == 0 then
return
end
local a = -self.FlightDecelMax
local x, y, z, dt0 = self:GetFinalPosAndTime(0, a)
if not x then
return
end
self:SetPos(x, y, z, dt0)
self:SetAcceleration(a)
return dt0
end
function FlyingObj:FindFlightPath(target, range, flight_flags, debug_iter)
if not IsValidPos(target) then
return
end
flight_flags = flight_flags or self.flight_flags
local path, error_status, collision_pos, iters = FlightCalcPathBetween(
self, target, flight_flags,
self.FlightMinObstacleHeight, self.FlightObjRadius, self.FlightSlopePenalty, self.FlightSmoothDist,
range, debug_iter)
self.flight_path = path
self.flight_path_status = error_status
self.flight_path_iters = iters
self.flight_path_flags = flight_flags
self.flight_path_collision = collision_pos
self.flight_target = target
self.flight_target_range = range or nil
self.flight_spline_idx = nil
self.flight_spline_dist = nil
self.flight_spline_len = nil
self.flight_spline_time = nil
dbg(FlightDbgResults(self))
return path, error_status, collision_pos
end
function FlyingObj:RecalcFlightPath()
return self:FindFlightPath(self.flight_target, self.flight_target_range, self.flight_path_flags)
end
function FlyingObj:MarkFlightArea(target)
return FlightMarkBetween(self, target or self, self.FlightMinObstacleHeight, self.FlightObjRadius)
end
function FlyingObj:MarkFlightAround(target, border)
target = target or self
return FlightMarkBetween(target, target, self.FlightMinObstacleHeight, self.FlightObjRadius, border)
end
function FlyingObj:LockFlightDest(x, y, z)
return x, y, z
end
FlyingObj.UnlockFlightDest = empty_func
function FlyingObj:GetPathHash(seed)
local flight_path = self.flight_path
if not flight_path or #flight_path == 0 then return end
local start_idx = self.flight_spline_idx
local spline = flight_path[start_idx]
local hash = xxhash(seed, spline[1], spline[2], spline[3], spline[4])
for i=start_idx + 1,#flight_path do
spline = flight_path[i]
hash = xxhash(hash, spline[2], spline[3], spline[4])
end
return hash
end
function FlyingObj:Step(pt, ...)
-- TODO: implement in C
local fx, fy, fz, range = self:ResolveFlightTarget(pt, ...)
local tx, ty, tz = self:LockFlightDest(fx, fy, fz)
if not tx then
return pfFailed
end
local visual_z = ResolveZ(tx, ty, tz)
if self:IsCloser(tx, ty, visual_z, range + 1) then
if range == 0 then
self:SetPos(tx, ty, tz)
self:SetAcceleration(0)
end
fz = fz or InvalidZ
tz = tz or InvalidZ
if fx ~= tx or fy ~= ty or fz ~= tz then
return pfDestLocked
end
return pfFinished
end
local v0 = self:GetVelocity()
local path = self.flight_path
local flight_target = self.flight_target
local prev_range = self.flight_target_range
local prev_flags = self.flight_path_flags
local find_path = not path or not flight_target or prev_flags ~= self.flight_flags
local time_now = GameTime()
local spline_idx, spline_dist, spline_len
local same_target = prev_range == range and flight_target and flight_target:Equal(tx, ty, tz)
if not find_path and not same_target then
-- recompute path only if the new target is far enough from the old target
local error_dist = flight_target:Dist(tx, ty, tz)
local retarget_offset_pct = 30
local threshold_dist = error_dist * 100 / retarget_offset_pct
if v0 > 0 then
local min_retarget_time = 3000
threshold_dist = Min(threshold_dist, v0 * min_retarget_time / 1000)
end
local x, y, z = ResolveVisualPosXYZ(flight_target)
find_path = self:IsCloser(x, y, z, 1 + threshold_dist)
end
local step_finished
if find_path then
flight_target = point(tx, ty, tz)
path = self:FindFlightPath(flight_target, range)
if not path or #path == 0 then
return pfFailed
end
assert(flight_target == self.flight_target)
spline_idx = 0
spline_dist = 0
spline_len = 0
step_finished = true
same_target = true
else
spline_idx = self.flight_spline_idx
spline_dist = self.flight_spline_dist
spline_len = self.flight_spline_len
step_finished = time_now - self.flight_spline_time >= 0
end
local spline
local last_step
local BS3_GetSplineLength3D = BS3_GetSplineLength3D
if spline_dist < spline_len or not step_finished then
spline = path[spline_idx]
else
while spline_dist >= spline_len do
spline_idx = spline_idx + 1
spline = path[spline_idx]
if not spline then
return pfFailed
end
spline_dist = 0
spline_len = BS3_GetSplineLength3D(spline)
end
self.flight_spline_idx = spline_idx
self.flight_spline_len = spline_len
end
assert(spline)
if not spline then
return pfFailed
end
local last_spline = path[#path]
local flight_dest = last_spline[4]
tx, ty, tz = flight_dest:xyz()
local speed_min, speed_max, speed_stop = self.FlightSpeedMin, self.FlightSpeedMax, self.FlightSpeedStop
if step_finished then
local min_step, max_step = self.FlightPathStepMin, self.FlightPathStepMax
assert(speed_min == speed_max and min_step == max_step or speed_min < speed_max and min_step < max_step)
local spline_step
if v0 <= speed_min then
spline_step = min_step
elseif v0 >= speed_max then
spline_step = max_step
else
spline_step = min_step + (max_step - min_step) * (v0 - speed_min) / (speed_max - speed_min)
end
spline_step = Min(spline_step, spline_len)
spline_dist = spline_dist + spline_step
if spline_dist + spline_step / 2 > spline_len then
spline_dist = spline_len
last_step = spline_idx == #path
end
self.flight_spline_dist = spline_dist
end
speed_stop = speed_stop or speed_min
local max_roll, roll_max_speed = self.FlightMaxRoll, self.FlightMaxRollSpeed
local pitch_min, pitch_max = self.FlightMinPitch, self.FlightMaxPitch
local yaw_max_speed, pitch_max_speed = self.FlightMaxYawSpeed, self.FlightMaxPitchSpeed
local decel_dist = self.FlightDecelDist
local remaining_len = spline_len - spline_dist
local anim_stop
local fly_anim = self.FlightAnim
local x0, y0, z0 = self:GetVisualPosXYZ()
local speed_lim = speed_max
local x, y, z, dirx, diry, dirz, curvex, curvey, curvez
local roll, pitch, yaw, accel, v, dt
local max_dt = max_int
if decel_dist > 0 and self:IsCloser(flight_dest, decel_dist) and (not self.flight_stop_on_passable or terrain.FindPassableZ(flight_dest, self, 0, 0)) then
local total_remaining_len = remaining_len
local deceleration = true
for i = spline_idx + 1, #path do
if total_remaining_len >= decel_dist then
deceleration = false
break
end
total_remaining_len = total_remaining_len + BS3_GetSplineLength3D(path[i])
end
if deceleration then
speed_lim = speed_stop + (speed_max - speed_stop) * total_remaining_len / decel_dist
end
fly_anim = self.FlightAnimDecel or fly_anim
local use_velocity_fov = true
local tz1 = tz + 50 -- make LOS work for positions on a floor
local critical_stop = deceleration and total_remaining_len < self.FlightStopDist
local fly_anim_stop = self.FlightAnimStop
if fly_anim and fly_anim_stop and deceleration
and (critical_stop or self:HasFov(tx, ty, tz1, self.FlightAnimStopFOV, 0, use_velocity_fov) and TestPointsLOS(tx, ty, tz1, self, tplCheck)) then
dt = GetAnimDuration(self:GetEntity(), fly_anim_stop) -- as the anim speed may varry
dbg(ReportZeroAnimDuration(self, fly_anim_stop, dt))
if dt == 0 then
dt = 1000
end
x, y, z, dirx, diry, dirz = BS3_GetSplinePosDir(last_spline, 4096)
accel, v = self:GetAccelerationAndFinalSpeed(x, y, z, dt)
local speed_stop = Max(v0, speed_min)
if v <= speed_stop then
anim_stop = true
local anim_speed = 1000
if v < 0 then
local stop_time
accel, stop_time = self:GetAccelerationAndTime(x, y, z, speed_stop)
if stop_time > self.FlightStopMinTime then
anim_speed = 1000 * dt / stop_time
else
anim_stop = false
end
end
if anim_stop then
if dirx == 0 and diry == 0 then
dirx, diry = x - x0, y - y0
end
yaw = atan(diry, dirx)
roll, pitch = 0, 0
self:SetState(fly_anim_stop)
self:SetAnimSpeed(1, anim_speed)
self.flight_spline_dist = spline_len
last_step = true
end
end
end
end
if not anim_stop then
local roll0, pitch0, yaw0 = self:GetRollPitchYaw()
x, y, z, dirx, diry, dirz, curvex, curvey, curvez = BS3_GetSplinePosDirCurve(spline, spline_dist, spline_len)
if dirx == 0 and diry == 0 and dirz == 0 then
dirx, diry, dirz = x - x0, y - y0, z - z0
end
pitch, yaw = GetPitchYaw(dirx, diry, dirz)
pitch, yaw = pitch or pitch0, yaw or yaw0
local step_len = self:GetVisualDist(x, y, z)
local friction = self.FlightFriction
local dyaw = AngleDiff(yaw, yaw0) * 100 / (100 + self.FlightYawSmooth)
dt = v0 > 0 and MulDivRound(1000, step_len, v0) or 0 -- step time estimate
local yaw_rot_est = dt == 0 and 0 or Clamp(1000 * dyaw / dt, -yaw_max_speed, yaw_max_speed)
if yaw_rot_est ~= 0 then
friction = friction + MulDivRound(self.FlightYawRotFriction, abs(yaw_rot_est), 90 * 60)
end
local speed_to_roll, speed_to_pitch = self.FlightSpeedToRoll, self.FlightSpeedToPitch
local accel_max = self.FlightAccelMax
local accel0 = accel_max - v0 * friction / 100
v, dt = self:GetFinalSpeedAndTime(x, y, z, accel0, v0)
v = v or speed_min
v = Min(v, speed_lim)
v = Max(v, Min(speed_min, v0))
local at_max_speed = v == speed_max
accel, dt = self:GetAccelerationAndTime(x, y, z, v)
if not at_max_speed and speed_to_pitch > 0 then
local mod_pitch = pitch * v / speed_max
if speed_to_pitch == 100 then
pitch = mod_pitch
else
pitch = pitch + (mod_pitch - pitch) * speed_to_pitch / 100
end
end
pitch = Clamp(pitch, pitch_min, pitch_max)
local dpitch = AngleDiff(pitch, pitch0) * 100 / (100 + self.FlightPitchSmooth)
local pitch_rot = dt > 0 and Clamp(1000 * dpitch / dt, -pitch_max_speed, pitch_max_speed) or 0
local yaw_rot = dt > 0 and Clamp(1000 * dyaw / dt, -yaw_max_speed, yaw_max_speed) or 0
roll = -yaw_rot * self.FlightYawRotToRoll / 100
if not at_max_speed and speed_to_roll > 0 then
local mod_roll = roll * v / speed_max
if speed_to_roll == 100 then
roll = mod_roll
else
roll = roll + (mod_roll - roll) * speed_to_roll / 100
end
end
roll = Clamp(roll, -max_roll, max_roll)
local droll = AngleDiff(roll, roll0) * 100 / (100 + self.FlightRollSmooth)
local roll_rot = dt > 0 and Clamp(1000 * droll / dt, -roll_max_speed, roll_max_speed) or 0
if dt > 0 then
-- limit the rotation speed
droll = roll_rot * dt / 1000
dyaw = yaw_rot * dt / 1000
dpitch = pitch_rot * dt / 1000
end
roll = roll0 + droll
yaw = yaw0 + dyaw
pitch = pitch0 + dpitch
if fly_anim then
local anim = GetStateName(self)
if anim ~= fly_anim then
local fly_anim_start = self.FlightAnimStart
if anim ~= fly_anim_start then
self:SetState(fly_anim_start)
else
local remaining_time = self:TimeToAnimEnd()
if remaining_time > anim_min_time then
max_dt = remaining_time
else
self:SetState(fly_anim)
end
end
else
local min_anim_speed, max_anim_speed = self.FlightAnimSpeedMin, self.FlightAnimSpeedMax
if dt > 0 and min_anim_speed < max_anim_speed then
local curve = Max(GetLen(curvex, curvey, curvez), 1)
local coef = 1024 + 1024 * curvez / curve + 1024 * abs(accel0) / accel_max
local anim_speed = min_anim_speed + (max_anim_speed - min_anim_speed) * Clamp(coef, 0, 2048) / 2048
self:SetAnimSpeed(1, anim_speed)
end
end
end
end
self:SetRollPitchYaw(roll, pitch, yaw, dt)
self:SetPos(x, y, z, dt)
self:SetAcceleration(accel)
--if self == SelectedObj then DbgSetText(self, print_format("v", v, "t", abs(rotation_speed)/60, "r", roll/60, "dt", dt)) else DbgSetText(self) end
if not last_step and not anim_stop and dt > time_ahead then
dt = dt - time_ahead -- fix the possibility of rendering the object immobile at the end of the interpolation
end
self.flight_spline_time = time_now + dt
local sleep = Min(dt, max_dt)
return sleep
end
function FlyingObj:ClearFlightPath()
self.flight_path = nil
self.flight_path_status = nil
self.flight_path_iters = nil
self.flight_path_flags = nil
self.flight_path_collision = nil
self.flight_target = nil
self.flight_spline_idx = nil
self.flight_flags = nil
self.flight_stop_on_passable = nil
self:UnlockFlightDest()
end
FlyingObj.ClearPath = FlyingObj.ClearFlightPath
function FlyingObj:ResetOrientation(time)
local _, _, yaw = self:GetRollPitchYaw()
self:SetRollPitchYaw(0, 0, yaw, time)
end
function FlyingObj:Face(target, time)
local pitch, yaw = GetPitchYaw(self, target)
self:SetRollPitchYaw(0, pitch, yaw, time)
end
function FlyingObj:GetFlightDest()
local path = self.flight_path
local last_spline = path and path[#path]
return last_spline and last_spline[4]
end
function FlyingObj:GetFinalFlightDirXYZ()
local path = self.flight_path
local last_spline = path and path[#path]
if not last_spline then
return self:GetVelocityVectorXYZ()
end
return BS3_GetSplineDir(last_spline, 4096, 4096)
end
function FlyingObj:IsFlightAreaMarked(flight_target, mark_border)
flight_target = flight_target or self.flight_target
if not flight_target
or GameTime() ~= FlightTimestamp
or not FlightArea or not FlightMap
or FlightPassVersion ~= PassVersion
or FlightMarkMinHeight ~= self.FlightMinObstacleHeight
or FlightMarkObjRadius ~= self.FlightObjRadius then
return
end
return FlightIsMarked(FlightArea, FlightMarkFrom, FlightMarkTo, FlightMarkBorder, self, flight_target, mark_border)
end
function FlightGetHeightAt(...)
return FlightGetHeight(FlightMap, FlightArea, ...)
end
----
DefineClass("FlyingMovableAutoResolve")
DefineClass.FlyingMovable = {
__parents = { "FlyingObj", "Movable", "FlyingMovableAutoResolve" },
properties = {
{ category = "Flight", id = "FlightPlanning", name = "Flight Planning", editor = "bool", default = false, template = true, help = "Complex flight planning" },
{ category = "Flight", id = "FlightMaxFailures", name = "Flight Plan Max Failures", editor = "number", default = 5, template = true, help = "How many times the flight plan can fail before giving up", no_edit = PropChecker("FlightPlanning", false) },
{ category = "Flight", id = "FlightFailureCooldown", name = "Flight Failure Cooldown", editor = "number", default = 333, template = true, scale = "sec", help = "How often the flight plan can fail before giving up", no_edit = PropChecker("FlightPlanning", false) },
{ category = "Flight", id = "FlightMaxWalkDist", name = "Max Walk Dist", editor = "number", default = 32 * guim, scale = "m", template = true, help = "Defines the max area where to use walking"},
{ category = "Flight", id = "FlightMinDist", name = "Min Flight Dist", editor = "number", default = 16 * guim, scale = "m", template = true, help = "Defines the min distance to use flying"},
{ category = "Flight", id = "FlightWalkExcess", name = "Walk To Fly Excess", editor = "number", default = 30, scale = "%", min = 0, template = true, help = "How much longer should be the walk path to prefer flying", },
{ category = "Flight", id = "FlightIsHovering", name = "Is Hovering", editor = "bool", default = false, template = true, help = "Is the walking above the ground" },
},
flying = false,
flight_stop_on_passable = true,
flight_pf_ready = false, -- pf path found
flight_landed = false,
flight_land_pos = false, -- land pos found
flight_land_retry = -1,
flight_land_target_pos = false,
flight_takeoff_pos = false, -- take-off pos found
flight_takeoff_retry = -1,
flight_start_velocity = false,
flight_plan_failed = 0,
flight_plan_failures = 0,
flight_plan_force_land = true,
FlightSimHeightRestrict = const.FlightRestrictAboveWalkable,
OnFlyingChanged = empty_func,
CanTakeOff = return_true,
}
function FlyingMovable:IsOnPassable()
return terrain.FindPassableZ(self, 0, 0)
end
function FlyingMovable:OnMoved()
if self.flying and terrain.FindPassableZ(self, 0, 0) then
self:SetFlying(false)
end
end
function FlyingMovable:SetFlying(flying)
flying = flying or false
if self.flying == flying then
return
end
self:SetAnimSpeed(1, 1000)
if not flying then
self:ClearFlightPath()
self:SetAcceleration(0)
self:ResetOrientation(0)
self:UnlockFlightDest()
self:SetEnumFlags(efResting)
else
pf.ClearPath(self)
assert(self:GetPathPointCount() == 0)
self:SetGravity(0)
self:SetCurvature(false)
self:ClearEnumFlags(efResting)
local start_velocity = self.flight_start_velocity
if start_velocity then
if start_velocity == point30 then
self:StopInterpolation()
else
self:SetPos(self:GetVisualPos() + start_velocity, 1000)
end
self.flight_start_velocity = nil
end
end
self.flying = flying
self:OnFlyingChanged(flying)
end
FlyingMovable.OnFlyingChanged = empty_func
function FlyingMovableAutoResolve:OnStopMoving(pf_status)
if self.flying then
if pf_status and IsExactlyOnPassableLevel(self) then
-- fix flying status after landing for not planned paths
self:SetFlying(false)
else
self:ClearFlightPath()
end
end
self.flight_pf_ready = nil
self.flight_landed = nil
self.flight_land_pos = nil
self.flight_land_target_pos = nil
self.flight_takeoff_pos = nil
self.flight_start_velocity = nil
self.flight_takeoff_retry = nil
self.flight_land_retry = nil
self.FlightPlanning = nil
end
local function CanFlyToFilter(x, y, z, self)
return self:CanFlyTo(x, y, z)
end
function FlyingMovable:FindLandingPos(flight_dests)
if not next(flight_dests) then
return
end
self:MarkFlightArea(flight_dests[#flight_dests])
local count = Min(4, #flight_dests)
for i=1,count do
local land_pos = FlightFindLandingAround(flight_dests[i], self, dest_search_dist)
if land_pos then
assert(IsPosOutside(land_pos))
return land_pos
end
end
local land_pos = FlightFindReachableLanding(flight_dests, self)
if land_pos then
return land_pos
end
local has_passable
for _, pt in ipairs(flight_dests) do
if self:CheckPassable(pt) then
if self:CanFlyTo(pt) then
return pt
end
has_passable = true
end
end
if not has_passable then
return
end
for _, pt in ipairs(flight_dests) do
local land_pos = terrain.FindReachable(pt,
tfrPassClass, self,
tfrCanDestlock, self,
tfrLimitDist, max_search_dist, 0,
tfrLuaFilter, CanFlyToFilter, self)
if land_pos then
return land_pos
end
end
end
function FlyingMovable:FindTakeoffPos()
self:MarkFlightAround(self, max_takeoff_dist)
--DbgClear(true) DbgAddCircle(self, max_takeoff_dist) FlightDbgShow{ show_flight_map = true }
local takeoff_pos, takeoff_reached = FlightFindLandingAround(self, self, max_search_dist)
if not takeoff_pos then
takeoff_pos, takeoff_reached = FlightFindReachableLanding(self, self, "takeoff", max_takeoff_dist)
if not takeoff_pos and self:CanTakeOff() then
takeoff_pos, takeoff_reached = self, true
end
end
assert(IsPosOutside(takeoff_pos))
return takeoff_pos, takeoff_reached
end
function FlyingMovable:IsShortPath(walk_excess, max_walk_dist, min_flight_dist)
if self:IsPathPartial() then
return
end
local last = self:GetPathPointCount() > 0 and self:GetPathPoint(1)
if not last then
return true
end
local dist = pf.GetLinearDist(self, last)
if max_walk_dist and dist > max_walk_dist then
return
end
local short_path_len = Max(min_flight_dist or 0, Min(max_walk_dist or max_int, dist * (100 + (walk_excess or 0)) / 100))
local ignore_tunnels = true
local path_len = self:GetPathLen(1, short_path_len, ignore_tunnels)
return path_len <= short_path_len
end
function FlyingMovable:Step(dest, ...)
local flight_planning = self.FlightPlanning
if self.flying then
if not flight_planning or self.flight_land_retry > GameTime() then
return FlyingObj.Step(self, dest, ...)
end
local moving_target = IsValid(dest) and dest:TimeToPosInterpolationEnd() > 0
if moving_target and self:CanFlyTo(dest) then
self.flight_land_pos = nil
return FlyingObj.Step(self, dest, ...)
end
local land_pos = self.flight_land_pos
if land_pos and moving_target then
local prev_target_pos = self.flight_land_target_pos
if not prev_target_pos or not dest:IsCloser(prev_target_pos, self.FlightMaxWalkDist / 2) then
land_pos = false
end
end
if not land_pos then
local dests = pf.ResolveGotoDests(self, dest, ...)
if not dests then
return pfFailed
end
land_pos = self:FindLandingPos(dests)
if not land_pos then
if self.flight_plan_force_land then
return pfFailed
end
self:SetAdjustFlightTarget(true)
self.flight_land_retry = GameTime() + 10000 -- try continue walking
return FlyingObj.Step(self, dest, ...)
end
self.flight_land_pos = land_pos
self.flight_land_retry = nil
self.flight_land_target_pos = moving_target and dest:GetVisualPos()
--DbgAddVector(land_pos, 10*guim, blue) DbgAddSegment(land_pos, self, blue)
end
local status = FlyingObj.Step(self, land_pos)
if status == pfFinished then
self.flight_land_pos = nil
self.flight_landed = true
self:SetFlying(false)
return self:Step(dest, ...)
end
return status
end
local walk_excess = self.FlightWalkExcess
if not walk_excess then
return Movable.Step(self, dest, ...)
end
local tx, ty, tz, max_range, min_range, dist, sl = self:ResolveFlightTarget(dest, ...)
if sl then
return Movable.Step(self, dest, ...)
end
if not tx then
return pfFailed
end
local max_walk_dist, min_flight_dist = self.FlightMaxWalkDist, self.FlightMinDist
if not self.FlightPlanning then
local flight_pf_ready = self.flight_pf_ready
local can_fly_to = self:CanFlyTo(tx, ty, tz)
if not flight_pf_ready and max_walk_dist and can_fly_to then
-- no flight planning: restrict the pf to find a path only if close enough
if dist > max_walk_dist then
self:SetFlying(true)
return self:Step(dest, ...)
end
self:RestrictArea(max_walk_dist) -- if the pf fails then force flying
end
self.flight_pf_ready = true
local status, new_path = Movable.Step(self, dest, ...)
if status == pfFinished or not can_fly_to or (status >= 0 or status == pfTunnel) and self:IsShortPath(walk_excess, max_walk_dist, min_flight_dist) then
return status
end
self:SetFlying(true)
return self:Step(dest, ...)
end
if self.flight_landed or self.flight_takeoff_retry > GameTime() then
return Movable.Step(self, dest, ...)
end
self.flight_start_velocity = self:GetVelocityVector(-1)
local takeoff_pos = self.flight_takeoff_pos
local takeoff_reached
if not takeoff_pos then
local pf_step = true
local flight_pf_ready = self.flight_pf_ready
if self:CheckPassable() then
if not flight_pf_ready then
pf_step = max_range == 0 and ConnectivityCheck(self, dest, ...)
else
pf_step = self:IsShortPath(walk_excess, max_walk_dist, min_flight_dist)
end
end
if pf_step then
self.flight_pf_ready = true
return Movable.Step(self, dest, ...)
end
takeoff_pos, takeoff_reached = self:FindTakeoffPos()
if not takeoff_pos then
self.flight_takeoff_retry = GameTime() + 10000 -- stop searching takeoff location and continue walking
--DbgDrawPath(self, yellow)
return self:Step(dest, ...)
elseif not takeoff_reached then
-- TODO: if the takeoff path + landing path is not quite shorter than the pf path ignore the flight
self.flight_pf_ready = nil
self.flight_takeoff_pos = takeoff_pos
--DbgAddVector(takeoff_pos, 10*guim, green) DbgAddSegment(takeoff_pos, self, green)
end
end
if not takeoff_reached then
local status = Movable.Step(self, takeoff_pos)
if status ~= pfFinished then
return status
end
end
self.flight_takeoff_pos = nil
if not terrain.IsPassable(tx, ty, tz, 0) then
-- the destination cannot be reached by walking
if not self:CanFlyTo(tx, ty, tz) then
return pfFailed
end
self:SetFlying(true)
else
local dests = pf.ResolveGotoDests(self, dest, ...)
local land_pos = self:FindLandingPos(dests)
if not land_pos or self:IsCloserWalkDist(land_pos, min_flight_dist) then
self.flight_takeoff_retry = GameTime() + 10000 -- try continue walking
else
self.flight_land_pos = land_pos
self:SetFlying(true)
end
end
return self:Step(dest, ...)
end
function FlyingMovable:TryContinueMove(status, ...)
if status == pfFinished then
return
end
if not self.FlightPlanning then
return Movable.TryContinueMove(self, status, ...)
end
local success = Movable.TryContinueMove(self, status, ...)
if success then
return true
end
local take_off
if self.flying then
if not self.flight_land_pos then
return
end
self.flight_land_pos = nil -- try finding another land pos?
elseif self.flight_landed then
self.flight_landed = nil -- try to take-off again
elseif self.flight_takeoff_pos then
self.flight_takeoff_pos = nil -- try to find a new take-off position
elseif self:CanTakeOff() and (status ~= pfDestLocked or pf.GetLinearDist(self, ...) >= FlightTile) then
take_off = true
else
return
end
local time = GameTime()
if time - self.flight_plan_failed > self.FlightFailureCooldown then
self.flight_plan_failures = nil
elseif self.flight_plan_failures < self.FlightMaxFailures then
self.flight_plan_failures = self.flight_plan_failures + 1
else
return -- give up
end
self.flight_plan_failed = time
if take_off then
self:TakeOff()
end
return true
end
function FlyingMovable:ClearPath()
if self.flying then
return self:ClearFlightPath()
end
return Movable.ClearPath(self)
end
function FlyingMovable:GetPathHash(seed)
if self.flying then
return FlyingObj.GetPathHash(self, seed)
end
return Movable.GetPathHash(self, seed)
end
function FlyingMovable:LockFlightDest(x, y, z)
local visual_z = ResolveZ(x, y, z)
if not visual_z then
return
end
-- TODO: fying destlocks
if self.outside_pathfinder
or not self:IsCloser(x, y, visual_z, pfSmartDestlockDist)
or not self:CheckPassable(x, y, z)
or PlaceDestlock(self, x, y, z) then
return x, y, z
end
local flight_target = self.flight_target
if not flight_target or flight_target:Equal(x, y, z) or not PlaceDestlock(self, flight_target) then
-- previous target cannot be destlocked as well
flight_target = terrain.FindReachable(x, y, z,
tfrPassClass, self,
tfrCanDestlock, self)
if not flight_target then
return
end
local destlocked = PlaceDestlock(self, flight_target)
assert(destlocked)
end
return flight_target:xyz()
end
function FlyingMovable:UnlockFlightDest()
if IsValid(self) then
return self:RemoveDestlock()
end
end
function FlyingMovable:TryLand()
if not self.flying then
return
end
local z = terrain.FindPassableZ(self, 32*guim) -- TODO: should go to a suitable height first
if not z then
return
end
self:ClearPath()
local visual_z = z == InvalidZ and terrain.GetHeight(self) or z
local x, y, z0 = self:GetVisualPosXYZ()
local anim = self.FlightAnimStop
local dt = anim and self:GetAnimDuration(anim) or 0
if dt > 0 then
self:SetState(anim)
else
dt = 1000
end
self:SetPos(x, y, visual_z, dt)
self:SetAcceleration(0)
self:ResetOrientation(dt)
self:SetAnimSpeed(1, 1000)
self:SetFlying(false)
end
function FlyingMovable:TryTakeOff()
self:TakeOff()
return true
end
function FlyingMovable:TakeOff()
if self.flying then
return
end
self:ClearPath()
local x, y, z0 = self:GetVisualPosXYZ()
local z = z0 + self.FlightSimHeightMin
local anim = self.FlightAnimStart
local dt = anim and self:GetAnimDuration(anim) or 0
if dt > 0 then
self:SetState(anim)
else
dt = 1000
end
self:SetPos(x, y, z, dt)
self:SetAcceleration(0)
self:SetFlying(true)
return dt
end
function FlyingMovable:Face(target, time)
if self.flying then
return FlyingObj.Face(self, target, time)
end
return Movable.Face(self, target, time)
end
----
local efFlightObstacle = const.efFlightObstacle
DefineClass.FlightObstacle = {
__parents = { "CObject" },
flags = { cofComponentFlightObstacle = true, efFlightObstacle = true },
FlightInitObstacle = FlightInitBox,
}
function FlightObstacle:InitElementConstruction()
self:ClearEnumFlags(efFlightObstacle)
end
function FlightObstacle:CompleteElementConstruction()
if self:GetComponentFlags(const.cofComponentFlightObstacle) == 0 then
return
end
self:SetEnumFlags(efFlightObstacle)
self:FlightInitObstacle()
end
function FlightObstacle:OnMoved()
self:FlightInitObstacle()
end
----
function FlightInitGrids()
local flight_map, energy_map = FlightMap, FlightEnergy
if not flight_map then
flight_map, energy_map = FlightCreateGrids(mapdata.PassBorder)
FlightMap, FlightEnergy = flight_map, energy_map
end
return flight_map, energy_map
end
local test_box = box()
function FlightMarkBetween(ptFrom, ptTo, min_height, obj_radius, mark_border)
min_height = min_height or 0
obj_radius = obj_radius or 0
local marked
local flight_area = FlightArea
local now = GameTime()
if now ~= FlightTimestamp
or not flight_area
or FlightPassVersion ~= PassVersion
or FlightMarkMinHeight ~= min_height
or FlightMarkObjRadius ~= obj_radius
or not FlightIsMarked(flight_area, FlightMarkFrom, FlightMarkTo, FlightMarkBorder, ptFrom, ptTo, mark_border) then
local flight_border
local flight_map = FlightInitGrids()
--local st = GetPreciseTicks()
flight_area, flight_border = FlightMarkObstacles(flight_map, ptFrom, ptTo, min_height, obj_radius, mark_border)
if not flight_area then
return
end
--print("FlightMarkObstacles", GetPreciseTicks() - st)
FlightEnergyMin = false -- mark the energy map as invalid
FlightMarkMinHeight, FlightMarkObjRadius = min_height, obj_radius
FlightMarkFrom, FlightMarkTo = ResolveVisualPos(ptFrom), ResolveVisualPos(ptTo)
FlightArea = flight_area or false
FlightTimestamp = now
FlightPassVersion = PassVersion
FlightMarkBorder = flight_border
marked = true
end
--dbg(FlightDbgMark(ptFrom, ptTo))
return flight_area, marked
end
function FlightCalcEnergyTo(ptTo, flight_area, slope_penalty, grow_obstacles)
flight_area = flight_area or FlightArea
slope_penalty = slope_penalty or 0
grow_obstacles = grow_obstacles or false
if not FlightEnergyMin
or FlightArea ~= flight_area
or FlightSlopePenalty ~= slope_penalty
or FlightGrowObstacles ~= grow_obstacles
or not FlightEnergyMin:Equal2D(GameToFlight(ptTo)) then
--local st = GetPreciseTicks()
FlightEnergyMin = FlightCalcEnergy(FlightMap, FlightEnergy, ptTo, flight_area, slope_penalty, grow_obstacles) or false
FlightSlopePenalty = slope_penalty
FlightGrowObstacles = grow_obstacles
--print("FlightCalcEnergy", GetPreciseTicks() - st)
if not FlightEnergyMin then
return
end
end
return FlightEnergyMin
end
function FlightCalcPathBetween(ptFrom, ptTo, flags, min_height, obj_radius, slope_penalty, smooth_dist, range, debug_iter)
assert(ptTo and terrain.IsPointInBounds(ptTo, mapdata.PassBorder))
--local st = GetPreciseTicks()
local flight_area, marked = FlightMarkBetween(ptFrom, ptTo, min_height, obj_radius)
if not flight_area then
return
end
local grow_obstacles = smooth_dist and IsCloser2D(ptFrom, ptTo, smooth_dist)
if not FlightCalcEnergyTo(ptTo, flight_area, slope_penalty, grow_obstacles) then
return
end
flags = flags or flight_default_flags
range = range or 0
assert(flags ~= 0)
FlightFrom, FlightTo, FlightFlags, FlightSmoothDist, FlightDestRange = ptFrom, ptTo, flags, smooth_dist, range
return FlightFindPath(ptFrom, ptTo, FlightMap, FlightEnergy, flight_area, flags, range, debug_iter)
end
----
function FlightInitObstacles()
local _, max_surf_radius = GetMapMaxObjRadius()
local ebox = GetPlayBox():grow(max_surf_radius)
MapForEach(ebox, efFlightObstacle, function(obj)
return obj:FlightInitObstacle()
end)
end
function FlightInitObstaclesList(objs)
local GetEnumFlags = CObject.GetEnumFlags
for _, obj in ipairs(objs) do
if GetEnumFlags(obj, efFlightObstacle) ~= 0 then
obj:FlightInitObstacle(obj)
end
end
end
function OnMsg.NewMap()
SuspendProcessing("FlightInitObstacle", "MapLoading", true)
end
function OnMsg.PostNewMapLoaded()
ResumeProcessing("FlightInitObstacle", "MapLoading", true)
if not mapdata.GameLogic then
return
end
FlightInitObstacles()
end
function OnMsg.PrefabPlaced(name, objs)
if not mapdata.GameLogic or IsProcessingSuspended("FlightInitObstacle") then
return
end
FlightInitObstaclesList(objs)
end
function FlightInvalidatePaths(box)
local CheckPassable = pf.CheckPassable
local IsPosOutside = IsPosOutside or return_true
local Point2DInside = box and box.Point2DInside or return_true
local FlightPathIntersectEst = FlightPathIntersectEst
for _, obj in ipairs(FlyingObjs) do
local flight_path = obj.flight_path
if flight_path and #flight_path > 0 and (not box or FlightPathIntersectEst(flight_path, box, obj.flight_spline_idx)) then
obj.flight_path = nil
end
local flight_land_pos = obj.flight_land_pos
if flight_land_pos and Point2DInside(box, flight_land_pos) then
if not CheckPassable(obj, flight_land_pos) or not IsPosOutside(flight_land_pos) then
obj.flight_land_pos = nil
end
end
local flight_takeoff_pos = obj.flight_takeoff_pos
if flight_takeoff_pos and Point2DInside(box, flight_takeoff_pos) then
if not CheckPassable(obj, flight_takeoff_pos) or not IsPosOutside(flight_takeoff_pos) then
obj.flight_takeoff_pos = nil
end
end
end
end
OnMsg.OnPassabilityChanged = FlightInvalidatePaths
----
function GetSplineParams(start_pos, start_speed, end_pos, end_speed)
local v0 = start_speed:Len()
local v1 = end_speed:Len()
local dist = start_pos:Dist(end_pos)
assert((v0 > 0 or v1 > 0) and (v0 >= 0 and v1 >= 0))
assert(dist >= 3)
local pa = (dist >= 3 and v0 > 0) and (start_pos + SetLen(start_speed, dist / 3)) or start_pos
local pb = (dist >= 3 and v1 > 0) and (end_pos - SetLen(end_speed, dist / 3)) or end_pos
local spline = { start_pos, pa, pb, end_pos }
local len = Max(BS3_GetSplineLength3D(spline), 1)
local time_est = MulDivRound(1000, 2 * len, v1 + v0)
return spline, len, v0, v1, time_est
end
function WaitFollowSpline(obj, spline, len, v0, v1, step_time, min_step, max_step, orient, yaw_to_roll_pct)
if not IsValid(obj) then
return
end
len = len or S3_GetSplineLength3D(spline)
v0 = v0 or obj:GetVelocityVector()
v1 = v1 or v0
step_time = step_time or 50
min_step = min_step or Max(1, len/100)
max_step = max_step or Max(min_step, len/10)
local roll, pitch, yaw, yaw0 = 0
if orient and (yaw_to_roll_pct or 0) ~= 0 then
roll, pitch, yaw0 = obj:GetRollPitchYaw()
end
local v = v0
local dist = 0
while true do
local step = Clamp(step_time * v / 1000, min_step, max_step)
dist = dist + step
if dist > len - step / 2 then
dist = len
end
local x, y, z, dirx, diry, dirz = BS3_GetSplinePosDir(spline, dist, len)
v = v0 + (v1 - v0) * dist / len
local accel, dt = obj:GetAccelerationAndTime(x, y, z, v)
if orient then
pitch, yaw = GetPitchYaw(dirx, diry, dirz)
if yaw0 then
roll = 10 * AngleDiff(yaw, yaw0) * yaw_to_roll_pct / dt
yaw0 = yaw
end
obj:SetRollPitchYaw(roll, pitch, yaw, dt)
end
obj:SetPos(x, y, z, dt)
obj:SetAcceleration(accel)
if dist == len then
Sleep(dt)
break
end
Sleep(dt - dt/10)
end
if IsValid(obj) then
obj:SetAcceleration(0)
end
end
local tfpLanding = const.tfpPassClass | const.tfpCanDestlock | const.tfpLimitDist | const.tfpLuaFilter
function FlightFindLandingAround(pos, unit, max_radius, min_radius)
local flight_map, flight_area = FlightMap, FlightArea
local landing, valid = FlightIsLandingPos(pos, flight_map, flight_area)
if not valid then
return
end
max_radius = max_radius or max_search_dist
min_radius = min_radius or 0
if not unit:CheckPassable(pos) then
return terrain.FindPassableTile(pos, tfpLanding, max_radius, min_radius, unit, unit, FlightIsLandingPos, flight_map, flight_area)
end
if min_radius <= 0 and landing then
if not unit or unit:CheckPassable(pos, true) then
return pos, true
end
end
--DbgAddCircle(pt, FlightTile, red) DbgAddVector(pt, guim, red)
return terrain.FindReachable(pos,
tfrPassClass, unit,
tfrCanDestlock, unit,
tfrLimitDist, max_radius, min_radius,
tfrLuaFilter, FlightIsLandingPos, flight_map, flight_area)
end
function FlightFindReachableLanding(target, unit, takeoff, radius)
local flight_map = FlightMap
if not flight_map then
return
end
local pfclass = unit and unit:GetPfClass() or 0
local max_dist, min_dist = radius or max_int, 0
local x, y, z, reached = FlightFindLanding(flight_map, target, max_dist, min_dist, unit, ConnectivityCheck, target, pfclass, 0, takeoff)
if not x then
return
end
assert(IsPosOutside(x, y, z))
local landing = point(x, y, z)
if reached then
return landing, true
end
local src, dst
if takeoff then
src, dst = target, landing
else
src, dst = landing, target
end
local path, has_path = pf.GetPosPath(src, dst, pfclass)
if not path or not has_path then
return
end
local i1, i2, di
if takeoff then
i1, i2, di = #path - 1, 2, -1
else
i1, i2, di = 2, #path - 1, 1
end
local last_pt
for i=i1,i2,di do
local pt = path[i]
if not pt then break end
if IsValidPos(pt) then
local found = FlightFindLandingAround(pt, unit, step_search_dist)
--DbgAddVector(pt, guim, found and green or red) DbgAddCircle(pt, step_search_dist, found and green or red) DbgAddSegment(pt, last_pt or pt) DbgAddSegment(pt, found or pt, green)
if found then
assert(IsPosOutside(found))
landing = found
break
end
last_pt = pt
end
end
return landing
end
----
function FlyingObj:CheatRecalcPath()
self:RecalcFlightPath()
end