/** Kicks this ball to a location */
void AMagicBattleSoccerBall::KickToLocation(const FVector& Location, float AngleInDegrees)
{
    if (nullptr == Possessor)
    {
        // Safety check. The possessor must be valid.
    }
    else
    {
        // Reset the possessor
        SetPossessor(nullptr);

        // Calculate the angle required to hit the coordinate (x,y) on the plane containing
        // the origin and ground point. The x coordinate is the distance from the ball
        // to where the user clicked, and the y coordinate should be zero.
        // http://en.wikipedia.org/wiki/Trajectory_of_a_projectile

        FVector Origin = GetActorLocation();
        float x = FVector::Dist(Location, Origin);
        float y = 0.f;
        float g = -980.f; // Standard gravity
        float r = AngleInDegrees * 3.14159f / 180.f;
        float p = std::tan(r);
        float v = std::sqrt((p*p + 1.f)*(g*x*x) / (2.f * (y - x*p)));
        float forceMag = v;

        FVector forward = (Location - Origin);
        forward.Z = 0; // We only support kicking to locations that are on the ball's Z plane
        forward.Normalize();
        FVector cross = FVector::CrossProduct(forward, FVector::UpVector);
        FVector kick = forward * FMath::Cos(r) * forceMag;
        kick.Z = FMath::Sin(r) * forceMag;

        UPrimitiveComponent *Root = Cast<UPrimitiveComponent>(GetRootComponent());
        Root->SetPhysicsLinearVelocity(kick);
        Root->SetPhysicsAngularVelocity(cross * forceMag * -4.f);
    }
}
Example #2
0
AFlareSpacecraft* UFlareSector::LoadSpacecraft(UFlareSimulatedSpacecraft* ParentSpacecraft)
{
	AFlareSpacecraft* Spacecraft = NULL;
	FLOGV("UFlareSector::LoadSpacecraft : Start loading ('%s')", *ParentSpacecraft->GetImmatriculation().ToString());


	// Spawn parameters
	FActorSpawnParameters Params;
	Params.bNoFail = true;
	Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;



	// Create and configure the ship
	Spacecraft = GetGame()->GetWorld()->SpawnActor<AFlareSpacecraft>(ParentSpacecraft->GetDescription()->Template->GeneratedClass, ParentSpacecraft->GetData().Location, ParentSpacecraft->GetData().Rotation, Params);
	if (Spacecraft && !Spacecraft->IsPendingKillPending())
	{
		Spacecraft->Load(ParentSpacecraft);
		UPrimitiveComponent* RootComponent = Cast<UPrimitiveComponent>(Spacecraft->GetRootComponent());

		if (Spacecraft->IsStation())
		{
			SectorStations.Add(Spacecraft);
		}
		else
		{
			SectorShips.Add(Spacecraft);
		}
		SectorSpacecrafts.Add(Spacecraft);

		FLOGV("%s spawn mode = %d", *Spacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().SpawnMode+0)


		switch (ParentSpacecraft->GetData().SpawnMode)
		{
			// Already known to be correct
			case EFlareSpawnMode::Safe:

				FLOGV("UFlareSector::LoadSpacecraft : Safe spawn '%s' at (%f,%f,%f)",
					*ParentSpacecraft->GetImmatriculation().ToString(),
					ParentSpacecraft->GetData().Location.X, ParentSpacecraft->GetData().Location.Y, ParentSpacecraft->GetData().Location.Z);

				RootComponent->SetPhysicsLinearVelocity(ParentSpacecraft->GetData().LinearVelocity, false);
				RootComponent->SetPhysicsAngularVelocity(ParentSpacecraft->GetData().AngularVelocity, false);
				break;

			// First spawn
			case EFlareSpawnMode::Spawn:

				PlaceSpacecraft(Spacecraft, ParentSpacecraft->GetData().Location);
				{
					FVector NewLocation = Spacecraft->GetActorLocation();
					FLOGV("UFlareSector::LoadSpacecraft : Placing '%s' at (%f,%f,%f)",
						*ParentSpacecraft->GetImmatriculation().ToString(),
						NewLocation.X, NewLocation.Y, NewLocation.Z);
				}

				RootComponent->SetPhysicsLinearVelocity(FVector::ZeroVector, false);
				RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false);
				break;

			// Incoming in sector
			case EFlareSpawnMode::Travel:
			{

				FLOGV("UFlareSector::LoadSpacecraft : Travel '%s' at (%f, %f, %f)",
					*ParentSpacecraft->GetImmatriculation().ToString(),
					ParentSpacecraft->GetData().Location.X, ParentSpacecraft->GetData().Location.Y, ParentSpacecraft->GetData().Location.Z);

				FVector SpawnDirection;
				TArray<AFlareSpacecraft*> FriendlySpacecrafts = GetCompanySpacecrafts(Spacecraft->GetCompany());
				FVector FriendlyShipLocationSum = FVector::ZeroVector;
				int FriendlyShipCount = 0;

				for (int SpacecraftIndex = 0 ; SpacecraftIndex < FriendlySpacecrafts.Num(); SpacecraftIndex++)
				{
					AFlareSpacecraft *SpacecraftCandidate = FriendlySpacecrafts[SpacecraftIndex];
					if (!SpacecraftCandidate->IsStation() && SpacecraftCandidate != Spacecraft)
					{
						FriendlyShipLocationSum += SpacecraftCandidate->GetActorLocation();
						FriendlyShipCount++;
					}
				}

				if (FriendlyShipCount == 0)
				{
					FVector NotFriendlyShipLocationSum = FVector::ZeroVector;
					int NotFriendlyShipCount = 0;
					for (int SpacecraftIndex = 0 ; SpacecraftIndex < SectorShips.Num(); SpacecraftIndex++)
					{
						AFlareSpacecraft *SpacecraftCandidate = SectorShips[SpacecraftIndex];
						if (SpacecraftCandidate != Spacecraft && SpacecraftCandidate->GetCompany() != Spacecraft->GetCompany())
						{
							NotFriendlyShipLocationSum += SpacecraftCandidate->GetActorLocation();
							NotFriendlyShipCount++;
						}
					}

					if (NotFriendlyShipCount == 0)
					{
						SpawnDirection = FMath::VRand();
					}
					else
					{
						FVector	NotFriendlyShipLocationMean = NotFriendlyShipLocationSum / NotFriendlyShipCount;
						SpawnDirection = (GetSectorCenter() - NotFriendlyShipLocationMean).GetUnsafeNormal();
					}
				}
				else
				{
					FVector	FriendlyShipLocationMean = FriendlyShipLocationSum / FriendlyShipCount;
					SpawnDirection = (FriendlyShipLocationMean - GetSectorCenter()).GetUnsafeNormal() ;
				}

				float SpawnDistance = GetSectorRadius() + 1;

				if (GetSimulatedSector()->GetSectorBattleState(Spacecraft->GetCompany()) != EFlareSectorBattleState::NoBattle)
				{
					SpawnDistance += 500000; // 5 km
				}

				SpawnDistance = FMath::Min(SpawnDistance, GetSectorLimits());

				FVector Location = GetSectorCenter() + SpawnDirection * SpawnDistance;

				FVector CenterDirection = (GetSectorCenter() - Location).GetUnsafeNormal();
				Spacecraft->SetActorRotation(CenterDirection.Rotation());

				PlaceSpacecraft(Spacecraft, Location);

				float SpawnVelocity = 0;

				if (GetSimulatedSector()->GetSectorBattleState(Spacecraft->GetCompany()) != EFlareSectorBattleState::NoBattle)
				{
						SpawnVelocity = 10000;
				}

				RootComponent->SetPhysicsLinearVelocity(CenterDirection * SpawnVelocity, false);
				RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false);
			}
			break;
			case EFlareSpawnMode::Exit:
			{
				float SpawnDistance = GetSectorLimits() * 0.9;
				float SpawnVelocity = ParentSpacecraft->GetData().LinearVelocity.Size() * 0.6;
				FVector SpawnDirection = ParentSpacecraft->GetData().Location.GetUnsafeNormal();
				FVector Location = SpawnDirection * SpawnDistance;
				FVector CenterDirection = (GetSectorCenter() - Location).GetUnsafeNormal();

				FLOGV("UFlareSector::LoadSpacecraft : Exit '%s' at (%f, %f, %f)",
					*ParentSpacecraft->GetImmatriculation().ToString(),
					Location.X, Location.Y, Location.Z);

				PlaceSpacecraft(Spacecraft, Location);
				Spacecraft->SetActorRotation(CenterDirection.Rotation());

				RootComponent->SetPhysicsLinearVelocity(CenterDirection * SpawnVelocity, false);
				RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false);

			}
			break;
		}

		ParentSpacecraft->SetSpawnMode(EFlareSpawnMode::Safe);
	}