/* * Method: GetGroundPosition * * Get latitude, longitude and altitude of a dynamic body close to the ground or nil the body is not a dynamic body * or is not close to the ground. * * > latitude, longitude, altitude = body:GetGroundPosition() * * Returns: * * latitude - the latitude of the body in radians * longitude - the longitude of the body in radians * altitude - altitude above the ground in meters * * Examples: * * > -- Get ground position of the player * > local lat, long, alt = Game.player:GetGroundPosition() * > lat = math.rad2deg(lat) * > long = math.rad2deg(long) * * Availability: * * July 2013 * * Status: * * experimental */ static int l_body_get_ground_position(lua_State *l) { Body *b = LuaObject<Body>::CheckFromLua(1); if (!b->IsType(Object::DYNAMICBODY)) { lua_pushnil(l); return 1; } Frame *f = b->GetFrame(); if (!f->IsRotFrame()) return 0; vector3d pos = b->GetPosition(); double latitude = atan2(pos.y, sqrt(pos.x * pos.x + pos.z * pos.z)); double longitude = atan2(pos.x, pos.z); lua_pushnumber(l, latitude); lua_pushnumber(l, longitude); Body *astro = f->GetBody(); if (astro->IsType(Object::TERRAINBODY)) { double radius = static_cast<TerrainBody *>(astro)->GetTerrainHeight(pos.Normalized()); double altitude = pos.Length() - radius; lua_pushnumber(l, altitude); } else { lua_pushnil(l); } return 3; }
// Creates a child AI command to fly the ship to nearest transit location if it wasn't within transit location // Returns false if ship is already in transit location, true if it wasn't and a new AI command is created to go there bool AIParagonCmdFlyTo::GoToTransitDistance() { m_remainingDistance = m_data.ship_to_target_distance; // is target far enough for transit and transit is not possible right now? if (m_remainingDistance > VICINITY_DISTANCE && !m_ship->IsTransitPossible()) { Frame* sframe = m_ship->GetFrame(); Body* sbody = sframe->GetBody(); assert(sframe && sbody); double transit_radius = GetTransitRadius(sbody); // if transit is not possible (IsTransitPossible) then ship is within planet or spacestation so no need to check for that vector3d transit_position = (m_ship->GetPosition() - sbody->GetPosition()).Normalized() * transit_radius; m_child = new AIParagonCmdGoTo(m_ship, sframe, transit_position); return true; } else { return false; } }
/* * Function: SpawnShipNear * * Create a ship and place it in space near the given <Body>. * * > ship = Space.SpawnShip(type, body, min, max, hyperspace) * * Parameters: * * type - the name of the ship * * body - the <Body> near which the ship should be spawned * * min - minimum distance from the body to place the ship, in Km * * max - maximum distance to place the ship * * hyperspace - optional table containing hyperspace entry information. If * this is provided the ship will not spawn directly. Instead, * a hyperspace cloud will be created that the ship will exit * from. The table contains two elements, a <SystemPath> for * the system the ship is travelling from, and the due * date/time that the ship should emerge from the cloud. * * Return: * * ship - a <Ship> object for the new ship * * Example: * * > -- spawn a ship 10km from the player * > local ship = Ship.SpawnNear("viper_police_craft", Game.player, 10, 10) * * Availability: * * alpha 10 * * Status: * * experimental */ static int l_space_spawn_ship_near(lua_State *l) { if (!Pi::game) luaL_error(l, "Game is not started"); LUA_DEBUG_START(l); const char *type = luaL_checkstring(l, 1); if (! ShipType::Get(type)) luaL_error(l, "Unknown ship type '%s'", type); Body *nearbody = LuaBody::CheckFromLua(2); float min_dist = luaL_checknumber(l, 3); float max_dist = luaL_checknumber(l, 4); SystemPath *path = NULL; double due = -1; _unpack_hyperspace_args(l, 5, path, due); Ship *ship = new Ship(type); assert(ship); Body *thing = _maybe_wrap_ship_with_cloud(ship, path, due); // XXX protect against spawning inside the body Frame * newframe = nearbody->GetFrame(); const vector3d newPosition = (MathUtil::RandomPointOnSphere(min_dist, max_dist)* 1000.0) + nearbody->GetPosition(); // If the frame is rotating and the chosen position is too far, use non-rotating parent. // Otherwise the ship will be given a massive initial velocity when it's bumped out of the // rotating frame in the next update if (newframe->IsRotatingFrame() && !newframe->IsLocalPosInFrame(newPosition)) { assert(newframe->m_parent); newframe = newframe->m_parent; } thing->SetFrame(newframe);; thing->SetPosition(newPosition); thing->SetVelocity(vector3d(0,0,0)); Pi::game->GetSpace()->AddBody(thing); LuaShip::PushToLua(ship); LUA_DEBUG_END(l, 1); return 1; }
/* * Function: SpawnShipLandedNear * * Create a ship and place it on the surface near the given <Body>. * * > ship = Space.SpawnShipLandedNear(type, body, min, max) * * Parameters: * * type - the name of the ship * * body - the <Body> near which the ship should be spawned. It must be on the ground or close to it, * i.e. it must be in the rotating frame of the planetary body. * * min - minimum distance from the surface point below the body to place the ship, in Km * * max - maximum distance to place the ship * * Return: * * ship - a <Ship> object for the new ship * * Example: * * > -- spawn a ship 10km from the player * > local ship = Ship.SpawnShipLandedNear("viper_police", Game.player, 10, 10) * * Availability: * * July 2013 * * Status: * * experimental */ static int l_space_spawn_ship_landed_near(lua_State *l) { if (!Pi::game) luaL_error(l, "Game is not started"); LUA_DEBUG_START(l); const char *type = luaL_checkstring(l, 1); if (! ShipType::Get(type)) luaL_error(l, "Unknown ship type '%s'", type); Body *nearbody = LuaObject<Body>::CheckFromLua(2); const float min_dist = luaL_checknumber(l, 3); const float max_dist = luaL_checknumber(l, 4); if (min_dist > max_dist) luaL_error(l, "min_dist must not be larger than max_dist"); Ship *ship = new Ship(type); assert(ship); // XXX protect against spawning inside the body Frame * newframe = nearbody->GetFrame()->GetRotFrame(); if (!newframe->IsRotFrame()) luaL_error(l, "Body must be in rotating frame"); SystemBody *sbody = newframe->GetSystemBody(); if (sbody->GetSuperType() != SystemBody::SUPERTYPE_ROCKY_PLANET) luaL_error(l, "Body is not on a rocky planet"); if (max_dist > sbody->GetRadius()) luaL_error(l, "max_dist too large for planet radius"); // We assume that max_dist is much smaller than the planet radius, i.e. that our area is reasonably flat // So, we const vector3d up = nearbody->GetPosition().Normalized(); vector3d x; vector3d y; // Calculate a orthonormal basis for a horizontal plane. For numerical reasons we do that determining the smallest // coordinate and take the cross product with (1,0,0), (0,1,0) or (0,0,1) respectively to calculate the first vector. // The second vector is just the cross product of the up-vector and out first vector. if (up.x <= up.y && up.x <= up.z) { x = vector3d(0.0, up.z, -up.y).Normalized(); y = vector3d(-up.y*up.y - up.z*up.z, up.x*up.y, up.x*up.z).Normalized(); } else if (up.y <= up.x && up.y <= up.z) { x = vector3d(-up.z, 0.0, up.x).Normalized(); y = vector3d(up.x*up.y, -up.x*up.x - up.z*up.z, up.y*up.z).Normalized(); } else { x = vector3d(up.y, -up.x, 0.0).Normalized(); y = vector3d(up.x*up.z, up.y*up.z, -up.x*up.x - up.y*up.y).Normalized(); } Planet *planet = static_cast<Planet*>(newframe->GetBody()); const double radius = planet->GetSystemBody()->GetRadius(); const vector3d planar = MathUtil::RandomPointInCircle(min_dist * 1000.0, max_dist * 1000.0); vector3d pos = (radius * up + x * planar.x + y * planar.y).Normalized(); float latitude = atan2(pos.y, sqrt(pos.x*pos.x + pos.z * pos.z)); float longitude = atan2(pos.x, pos.z); Pi::game->GetSpace()->AddBody(ship); ship->SetLandedOn(planet, latitude, longitude); LuaObject<Ship>::PushToLua(ship); LUA_DEBUG_END(l, 1); return 1; }