void Game::SwitchToNormalSpace() { // remove the player from hyperspace m_space->RemoveBody(m_player.Get()); // create a new space for the system const SystemPath &dest = m_player->GetHyperspaceDest(); m_space.Reset(new Space(this, dest)); // put the player in it m_player->SetFrame(m_space->GetRootFrame()); m_space->AddBody(m_player.Get()); // place it m_player->SetPosition(m_space->GetHyperspaceExitPoint(m_hyperspaceSource)); m_player->SetVelocity(vector3d(0,0,-100.0)); m_player->SetRotMatrix(matrix4x4d::Identity()); // place the exit cloud HyperspaceCloud *cloud = new HyperspaceCloud(0, Pi::game->GetTime(), true); cloud->SetFrame(m_space->GetRootFrame()); cloud->SetPosition(m_player->GetPosition()); m_space->AddBody(cloud); for (std::list<HyperspaceCloud*>::iterator i = m_hyperspaceClouds.begin(); i != m_hyperspaceClouds.end(); ++i) { cloud = *i; cloud->SetFrame(m_space->GetRootFrame()); cloud->SetPosition(m_space->GetHyperspaceExitPoint(m_hyperspaceSource)); m_space->AddBody(cloud); if (cloud->GetDueDate() < Pi::game->GetTime()) { // they emerged from hyperspace some time ago Ship *ship = cloud->EvictShip(); ship->SetFrame(m_space->GetRootFrame()); ship->SetVelocity(vector3d(0,0,-100.0)); ship->SetRotMatrix(matrix4x4d::Identity()); ship->Enable(); ship->SetFlightState(Ship::FLYING); const SystemPath &sdest = ship->GetHyperspaceDest(); if (sdest.IsSystemPath()) { // travelling to the system as a whole, so just dump them on // the cloud - we can't do any better in this case ship->SetPosition(cloud->GetPosition()); } else { // on their way to a body. they're already in-system so we // want to simulate some travel to their destination. we // naively assume full accel for half the distance, flip and // full brake for the rest. Body *target_body = m_space->FindBodyForPath(&sdest); double dist_to_target = cloud->GetPositionRelTo(target_body).Length(); double half_dist_to_target = dist_to_target / 2.0; double accel = -(ship->GetShipType().linThrust[ShipType::THRUSTER_FORWARD] / ship->GetMass()); double travel_time = Pi::game->GetTime() - cloud->GetDueDate(); // I can't help but feel some actual math would do better here double speed = 0; double dist = 0; while (travel_time > 0 && dist <= half_dist_to_target) { speed += accel; dist += speed; travel_time--; } while (travel_time > 0 && dist < dist_to_target) { speed -= accel; dist += speed; travel_time--; } if (travel_time <= 0) { vector3d pos = target_body->GetPositionRelTo(m_space->GetRootFrame()) + cloud->GetPositionRelTo(target_body).Normalized() * (dist_to_target - dist); ship->SetPosition(pos); } else { // ship made it with time to spare. just put it somewhere // near the body. the script should be issuing a dock or // flyto command in onEnterSystem so it should sort it // itself out long before the player can get near SystemBody *sbody = m_space->GetStarSystem()->GetBodyByPath(&sdest); if (sbody->type == SystemBody::TYPE_STARPORT_ORBITAL) { ship->SetFrame(target_body->GetFrame()); ship->SetPosition(MathUtil::RandomPointOnSphere(1000.0)*1000.0); // somewhere 1000km out } else { if (sbody->type == SystemBody::TYPE_STARPORT_SURFACE) { sbody = sbody->parent; SystemPath path = m_space->GetStarSystem()->GetPathOf(sbody); target_body = m_space->FindBodyForPath(&path); } double sdist = sbody->GetRadius()*2.0; ship->SetFrame(target_body->GetFrame()); ship->SetPosition(MathUtil::RandomPointOnSphere(sdist)); } } } m_space->AddBody(ship); LuaEvent::Queue("onEnterSystem", ship); } } m_hyperspaceClouds.clear(); m_state = STATE_NORMAL; }
/* * Attribute: radius * * The radius of the body, in metres (m). * * Availability: * * alpha 16 * * Status: * * experimental */ static int l_sbody_attr_radius(lua_State *l) { SystemBody *sbody = LuaSystemBody::CheckFromLua(1); lua_pushnumber(l, sbody->GetRadius()); 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; }