Beispiel #1
0
void CThreatMap::EnemyEnterLOS(CEnemyUnit* enemy)
{
	// Possible cases:
	// (1) Unknown enemy that has been detected for the first time
	// (2) Unknown enemy that was only in radar enters LOS
	// (3) Known enemy that already was in LOS enters again

	enemy->SetInLOS();

	if (enemy->GetDPS() < 0.1f) {
		if (enemy->GetThreat() > .0f) {  // (2)
			// threat prediction failed when enemy was unknown
			if (enemy->IsHidden()) {
				enemy->ClearHidden();
			} else {
				DelEnemyUnitAll(enemy);
			}
			hostileUnits.erase(enemy->GetId());
			peaceUnits[enemy->GetId()] = enemy;
			enemy->SetThreat(.0f);
			enemy->SetRange(0);
			enemy->SetDecloakRange(GetCloakRange(enemy));
		} else if (peaceUnits.find(enemy->GetId()) == peaceUnits.end()) {
			peaceUnits[enemy->GetId()] = enemy;
			enemy->SetDecloakRange(GetCloakRange(enemy));
		} else if (enemy->IsHidden()) {
			enemy->ClearHidden();
		} else {
			DelDecloaker(enemy);
		}

		AIFloat3 pos = enemy->GetUnit()->GetPos();
		circuit->GetTerrainManager()->CorrectPosition(pos);
		enemy->SetPos(pos);
		enemy->SetKnown();

		AddDecloaker(enemy);
		return;
	}

	if (hostileUnits.find(enemy->GetId()) == hostileUnits.end()) {
		hostileUnits[enemy->GetId()] = enemy;
	} else if (enemy->IsHidden()) {
		enemy->ClearHidden();
	} else if (enemy->IsKnown()) {
		DelEnemyUnit(enemy);
	} else {
		DelEnemyUnitAll(enemy);
	}

	AIFloat3 pos = enemy->GetUnit()->GetPos();
	circuit->GetTerrainManager()->CorrectPosition(pos);
	enemy->SetPos(pos);
	enemy->SetRange(GetEnemyUnitRange(enemy));
	enemy->SetDecloakRange(GetCloakRange(enemy));
	enemy->SetThreat(GetEnemyUnitThreat(enemy));
	enemy->SetKnown();

	AddEnemyUnit(enemy);
}
Beispiel #2
0
void CThreatMap::SetEnemyUnitRange(CEnemyUnit* e) const
{
	CCircuitDef* cdef = e->GetCircuitDef();
	assert(cdef != nullptr);

	const int slack = DEFAULT_SLACK * (cdef->IsMobile() ? 4 : 2);
	int range;
	int maxRange;

	range = cdef->HasAntiAir() ? ((int)cdef->GetMaxRange(CCircuitDef::RangeType::AIR) + slack) / squareSize : 0;
	e->SetRange(CEnemyUnit::RangeType::AIR, range);
	maxRange = range;

	range = cdef->HasAntiLand() ? ((int)cdef->GetMaxRange(CCircuitDef::RangeType::LAND) + slack) / squareSize : 0;
	e->SetRange(CEnemyUnit::RangeType::LAND, range);
	maxRange = std::max(maxRange, range);

	range = cdef->HasAntiWater() ? ((int)cdef->GetMaxRange(CCircuitDef::RangeType::WATER) + slack) / squareSize : 0;
	e->SetRange(CEnemyUnit::RangeType::WATER, range);
	maxRange = std::max(maxRange, range);

	e->SetRange(CEnemyUnit::RangeType::MAX, maxRange);
	e->SetRange(CEnemyUnit::RangeType::CLOAK, GetCloakRange(e));
}