Beispiel #1
0
void CAttackTask::Execute(CCircuitUnit* unit, bool isUpdating)
{
	Unit* u = unit->GetUnit();

	CCircuitAI* circuit = manager->GetCircuit();
	CTerrainManager* terrainManager = circuit->GetTerrainManager();

	float minSqDist;
	CEnemyUnit* bestTarget = FindBestTarget(unit, minSqDist);

	if (bestTarget == nullptr) {
		if (!isUpdating) {
			float x = rand() % (terrainManager->GetTerrainWidth() + 1);
			float z = rand() % (terrainManager->GetTerrainHeight() + 1);
			position = AIFloat3(x, circuit->GetMap()->GetElevationAt(x, z), z);
		}
	} else {
		position = bestTarget->GetPos();
		float range = u->GetMaxRange();
		if (minSqDist < range * range) {
			u->Attack(bestTarget->GetUnit(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 300);
			return;
		}
	}
	u->Fight(position, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 300);
}
Beispiel #2
0
void CRetreatTask::Update()
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	bool isExecute = (++updCount % 4 == 0);
	auto assignees = units;
	for (CCircuitUnit* unit : assignees) {
		Unit* u = unit->GetUnit();
		const float healthPerc = u->GetHealth() / u->GetMaxHealth();
		bool isRepaired;
		// FIXME: Wait until 101.0 engine
//		if (ass->GetShield() != nullptr) {
//			isRepaired = (healthPerc > 0.98f) && unit->IsShieldCharged(0.9f));
//		} else {
			isRepaired = healthPerc > 0.98f;
//		}

		if (isRepaired && !unit->IsDisarmed(frame)) {
			RemoveAssignee(unit);
		} else if (unit->IsForceExecute() || isExecute) {
			Execute(unit);
		} else {
			unit->Update(circuit);
		}
	}
}
Beispiel #3
0
void CRetreatTask::OnUnitIdle(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CFactoryManager* factoryManager = circuit->GetFactoryManager();
	AIFloat3 haven = (repairer != nullptr) ? repairer->GetPos(frame) : factoryManager->GetClosestHaven(unit);
	if (haven == -RgtVector) {
		haven = circuit->GetSetupManager()->GetBasePos();
	}

	if (unit->GetCircuitDef()->IsPlane()) {
		// force rearm/repair | CMD_FIND_PAD
		unit->GetUnit()->Fight(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60);
		return;
	}

	const float maxDist = factoryManager->GetAssistDef()->GetBuildDistance();
	const AIFloat3& unitPos = unit->GetPos(frame);
	if (unitPos.SqDistance2D(haven) > maxDist * maxDist) {
		// TODO: push MoveAction into unit? to avoid enemy fire
		unit->GetUnit()->MoveTo(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 1);
		// TODO: Add fail counter?
	} else {
		// TODO: push WaitAction into unit
//		unit->GetUnit()->ExecuteCustomCommand(CMD_PRIORITY, {0.0f});

		AIFloat3 pos = unitPos;
		const float size = SQUARE_SIZE * 16;
		CTerrainManager* terrainManager = circuit->GetTerrainManager();
		float centerX = terrainManager->GetTerrainWidth() / 2;
		float centerZ = terrainManager->GetTerrainHeight() / 2;
		pos.x += (pos.x > centerX) ? size : -size;
		pos.z += (pos.z > centerZ) ? size : -size;
		AIFloat3 oldPos = pos;
		terrainManager->CorrectPosition(pos);
		if (oldPos.SqDistance2D(pos) > SQUARE_SIZE * SQUARE_SIZE) {
			pos = unitPos;
			pos.x += (pos.x > centerX) ? -size : size;
			pos.z += (pos.z > centerZ) ? -size : size;
		}
		CTerrainManager::TerrainPredicate predicate = [unitPos](const AIFloat3& p) {
			return unitPos.SqDistance2D(p) > SQUARE(SQUARE_SIZE * 8);
		};
		pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, maxDist, UNIT_COMMAND_BUILD_NO_FACING, predicate);
		unit->GetUnit()->PatrolTo(pos);

		IUnitAction* act = static_cast<IUnitAction*>(unit->End());
		if (act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
			static_cast<ITravelAction*>(act)->SetFinished(true);
		}
	}
}
Beispiel #4
0
void CBWaitTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker)
{
	CCircuitAI* circuit = manager->GetCircuit();
	const int frame = circuit->GetLastFrame();
	CCircuitDef* cdef = unit->GetCircuitDef();
	const float healthPerc = unit->GetHealthPercent();
	if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) {
		return;
	}

	CRetreatTask* task = manager->GetCircuit()->GetBuilderManager()->EnqueueRetreat();
	manager->AssignTask(unit, task);
}
Beispiel #5
0
void CDefendTask::Execute(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	CTerrainManager* terrainManager = circuit->GetTerrainManager();
	AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32);
	terrainManager->CorrectPosition(pos);
	pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, 300.0f, UNIT_COMMAND_BUILD_NO_FACING);

	TRY_UNIT(circuit, unit,
		unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
		unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED);
	)
}
Beispiel #6
0
void CSuperTask::Update()
{
    CCircuitAI* circuit = manager->GetCircuit();
    int frame = circuit->GetLastFrame();
    CCircuitUnit* unit = *units.begin();
    CCircuitDef* cdef = unit->GetCircuitDef();
    if (cdef->IsHoldFire()) {
        if (targetFrame + (cdef->GetReloadTime() + TARGET_DELAY) > frame) {
            if ((State::ENGAGE == state) && (targetFrame + TARGET_DELAY <= frame)) {
                TRY_UNIT(circuit, unit,
                         unit->GetUnit()->Stop();
                        )
                state = State::ROAM;
            }
            return;
        }
Beispiel #7
0
void CArtilleryTask::Execute(CCircuitUnit* unit, bool isUpdating)
{
    IUnitAction* act = static_cast<IUnitAction*>(unit->End());
    if (!act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT | IUnitAction::Mask::JUMP)) {
        return;
    }
    ITravelAction* travelAction = static_cast<ITravelAction*>(act);

    CCircuitAI* circuit = manager->GetCircuit();
    int frame = circuit->GetLastFrame();
    const AIFloat3& pos = unit->GetPos(frame);
    std::shared_ptr<F3Vec> pPath = std::make_shared<F3Vec>();
    CEnemyUnit* bestTarget = FindTarget(unit, pos, *pPath);

    if (bestTarget != nullptr) {
        TRY_UNIT(circuit, unit,
                 unit->GetUnit()->Attack(bestTarget->GetUnit(), UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60);
                 unit->GetUnit()->ExecuteCustomCommand(CMD_UNIT_SET_TARGET, {(float)bestTarget->GetId()});
                )
Beispiel #8
0
void IFighterTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CCircuitDef* cdef = unit->GetCircuitDef();
	Unit* u = unit->GetUnit();
	const float healthPerc = u->GetHealth() / u->GetMaxHealth();
	if (unit->GetShield() != nullptr) {
		const float minShield = circuit->GetSetupManager()->GetEmptyShield();
		if ((healthPerc > cdef->GetRetreat()) && unit->IsShieldCharged(minShield)) {
			if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
				circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
			}
			return;
		}
	} else if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) {
		if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
			circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
		}
		return;
	} else if (healthPerc < 0.2f) {  // stuck units workaround: they don't shoot and don't see distant threat
		CRetreatTask* task = manager->GetCircuit()->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}

	CThreatMap* threatMap = circuit->GetThreatMap();
	const float range = cdef->GetMaxRange();
	if ((target == nullptr) || !target->IsInLOS()) {
		CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}
	const AIFloat3& pos = unit->GetPos(frame);
	if ((target->GetPos().SqDistance2D(pos) > SQUARE(range)) ||
		(threatMap->GetThreatAt(unit, pos) * 2 > threatMap->GetUnitThreat(unit)))
	{
		CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}
	cowards.insert(unit);
}
Beispiel #9
0
IBuilderTask::IBuilderTask(ITaskManager* mgr, Priority priority,
		CCircuitDef* buildDef, const AIFloat3& position,
		BuildType type, float cost, bool isShake, int timeout)
				: IUnitTask(mgr, priority, Type::BUILDER)
				, position(position)
				, isShake(isShake)
				, buildDef(buildDef)
				, buildType(type)
				, buildPower(.0f)
				, cost(cost)
				, target(nullptr)
				, buildPos(-RgtVector)
				, facing(UNIT_COMMAND_BUILD_NO_FACING)
				, nextTask(nullptr)
				, timeout(timeout)
				, buildFails(0)
{
	CCircuitAI* circuit = manager->GetCircuit();
	lastTouched = circuit->GetLastFrame();
	savedIncome = circuit->GetEconomyManager()->GetAvgMetalIncome();
}
Beispiel #10
0
void CRetreatTask::CheckRepairer(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CPathFinder* pathfinder = circuit->GetPathfinder();
	AIFloat3 startPos = (*units.begin())->GetPos(frame);
	AIFloat3 endPos;
	float range;

	bool isRepairer = (repairer != nullptr);
	if (isRepairer) {
		endPos = repairer->GetPos(frame);
		range = pathfinder->GetSquareSize();
	} else {
		CFactoryManager* factoryManager = circuit->GetFactoryManager();
		endPos = factoryManager->GetClosestHaven(unit);
		if (endPos == -RgtVector) {
			endPos = circuit->GetSetupManager()->GetBasePos();
		}
		range = factoryManager->GetAssistDef()->GetBuildDistance() * 0.6f + pathfinder->GetSquareSize();
	}

	circuit->GetTerrainManager()->CorrectPosition(startPos);
	pathfinder->SetMapData(unit, circuit->GetThreatMap(), frame);
	float prevCost = pathfinder->PathCost(startPos, endPos, range);
	if (isRepairer && repairer->GetCircuitDef()->IsMobile()) {
		prevCost /= 4;
	}

	endPos = unit->GetPos(frame);
	float nextCost = pathfinder->PathCost(startPos, endPos, range);
	if (unit->GetCircuitDef()->IsMobile()) {
		nextCost /= 4;
	}

	if (prevCost > nextCost) {
		SetRepairer(unit);
	}
}
Beispiel #11
0
void CRetreatTask::Execute(CCircuitUnit* unit)
{
	IUnitAction* act = static_cast<IUnitAction*>(unit->End());
	if (!act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
		return;
	}
	ITravelAction* travelAction = static_cast<ITravelAction*>(act);

	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CPathFinder* pathfinder = circuit->GetPathfinder();
	AIFloat3 startPos = unit->GetPos(frame);
	AIFloat3 endPos;
	float range;

	if (repairer != nullptr) {
		endPos = repairer->GetPos(frame);
		range = pathfinder->GetSquareSize();
	} else {
		CFactoryManager* factoryManager = circuit->GetFactoryManager();
		endPos = factoryManager->GetClosestHaven(unit);
		if (endPos == -RgtVector) {
			endPos = circuit->GetSetupManager()->GetBasePos();
		}
		range = factoryManager->GetAssistDef()->GetBuildDistance() * 0.6f + pathfinder->GetSquareSize();
	}
	std::shared_ptr<F3Vec> pPath = std::make_shared<F3Vec>();

	pathfinder->SetMapData(unit, circuit->GetThreatMap(), frame);
	pathfinder->MakePath(*pPath, startPos, endPos, range);

	if (pPath->empty()) {
		pPath->push_back(endPos);
	}
	travelAction->SetPath(pPath);
	unit->Update(circuit);
}
Beispiel #12
0
void IBuilderTask::Execute(CCircuitUnit* unit)
{
	Unit* u = unit->GetUnit();
	u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)});

	CCircuitAI* circuit = manager->GetCircuit();
	if (target != nullptr) {
		Unit* tu = target->GetUnit();
		u->Build(target->GetCircuitDef()->GetUnitDef(), tu->GetPos(), tu->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
		return;
	}
	CTerrainManager* terrainManager = circuit->GetTerrainManager();
	UnitDef* buildUDef = buildDef->GetUnitDef();
	if (buildPos != -RgtVector) {
		if (circuit->GetMap()->IsPossibleToBuildAt(buildUDef, buildPos, facing)) {
			u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
			return;
		} else {
			terrainManager->RemoveBlocker(buildDef, buildPos, facing);
			// FIXME: If enemy blocked position then reset will have no effect
//			terrain->ResetBuildFrame();
		}
	}

	circuit->GetThreatMap()->SetThreatType(unit);
	// FIXME: Replace const 999.0f with build time?
	if (circuit->IsAllyAware() && (cost > 999.0f)) {
//		circuit->UpdateFriendlyUnits();
		auto friendlies = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, cost));
		for (Unit* au : friendlies) {
			CCircuitUnit* alu = circuit->GetFriendlyUnit(au);
			if (alu == nullptr) {
				continue;
			}
			if ((*alu->GetCircuitDef() == *buildDef) && au->IsBeingBuilt()) {
				const AIFloat3& pos = au->GetPos();
				if (terrainManager->CanBuildAt(unit, pos)) {
					u->Build(buildUDef, pos, au->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
					utils::free_clear(friendlies);
					return;
				}
			}
		}
		utils::free_clear(friendlies);
	}

	// Alter/randomize position
	AIFloat3 pos;
	if (isShake) {
		AIFloat3 offset((float)rand() / RAND_MAX - 0.5f, 0.0f, (float)rand() / RAND_MAX - 0.5f);
		pos = position + offset * SQUARE_SIZE * 16;
	} else {
		pos = position;
	}

	const float searchRadius = 200.0f * SQUARE_SIZE;
	FindBuildSite(unit, pos, searchRadius);

	if (buildPos != -RgtVector) {
		terrainManager->AddBlocker(buildDef, buildPos, facing);
		u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
	} else {
		// TODO: Select new proper BasePos, like near metal cluster.
		int terWidth = terrainManager->GetTerrainWidth();
		int terHeight = terrainManager->GetTerrainHeight();
		float x = terWidth / 4 + rand() % (int)(terWidth / 2 + 1);
		float z = terHeight / 4 + rand() % (int)(terHeight / 2 + 1);
		AIFloat3 pos(x, circuit->GetMap()->GetElevationAt(x, z), z);
		circuit->GetSetupManager()->SetBasePos(pos);

		// Fallback to Guard/Assist/Patrol
		manager->FallbackTask(unit);
	}
}
Beispiel #13
0
void CDefendTask::Update()
{
	++updCount;

	/*
	 * Merge tasks if possible
	 */
	if (updCount % 32 == 1) {
		CMilitaryManager* militaryManager = static_cast<CMilitaryManager*>(manager);
		if ((attackPower >= maxPower) || !militaryManager->GetTasks(check).empty()) {
			IFighterTask* task = militaryManager->EnqueueTask(promote);
			decltype(units) tmpUnits = units;
			for (CCircuitUnit* unit : tmpUnits) {
				manager->AssignTask(unit, task);
			}
//			manager->DoneTask(this);  // NOTE: RemoveAssignee will abort task
			return;
		}

		ISquadTask* task = GetMergeTask();
		if (task != nullptr) {
			task->Merge(this);
			units.clear();
			manager->AbortTask(this);
			return;
		}
	}

	/*
	 * No regroup
	 */
	bool isExecute = (updCount % 8 == 2);
	if (!isExecute) {
		for (CCircuitUnit* unit : units) {
			isExecute |= unit->IsForceExecute();
		}
		if (!isExecute) {
			return;
		}
	} else {
		ISquadTask::Update();
		if (leader == nullptr) {  // task aborted
			return;
		}
	}

	/*
	 * Update target
	 */
	FindTarget();

	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame() + FRAMES_PER_SEC * 60;
	state = State::ROAM;
	if (target != nullptr) {
		state = State::ENGAGE;
		for (CCircuitUnit* unit : units) {
			unit->Attack(target->GetPos(), frame);
		}
	} else {
		for (CCircuitUnit* unit : units) {
			AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32);
			TRY_UNIT(circuit, unit,
				unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame);
				unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED);
			)
		}
	}
}
Beispiel #14
0
void CBReclaimTask::Update()
{
	if (!isMetal) {
		return;
	}

	CCircuitAI* circuit = manager->GetCircuit();
	if (circuit->GetEconomyManager()->IsMetalFull()) {
		manager->AbortTask(this);
	} else if (!units.empty()) {
		/*
		 * Update reclaim position
		 */
		// FIXME: Works only with 1 task per worker
		CCircuitUnit* unit = *units.begin();
		int frame = circuit->GetLastFrame();
		const AIFloat3& pos = unit->GetPos(frame);
		auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(pos, 300.0f));
		if (!enemies.empty()) {
			for (Unit* enemy : enemies) {
				if ((enemy != nullptr) && enemy->IsBeingBuilt()) {
					unit->GetUnit()->ReclaimUnit(enemy, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
					utils::free_clear(enemies);
					return;
				}
			}
			utils::free_clear(enemies);
		}

		auto features = std::move(circuit->GetCallback()->GetFeaturesIn(pos, 500.0f));
		if (!features.empty()) {
			CTerrainManager* terrainManager = circuit->GetTerrainManager();
			circuit->GetThreatMap()->SetThreatType(unit);
			AIFloat3 reclPos;
			float minSqDist = std::numeric_limits<float>::max();
			Resource* metalRes = circuit->GetEconomyManager()->GetMetalRes();
			for (Feature* feature : features) {
				AIFloat3 featPos = feature->GetPosition();
				terrainManager->CorrectPosition(featPos);  // Impulsed flying feature
				if (!terrainManager->CanBuildAt(unit, featPos)) {
					continue;
				}
				FeatureDef* featDef = feature->GetDef();
				float reclaimValue = featDef->GetContainedResource(metalRes)/* * feature->GetReclaimLeft()*/;
				delete featDef;
				if (reclaimValue < 1.0f) {
					continue;
				}
				float sqDist = pos.SqDistance2D(featPos);
				if (sqDist < minSqDist) {
					reclPos = featPos;
					minSqDist = sqDist;
				}
			}
			if (minSqDist < std::numeric_limits<float>::max()) {
				const float radius = 8.0f;  // unit->GetCircuitDef()->GetBuildDistance();
				unit->GetUnit()->ReclaimInArea(reclPos, radius, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
			}
			utils::free_clear(features);
		}
	}
}