Ejemplo n.º 1
0
// Find a route for an DROID to a location in world coordinates
FPATH_RETVAL fpathDroidRoute(DROID *psDroid, SDWORD tX, SDWORD tY, FPATH_MOVETYPE moveType)
{
	bool acceptNearest;
	PROPULSION_STATS *psPropStats = getPropulsionStats(psDroid);

	// override for AI to blast our way through stuff
	if (!isHumanPlayer(psDroid->player) && moveType == FMT_MOVE)
	{
		moveType = (psDroid->asWeaps[0].nStat == 0) ? FMT_MOVE : FMT_ATTACK;
	}

	ASSERT_OR_RETURN(FPR_FAILED, psPropStats != NULL, "invalid propulsion stats pointer");
	ASSERT_OR_RETURN(FPR_FAILED, psDroid->type == OBJ_DROID, "We got passed an object that isn't a DROID!");

	// Check whether the start and end points of the route are blocking tiles and find an alternative if they are.
	Position startPos = psDroid->pos;
	Position endPos = Position(tX, tY, 0);
	StructureBounds dstStructure = getStructureBounds(worldTile(endPos.xy)->psObject);
	startPos = findNonblockingPosition(startPos, getPropulsionStats(psDroid)->propulsionType, psDroid->player, moveType);
	if (!dstStructure.valid())  // If there's a structure over the destination, ignore it, otherwise pathfind from somewhere around the obstruction.
	{
		endPos   = findNonblockingPosition(endPos,   getPropulsionStats(psDroid)->propulsionType, psDroid->player, moveType);
	}
	objTrace(psDroid->id, "Want to go to (%d, %d) -> (%d, %d), going (%d, %d) -> (%d, %d)", map_coord(psDroid->pos.x), map_coord(psDroid->pos.y), map_coord(tX), map_coord(tY), map_coord(startPos.x), map_coord(startPos.y), map_coord(endPos.x), map_coord(endPos.y));
	switch (psDroid->order.type)
	{
	case DORDER_BUILD:
	case DORDER_LINEBUILD:                       // build a number of structures in a row (walls + bridges)
		dstStructure = getStructureBounds(psDroid->order.psStats, psDroid->order.pos, psDroid->order.direction);  // Just need to get close enough to build (can be diagonally), do not need to reach the destination tile.
		// fallthrough
	case DORDER_HELPBUILD:                       // help to build a structure
	case DORDER_DEMOLISH:                        // demolish a structure
	case DORDER_REPAIR:
		acceptNearest = false;
		break;
	default:
		acceptNearest = true;
		break;
	}
	return fpathRoute(&psDroid->sMove, psDroid->id, startPos.x, startPos.y, endPos.x, endPos.y, psPropStats->propulsionType,
	                  psDroid->droidType, moveType, psDroid->player, acceptNearest, dstStructure);
}
Ejemplo n.º 2
0
// Only used by fpathTest.
static FPATH_RETVAL fpathSimpleRoute(MOVE_CONTROL *psMove, int id, int startX, int startY, int tX, int tY)
{
	return fpathRoute(psMove, id, startX, startY, tX, tY, PROPULSION_TYPE_WHEELED, DROID_WEAPON, FMT_BLOCK, 0, true, getStructureBounds((BASE_OBJECT *)NULL));
}
Ejemplo n.º 3
0
static FPATH_RETVAL fpathSimpleRoute(MOVE_CONTROL *psMove, int id, int startX, int startY, int tX, int tY)
{
	return fpathRoute(psMove, id, startX, startY, tX, tY, PROPULSION_TYPE_WHEELED, DROID_WEAPON, FMT_MOVE, 0, true);
}
Ejemplo n.º 4
0
// Find a route for an DROID to a location in world coordinates
FPATH_RETVAL fpathDroidRoute(DROID* psDroid, SDWORD tX, SDWORD tY, FPATH_MOVETYPE moveType)
{
	bool acceptNearest;
	PROPULSION_STATS *psPropStats = getPropulsionStats(psDroid);

	// override for AI to blast our way through stuff
	if (!isHumanPlayer(psDroid->player) && moveType == FMT_MOVE)
	{
		moveType = (psDroid->asWeaps[0].nStat == 0) ? FMT_MOVE : FMT_ATTACK;
	}

	ASSERT_OR_RETURN(FPR_FAILED, psPropStats != NULL, "invalid propulsion stats pointer");
	ASSERT_OR_RETURN(FPR_FAILED, psDroid->type == OBJ_DROID, "We got passed an object that isn't a DROID!");

	// check whether the end point of the route
	// is a blocking tile and find an alternative if it is
	if (psDroid->sMove.Status != MOVEWAITROUTE && fpathDroidBlockingTile(psDroid, map_coord(tX), map_coord(tY), moveType))
	{
		// find the nearest non blocking tile to the DROID
		int minDist = SDWORD_MAX;
		int nearestDir = NUM_DIR;
		int dir;

		objTrace(psDroid->id, "BLOCKED(%d,%d) - trying workaround", map_coord(tX), map_coord(tY));
		for (dir = 0; dir < NUM_DIR; dir++)
		{
			int x = map_coord(tX) + aDirOffset[dir].x;
			int y = map_coord(tY) + aDirOffset[dir].y;

			if (tileOnMap(x, y) && !fpathDroidBlockingTile(psDroid, x, y, moveType))
			{
				// pick the adjacent tile closest to our starting point
				int tileDist = fpathDistToTile(x, y, psDroid->pos.x, psDroid->pos.y);

				if (tileDist < minDist)
				{
					minDist = tileDist;
					nearestDir = dir;
				}
			}

			if (dir == NUM_BASIC - 1 && nearestDir != NUM_DIR)
			{
				break;	// found a solution without checking at greater distance
			}
		}

		if (nearestDir == NUM_DIR)
		{
			// surrounded by blocking tiles, give up
			objTrace(psDroid->id, "route to (%d, %d) failed - target blocked", map_coord(tX), map_coord(tY));
			return FPR_FAILED;
		}
		else
		{
			tX = world_coord(map_coord(tX) + aDirOffset[nearestDir].x) + TILE_UNITS / 2;
			tY = world_coord(map_coord(tY) + aDirOffset[nearestDir].y) + TILE_UNITS / 2;
			objTrace(psDroid->id, "Workaround found at (%d, %d)", map_coord(tX), map_coord(tY));
		}
	}
	switch (psDroid->order)
	{
	case DORDER_BUILD:
	case DORDER_HELPBUILD:                       // help to build a structure
	case DORDER_LINEBUILD:                       // 6 - build a number of structures in a row (walls + bridges)
	case DORDER_DEMOLISH:                        // demolish a structure
	case DORDER_REPAIR:
		acceptNearest = false;
		break;
	default:
		acceptNearest = true;
		break;
	}
	return fpathRoute(&psDroid->sMove, psDroid->id, psDroid->pos.x, psDroid->pos.y, tX, tY, psPropStats->propulsionType, 
	                  psDroid->droidType, moveType, psDroid->player, acceptNearest);
}