Ejemplo n.º 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);
}
Ejemplo n.º 2
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()});
                )