Ejemplo n.º 1
0
/**
**  Enter the transporter.
**
**  @param unit  Pointer to unit.
*/
static void EnterTransporter(CUnit &unit, COrder_Board &order)
{
	CUnit *transporter = order.GetGoal();

	Assert(transporter != NULL);

	if (!transporter->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Transporter gone\n");
		return;
	}

	if (transporter->BoardCount < transporter->Type->MaxOnBoard) {
		// Place the unit inside the transporter.
		unit.Remove(transporter);
		transporter->BoardCount++;
		unit.Boarded = 1;
		if (!unit.Player->AiEnabled) {
			// Don't make anything funny after going out of the transporter.
			CommandStopUnit(unit);
		}

		if (IsOnlySelected(*transporter)) {
			SelectedUnitChanged();
		}
		return;
	}
	DebugPrint("No free slot in transporter\n");
}
Ejemplo n.º 2
0
/**
**  Choose target on map area.
**
**  @param source  Unit which want to attack.
**  @param x1      X position on map, tile-based.
**  @param y1      Y position on map, tile-based.
**  @param x2      X position on map, tile-based.
**  @param y2      Y position on map, tile-based.
**
**  @return        Returns ideal target on map tile.
*/
CUnit *TargetOnMap(const CUnit *source, int x1, int y1, int x2, int y2)
{
	CUnit *table[UnitMax];
	CUnit *best = NoUnitP;
	int n;

	n = UnitCache.Select(x1, y1, x2, y2, table, UnitMax);
	for (int i = 0; i < n; ++i) {
		CUnit *unit = table[i];
		if (!unit->IsVisibleAsGoal(source->Player)) {
			continue;
		}
		if (x2 < unit->X || x1 >= unit->X + unit->Type->TileWidth ||
				y2 < unit->Y || y1 >= unit->Y + unit->Type->TileHeight) {
			continue;
		}
		if (!CanTarget(source->Type, unit->Type)) {
			continue;
		}

		//
		// Choose the best target.
		//
		if (!best || best->Type->Priority < unit->Type->Priority) {
			best = unit;
		}
	}
	return best;
}
Ejemplo n.º 3
0
/**
**  Call when animation step is "attack"
*/
/* virtual */ void COrder_SpellCast::OnAnimationAttack(CUnit &unit)
{
	CUnit *goal = GetGoal();
	if (goal && !goal->IsVisibleAsGoal(*unit.Player)) {
		unit.ReCast = 0;
	} else {
		unit.ReCast = SpellCast(unit, *this->Spell, goal, goalPos);
	}
	UnHideUnit(unit); // unit is invisible until attacks
}
Ejemplo n.º 4
0
/**
**  Wait for transporter.
**
**  @param unit  Pointer to unit.
**
**  @return      True if ship arrived/present, False otherwise.
*/
static int WaitForTransporter(CUnit *unit)
{
	CUnit *trans;

	if (unit->Wait) {
		unit->Wait--;
		return 0;
	}

	trans = unit->Orders[0]->Goal;

	if (!trans || !CanTransport(trans, unit)) {
		// FIXME: destination destroyed??
		unit->Wait = 6;
		return 0;
	}

	if (!trans->IsVisibleAsGoal(unit->Player)) {
		DebugPrint("Transporter Gone\n");
		trans->RefsDecrease();
		unit->Orders[0]->Goal = NoUnitP;
		unit->Wait = 6;
		return 0;
	}

	if (MapDistanceBetweenUnits(unit, trans) == 1) {
		// enter transporter
		return 1;
	}

	//
	// FIXME: any enemies in range attack them, while waiting.
	//

	// n0b0dy: This means we have to search with a smaller range.
	// It happens only when you reach the shore,and the transporter
	// is not there. The unit searches with a big range, so it thinks
	// it's there. This is why we reset the search. The transporter
	// should be a lot closer now, so it's not as bad as it seems.
	unit->SubAction = 0;
	unit->Orders[0]->Range = 1;
	// Uhh wait a bit.
	unit->Wait = 10;

	return 0;
}
Ejemplo n.º 5
0
/**
**  Check for dead goal.
**
**  @warning  The caller must check, if he likes the restored SavedOrder!
**
**  @todo     If a unit enters an building, than the attack choose an
**            other goal, perhaps it is better to wait for the goal?
**
**  @param unit  Unit using the goal.
**
**  @return      true if order have changed, false else.
*/
bool COrder_Attack::CheckForDeadGoal(CUnit &unit)
{
	CUnit *goal = this->GetGoal();

	// Position or valid target, it is ok.
	if (!goal || goal->IsVisibleAsGoal(*unit.Player)) {
		return false;
	}

	// Goal could be destroyed or unseen
	// So, cannot use type.
	this->goalPos = goal->tilePos;
	this->MinRange = 0;
	this->Range = 0;
	this->ClearGoal();

	// If we have a saved order continue this saved order.
	if (unit.RestoreOrder()) {
		return true;
	}
	return false;
}
Ejemplo n.º 6
0
/**
**  Enter the transporter.
**
**  @param unit  Pointer to unit.
*/
static void EnterTransporter(CUnit *unit)
{
	CUnit *transporter;

	unit->ClearAction();

	transporter = unit->Orders[0]->Goal;
	if (!transporter->IsVisibleAsGoal(unit->Player)) {
		DebugPrint("Transporter gone\n");
		transporter->RefsDecrease();
		unit->Orders[0]->Goal = NoUnitP;
		return;
	}

	transporter->RefsDecrease();
	unit->Orders[0]->Goal = NoUnitP;

	//
	// Place the unit inside the transporter.
	//

	if (transporter->BoardCount < transporter->Type->MaxOnBoard) {
		unit->Remove(transporter);
		transporter->BoardCount++;
		unit->Boarded = 1;
		if (!unit->Player->AiEnabled) {
			// Don't make anything funny after going out of the transporter.
			// FIXME: This is probably wrong, but it works for me (n0b0dy)
			unit->OrderCount = 1;
			unit->ClearAction();
		}

		if (IsOnlySelected(transporter)) {
			SelectedUnitChanged();
		}
		return;
	}
	DebugPrint("No free slot in transporter\n");
}
Ejemplo n.º 7
0
/**
**  Attack units in distance.
**
**  If the unit can attack must be handled by caller.
**  Choose the best target, that can be attacked.
**
**  @param unit   Find in distance for this unit.
**  @param range  Distance range to look.
**
**  @return       Unit to be attacked.
**
*/
CUnit *AttackUnitsInDistance(const CUnit *unit, int range)
{
	CUnit *dest;
	const CUnitType *type;
	const CUnitType *dtype;
	CUnit *table[UnitMax];
	int x;
	int y;
	int n;
	int i;
	int d;
	int attackrange;
	int cost;
	int best_cost;
	const CPlayer *player;
	CUnit *best_unit;

	// if necessary, take possible damage on allied units into account...
	if (unit->Type->Missile.Missile->Range > 1 &&
			(range + unit->Type->Missile.Missile->Range < 15)) {
		return FindRangeAttack(unit, range);
	}

	//
	// Select all units in range.
	//
	x = unit->X;
	y = unit->Y;
	type = unit->Type;
	n = UnitCache.Select(x - range, y - range, x + range + type->TileWidth,
		y + range + type->TileHeight, table, UnitMax);
	
	if (range > 25 && n > 9) {
		referenceunit = unit;
		qsort((void*)table, n, sizeof(CUnit*), &CompareUnitDistance);
	}

	best_unit = NoUnitP;
	best_cost = INT_MAX;

	player = unit->Player;
	attackrange = unit->Stats->Variables[ATTACKRANGE_INDEX].Max;

	//
	// Find the best unit to attack
	//

	for (i = 0; i < n; ++i) {
		dest = table[i];

		if (!dest->IsVisibleAsGoal(unit->Player)) {
			continue;
		}

		if (!player->IsEnemy(dest)) { // a friend or neutral
			continue;
		}

		dtype = dest->Type;
		if (!CanTarget(type, dtype)) { // can't be attacked.
			continue;
		}

		//
		// Calculate the costs to attack the unit.
		// Unit with the smallest attack costs will be taken.
		//
		cost = 0;
		//
		// Priority 0-255
		//
		cost -= dtype->Priority * PRIORITY_FACTOR;
		//
		// Remaining HP (Health) 0-65535
		//
		cost += dest->Variable[HP_INDEX].Value * HEALTH_FACTOR;
		//
		// Unit in attack range?
		//
		d = MapDistanceBetweenUnits(unit, dest);

		// Use Circle, not square :)
		if (d > range) {
			continue;
		}
		if (d <= attackrange && d >= type->MinAttackRange) {
			cost += d * INRANGE_FACTOR;
			cost -= INRANGE_BONUS;
		} else {
			cost += d * DISTANCE_FACTOR;
		}
		//
		// Unit can attack back.
		//
		if (CanTarget(dtype, type)) {
			cost -= CANATTACK_BONUS;
		}

		//
		// Take this target?
		//
		if (cost < best_cost && (d <= attackrange ||
				UnitReachable(unit, dest, attackrange))) {
			best_unit = dest;
			best_cost = cost;
		}
	}

	return best_unit;
}
Ejemplo n.º 8
0
/**
**  Attack units in distance, with large missile
**
**  Choose the best target, that can be attacked. It takes into
**  account allied unit which could be hit by the missile
**
**  @param u      Find in distance for this unit.
**  @param range  Distance range to look.
**
**  @return       Unit to be attacked.
**
**  @note This could be improved, for better performance / better trade.
**  @note   Limited to attack range smaller than 16.
**  @note Will be moved to unit_ai.c soon.
*/
static CUnit *FindRangeAttack(const CUnit *u, int range)
{
	int x;
	int y;
	int n;
	int cost;
	int d;
	int effective_hp;
	int enemy_count;
	int missile_range;
	int attackrange;
	int hp_damage_evaluate;
	int good[32][32];
	int bad[32][32];
	CUnit *table[UnitMax];
	CUnit *dest;
	const CUnitType *dtype;
	const CUnitType *type;
	const CPlayer *player;
	int xx;
	int yy;
	int best_cost;
	int i;
	int sbad;
	int sgood;
	CUnit *best;

	type = u->Type;
	player = u->Player;

	//  If catapult, count units near the target...
	//   FIXME : make it configurable
	//

	missile_range = type->Missile.Missile->Range + range - 1;
	attackrange = u->Stats->Variables[ATTACKRANGE_INDEX].Max;
	// Evaluation of possible damage...
	hp_damage_evaluate = u->Stats->Variables[BASICDAMAGE_INDEX].Value
						+ u->Stats->Variables[PIERCINGDAMAGE_INDEX].Value;

	Assert(2 * missile_range + 1 < 32);

	//
	// If unit is removed, use containers x and y
	if (u->Removed) {
		x = u->Container->X;
		y = u->Container->Y;
		n = UnitCache.Select(x - missile_range, y - missile_range,
			x + missile_range + u->Container->Type->TileWidth,
			y + missile_range + u->Container->Type->TileHeight, table, UnitMax);
	} else {
		x = u->X;
		y = u->Y;
		n = UnitCache.Select(x - missile_range, y - missile_range,
			x + missile_range + u->Type->TileWidth,
			y + missile_range + u->Type->TileHeight, table, UnitMax);
	}

	if (!n) {
		return NoUnitP;
	}

	for (y = 0; y < 2 * missile_range + 1; ++y) {
		for (x = 0; x < 2 * missile_range + 1; ++x) {
			good[y][x] = 0;
			bad[y][x] = 0;
		}
	}

	enemy_count = 0;
	// FILL good/bad...
	for (i = 0; i < n; ++i) {
		dest = table[i];
		dtype = dest->Type;
		if (!dest->IsVisibleAsGoal(u->Player)) {
			table[i] = 0;
			continue;
		}

		// won't be a target...
		if (!CanTarget(type, dtype)) { // can't be attacked.
			table[i] = 0;
			continue;
		}

		if (!player->IsEnemy(dest)) { // a friend or neutral
			table[i] = 0;

			// Calc a negative cost
			// The gost is more important when the unit would be killed
			// by our fire.

			// It costs (is positive) if hp_damage_evaluate>dest->HP ...)
			// FIXME : assume that PRIORITY_FACTOR>HEALTH_FACTOR
			cost = HEALTH_FACTOR * (2 * hp_damage_evaluate - dest->Variable[HP_INDEX].Value) /
				(dtype->TileWidth * dtype->TileWidth);
			if (cost < 1) {
				cost = 1;
			}
			cost = (-cost);
		} else {
			//
			//  Calculate the costs to attack the unit.
			//  Unit with the smallest attack costs will be taken.
			//
			cost = 0;
			//
			//  Priority 0-255
			//
			cost += dtype->Priority * PRIORITY_FACTOR;
			//
			//  Remaining HP (Health) 0-65535
			//
			// Give a boost to unit we can kill in one shoot only

			//
			// calculate HP which will remain in the enemy unit, after hit
			//
			effective_hp = (dest->Variable[HP_INDEX].Value - 2 * hp_damage_evaluate);

			//
			// Unit we won't kill are evaluated the same
			//
			if (effective_hp > 0) {
				effective_hp = 0;
			}

			//
			// Unit we are sure to kill are all evaluated the same (except PRIORITY)
			//
			if (effective_hp < -hp_damage_evaluate) {
				effective_hp = -hp_damage_evaluate;
			}

			//
			// Here, effective_hp vary from -hp_damage_evaluate (unit will be killed) to 0 (unit can't be killed)
			// => we prefer killing rather than only hitting...
			//
			cost += -effective_hp * HEALTH_FACTOR;

			//
			//  Unit can attack back.
			//
			if (CanTarget(dtype, type)) {
				cost += CANATTACK_BONUS;
			}

			//
			// the cost may be divided accros multiple cells
			//
			cost = cost / (dtype->TileWidth * dtype->TileWidth);
			if (cost < 1) {
				cost = 1;
			}

			//
			// Removed Unit's are in bunkers
			//
			if (u->Removed) {
				d = MapDistanceBetweenUnits(u->Container, dest);
			} else {
				d = MapDistanceBetweenUnits(u, dest);
			}

			if (d <= attackrange || (d <= range && UnitReachable(u, dest, attackrange))) {
				++enemy_count;
			} else {
					table[i] = 0;
			}
		}

		x = dest->X - u->X + missile_range + 1;
		y = dest->Y - u->Y + missile_range + 1;

		// Mark the good/bad array...
		for (xx = 0; xx < dtype->TileWidth; ++xx) {
			for (yy = 0; yy < dtype->TileWidth; ++yy) {
				if ((x + xx < 0) || (y + yy < 0) ||
						(x + xx >= 2 * missile_range + 1) ||
						(y + yy >= 2 * missile_range + 1)) {
					continue;
				}
				if (cost < 0) {
					good[y + yy][x + xx] -= cost;
				} else {
					bad[y + yy][x + xx] += cost;
				}
			}
		}
	}

	if (!enemy_count) {
		return NoUnitP;
	}

	// Find the best area...
	// The target which provide the best bad/good ratio is choosen...
	best_cost = -1;
	best = NoUnitP;
	for (i = 0; i < n; ++i) {
		if (!table[i]) {
			continue;
		}
		dest = table[i];
		dtype = dest->Type;

		// put in x-y the real point which will be hit...
		// (only meaningful when dtype->TileWidth > 1)
		if (u->X < dest->X) {
			x = dest->X;
		} else if (u->X > dest->X + dtype->TileWidth - 1) {
			x = dest->X + dtype->TileWidth - 1;
		} else {
			x = u->X;
		}

		if (u->Y < dest->Y) {
			y = dest->Y;
		} else if (u->Y > dest->Y + dtype->TileHeight - 1) {
			y = dest->Y + dtype->TileHeight - 1;
		} else {
			y = u->Y;
		}

		// Make x,y relative to u->x...
		x = x - u->X + missile_range + 1;
		y = y - u->Y + missile_range + 1;

		sbad = 0;
		sgood = 0;
		for (yy = -(type->Missile.Missile->Range - 1);
			yy <= type->Missile.Missile->Range - 1; ++yy) {
			for (xx = -(type->Missile.Missile->Range - 1);
				xx <= type->Missile.Missile->Range - 1; ++xx) {
				if ((x + xx < 0) || (y + yy < 0) ||
						((x + xx) >= 2 * missile_range + 1) ||
						((y + yy) >= 2 * missile_range + 1)) {
					continue;
				}

				sbad += bad[y + yy][x + xx];
				sgood += good[y + yy][x + xx];
				if (!yy && !xx) {
					sbad += bad[y + yy][x + xx];
					sgood += good[y + yy][x + xx];
				}
			}
		}

		// don't consider small damages...
		if (sgood < 20) {
			sgood = 20;
		}

		cost = sbad / sgood;
		if (cost > best_cost) {
			best_cost = cost;
			best = dest;
		}
	}
	return best;
}
Ejemplo n.º 9
0
/**
**  Unit repairs
**
**  @param unit  Unit, for that the attack is handled.
*/
void HandleActionRepair(CUnit *unit)
{
	CUnit *goal;
	int err;

	switch (unit->SubAction) {
		case 0:
			NewResetPath(unit);
			unit->SubAction = 1;
			// FALL THROUGH
		//
		// Move near to target.
		//
		case 1:
			// FIXME: RESET FIRST!! Why? We move first and than check if
			// something is in sight.
			err = DoActionMove(unit);
			if (!unit->Anim.Unbreakable) {
				//
				// No goal: if meeting damaged building repair it.
				//
				goal = unit->Orders[0]->Goal;

				//
				// Target is dead, choose new one.
				//
				// Check if goal is correct unit.
				if (goal) {
					if (!goal->IsVisibleAsGoal(unit->Player)) {
						DebugPrint("repair target gone.\n");
						unit->Orders[0]->X = goal->X;
						unit->Orders[0]->Y = goal->Y;
						goal->RefsDecrease();
						// FIXME: should I clear this here?
						unit->Orders[0]->Goal = goal = NULL;
						NewResetPath(unit);
					}
				} else if (unit->Player->AiEnabled) {
					// Ai players workers should stop if target is killed
					err = -1;
				}

				//
				// Have reached target? FIXME: could use return value
				//
				if (goal && MapDistanceBetweenUnits(unit, goal) <= unit->Type->RepairRange &&
						goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) {
					unit->State = 0;
					unit->SubAction = 2;
					unit->Data.Repair.Cycles = 0;
					UnitHeadingFromDeltaXY(unit,
						goal->X + (goal->Type->TileWidth - 1) / 2 - unit->X,
						goal->Y + (goal->Type->TileHeight - 1) / 2 - unit->Y);
				} else if (err < 0) {
					if (goal) { // release reference
						goal->RefsDecrease();
						unit->Orders[0]->Goal = NoUnitP;
					}
					unit->Orders[0]->Action = UnitActionStill;
					unit->State = unit->SubAction = 0;
					if (unit->Selected) { // update display for new action
						SelectedUnitChanged();
					}
					return;
				}

				// FIXME: Should be it already?
				Assert(unit->Orders[0]->Action == UnitActionRepair);
			}
			break;

		//
		// Repair the target.
		//
		case 2:
			AnimateActionRepair(unit);
			unit->Data.Repair.Cycles++;
			if (!unit->Anim.Unbreakable) {
				goal = unit->Orders[0]->Goal;

				//
				// Target is dead, choose new one.
				//
				// Check if goal is correct unit.
				// FIXME: should I do a function for this?
				if (goal) {
					if (!goal->IsVisibleAsGoal(unit->Player)) {
						DebugPrint("repair goal is gone\n");
						unit->Orders[0]->X = goal->X;
						unit->Orders[0]->Y = goal->Y;
						goal->RefsDecrease();
						// FIXME: should I clear this here?
						unit->Orders[0]->Goal = goal = NULL;
						NewResetPath(unit);
					}
				}
				if (goal && MapDistanceBetweenUnits(unit, goal) <= unit->Type->RepairRange) {
					RepairUnit(unit, goal);
					goal = unit->Orders[0]->Goal;
				} else if (goal && MapDistanceBetweenUnits(unit, goal) > unit->Type->RepairRange) {
					// If goal has move, chase after it
					unit->State = 0;
					unit->SubAction = 0;
				}


				//
				// Target is fine, choose new one.
				//
				if (!goal || goal->Variable[HP_INDEX].Value >= goal->Variable[HP_INDEX].Max) {
					if (goal) { // release reference
						goal->RefsDecrease();
						unit->Orders[0]->Goal = NULL;
					}
					unit->Orders[0]->Action = UnitActionStill;
					unit->SubAction = unit->State = 0;
					if (unit->Selected) { // update display for new action
						SelectedUnitChanged();
					}
					return;
				}

				// FIXME: automatic repair
			}
			break;
	}
}
Ejemplo n.º 10
0
/* virtual */ void COrder_SpellCast::Execute(CUnit &unit)
{
	COrder_SpellCast &order = *this;

	if (unit.Wait) {
		unit.Wait--;
		return ;
	}
	const SpellType &spell = order.GetSpell();
	switch (this->State) {
		case 0:
			// Check if we can cast the spell.
			if (!CanCastSpell(unit, spell, order.GetGoal(), order.goalPos)) {
				// Notify player about this problem
				if (unit.Variable[MANA_INDEX].Value < spell.ManaCost) {
					unit.Player->Notify(NotifyYellow, unit.tilePos,
										_("%s: not enough mana for spell: %s"),
										unit.Type->Name.c_str(), spell.Name.c_str());
				} else {
					unit.Player->Notify(NotifyYellow, unit.tilePos,
										_("%s: can't cast spell: %s"),
										unit.Type->Name.c_str(), spell.Name.c_str());
				}

				if (unit.Player->AiEnabled) {
					DebugPrint("FIXME: do we need an AI callback?\n");
				}
				this->Finished = true;
				return ;
			}
			if (CheckForDeadGoal(unit)) {
				return;
			}
			// FIXME FIXME FIXME: Check if already in range and skip straight to 2(casting)
			unit.ReCast = 0; // repeat spell on next pass? (defaults to `no')
			this->State = 1;
			// FALL THROUGH
		case 1:                         // Move to the target.
			if (spell.Range && spell.Range != INFINITE_RANGE) {
				if (SpellMoveToTarget(unit) == true) {
					this->Finished = true;
					return ;
				}
				return ;
			} else {
				this->State = 2;
			}
			// FALL THROUGH
		case 2:                         // Cast spell on the target.
			if (!spell.IsCasterOnly()) {
				AnimateActionSpellCast(unit, *this);
				if (unit.Anim.Unbreakable) {
					return ;
				}
			} else {
				// FIXME: what todo, if unit/goal is removed?
				CUnit *goal = order.GetGoal();
				if (goal && goal != &unit && !goal->IsVisibleAsGoal(*unit.Player)) {
					unit.ReCast = 0;
				} else {
					unit.ReCast = SpellCast(unit, spell, goal, order.goalPos);
				}
			}

			// Target is dead ? Change order ?
			if (CheckForDeadGoal(unit)) {
				return;
			}

			// Check, if goal has moved (for ReCast)
			if (unit.ReCast && order.GetGoal() && unit.MapDistanceTo(*order.GetGoal()) > this->Range) {
				this->State = 0;
				return;
			}
			if (!unit.ReCast && unit.CurrentAction() != UnitActionDie) {
				this->Finished = true;
				return ;
			}
			break;

		default:
			this->State = 0; // Reset path, than move to target
			break;
	}
}
Ejemplo n.º 11
0
/* virtual */ void COrder_Defend::Execute(CUnit &unit)
{
	if (unit.Wait) {
		if (!unit.Waiting) {
			unit.Waiting = 1;
			unit.WaitBackup = unit.Anim;
		}
		//Wyrmgus start
//		UnitShowAnimation(unit, unit.Type->Animations->Still);
		VariationInfo *varinfo = unit.Type->VarInfo[unit.Variation];
		if (varinfo && varinfo->Animations && varinfo->Animations->Still) {
			UnitShowAnimation(unit, varinfo->Animations->Still);
		} else {
			UnitShowAnimation(unit, unit.Type->Animations->Still);
		}
		//Wyrmgus end
		unit.Wait--;
		return;
	}
	if (unit.Waiting) {
		unit.Anim = unit.WaitBackup;
		unit.Waiting = 0;
	}
	CUnit *goal = this->GetGoal();

	if (this->State == State_Init) {
		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			this->Finished = true;
			return;
		}
		this->State = State_MovingToTarget;
	} else if (this->State == State_Defending) {
		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			this->Finished = true;
			return;
		}
	}

	if (!unit.Anim.Unbreakable) {
		if (AutoCast(unit) || AutoAttack(unit) || AutoRepair(unit)) {
			return;
		}
	}

	switch (DoActionMove(unit)) {
		case PF_UNREACHABLE:
			// Some tries to reach the goal
			this->Range++;
			break;
		case PF_REACHED: {
			if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { // goal has died
				this->Finished = true;
				return;
			}

			// Now defend the goal
			this->goalPos = goal->tilePos;
			this->State = State_Defending;
		}
		default:
			break;
	}

	// Target destroyed?
	if (goal && !goal->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Goal gone\n");
		this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
		this->ClearGoal();
		goal = NULL;
		if (this->State == State_Defending) {
			this->Finished = true;
			return;
		}
	}
}
Ejemplo n.º 12
0
/* virtual */ void COrder_Defend::Execute(CUnit &unit)
{
	if (unit.Wait) {
		if (!unit.Waiting) {
			unit.Waiting = 1;
			unit.WaitBackup = unit.Anim;
		}
		//Wyrmgus start
//		UnitShowAnimation(unit, unit.Type->Animations->Still);
		UnitShowAnimation(unit, unit.GetAnimations()->Still);
		//Wyrmgus end
		unit.Wait--;
		return;
	}
	if (unit.Waiting) {
		unit.Anim = unit.WaitBackup;
		unit.Waiting = 0;
	}
	CUnit *goal = this->GetGoal();

	if (this->State == State_Init) {
		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			this->Finished = true;
			return;
		}
		this->State = State_MovingToTarget;
	} else if (this->State == State_Defending) {
		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			this->Finished = true;
			return;
		}
	}

	if (!unit.Anim.Unbreakable) {
		if (AutoCast(unit) || AutoAttack(unit) || AutoRepair(unit)) {
			return;
		}
	}

	switch (DoActionMove(unit)) {
		case PF_UNREACHABLE:
			//Wyrmgus start
			//if is unreachable and is on a raft, see if the raft can move closer to the enemy
			if ((Map.Field(unit.tilePos)->Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) {
				std::vector<CUnit *> table;
				Select(unit.tilePos, unit.tilePos, table);
				for (size_t i = 0; i != table.size(); ++i) {
					if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) {
						if (table[i]->CurrentAction() == UnitActionStill) {
							CommandStopUnit(*table[i]);
							CommandMove(*table[i], this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, FlushCommands);
						}
						return;
					}
				}
			}
			//Wyrmgus end
			// Some tries to reach the goal
			this->Range++;
			break;
		case PF_REACHED: {
			if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) { // goal has died
				this->Finished = true;
				return;
			}

			// Now defend the goal
			this->goalPos = goal->tilePos;
			this->State = State_Defending;
		}
		default:
			break;
	}

	// Target destroyed?
	if (goal && !goal->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Goal gone\n");
		this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
		this->ClearGoal();
		goal = NULL;
		if (this->State == State_Defending) {
			this->Finished = true;
			return;
		}
	}
}
Ejemplo n.º 13
0
/**
**  Gather the resource
**
**  @param unit  Pointer to unit.
**
**  @return      non-zero if ready, otherwise zero.
*/
int COrder_Resource::GatherResource(CUnit &unit)
{
	CUnit *source = 0;
	const ResourceInfo &resinfo = *unit.Type->ResInfo[this->CurrentResource];
	int addload;

	//Wyrmgus start
	bool harvest_from_outside = (this->GetGoal() && this->GetGoal()->Type->BoolFlag[HARVESTFROMOUTSIDE_INDEX].value);
//	if (resinfo.HarvestFromOutside || resinfo.TerrainHarvester) {
	if (harvest_from_outside || Map.Info.IsPointOnMap(this->goalPos)) {
	//Wyrmgus end
		AnimateActionHarvest(unit);
	} else {
		unit.Anim.CurrAnim = NULL;
	}

	this->TimeToHarvest--;

	if (this->DoneHarvesting) {
		//Wyrmgus start
//		Assert(resinfo.HarvestFromOutside || resinfo.TerrainHarvester);
		Assert(harvest_from_outside || Map.Info.IsPointOnMap(this->goalPos));
		//Wyrmgus end
		return !unit.Anim.Unbreakable;
	}

	// Target gone?
	//Wyrmgus start
//	if (resinfo.TerrainHarvester && !Map.Field(this->goalPos)->IsTerrainResourceOnMap(this->CurrentResource)) {
	if (Map.Info.IsPointOnMap(this->goalPos) && !Map.Field(this->goalPos)->IsTerrainResourceOnMap(this->CurrentResource)) {
	//Wyrmgus end
		if (!unit.Anim.Unbreakable) {
			// Action now breakable, move to resource again.
			this->State = SUB_MOVE_TO_RESOURCE;
			// Give it some reasonable look while searching.
			// FIXME: which frame?
			unit.Frame = 0;
		}
		return 0;
		// No wood? Freeze!!!
	}

	while (!this->DoneHarvesting && this->TimeToHarvest < 0) {
		//FIXME: rb - how should it look for WaitAtResource == 0
		if (resinfo.WaitAtResource) {
			// Wyrmgus start
//			this->TimeToHarvest += std::max<int>(1, resinfo.WaitAtResource * SPEEDUP_FACTOR / unit.Player->SpeedResourcesHarvest[resinfo.ResourceId]);
			int wait_at_resource = resinfo.WaitAtResource;
			int resource_harvest_speed = unit.Player->SpeedResourcesHarvest[resinfo.ResourceId];
			if (!Map.Info.IsPointOnMap(this->goalPos) && !harvest_from_outside) {
				wait_at_resource = resinfo.WaitAtResource * 100 / resinfo.ResourceStep;
			}
			if (this->GetGoal()) {
				resource_harvest_speed += this->GetGoal()->Variable[TIMEEFFICIENCYBONUS_INDEX].Value;
			}
			this->TimeToHarvest += std::max<int>(1, wait_at_resource * SPEEDUP_FACTOR / resource_harvest_speed);
			//Wyrmgus end
		} else {
			this->TimeToHarvest += 1;
		}

		// Calculate how much we can load.
		//Wyrmgus start
//		if (resinfo.ResourceStep) {
		if (resinfo.ResourceStep && (harvest_from_outside || Map.Info.IsPointOnMap(this->goalPos))) {
		//Wyrmgus end
			addload = resinfo.ResourceStep;
		} else {
			addload = resinfo.ResourceCapacity;
		}
		// Make sure we don't bite more than we can chew.
		if (unit.ResourcesHeld + addload > resinfo.ResourceCapacity) {
			addload = resinfo.ResourceCapacity - unit.ResourcesHeld;
		}

		//Wyrmgus start
//		if (resinfo.TerrainHarvester) {
		if (Map.Info.IsPointOnMap(this->goalPos)) {
		//Wyrmgus end
			//Wyrmgus start
			CMapField &mf = *Map.Field(this->goalPos);
			if (addload > mf.Value) {
				addload = mf.Value;
			}
			mf.Value -= addload;
			//Wyrmgus end
			unit.ResourcesHeld += addload;

			//Wyrmgus start
//			if (addload && unit.ResourcesHeld == resinfo.ResourceCapacity) {
			if (mf.Value <= 0) {
			//Wyrmgus end
				//Wyrmgus start
//				Map.ClearWoodTile(this->goalPos);
				if (this->CurrentResource == WoodCost) {
					Map.ClearWoodTile(this->goalPos);
				} else if (this->CurrentResource == StoneCost) {
					Map.ClearRockTile(this->goalPos);
				}
				//Wyrmgus end
			}
		} else {
			//Wyrmgus start
//			if (resinfo.HarvestFromOutside) {
			if (harvest_from_outside) {
			//Wyrmgus end
				source = this->GetGoal();
			} else {
				source = unit.Container;
			}

			Assert(source);
			Assert(source->ResourcesHeld <= 655350);
			//Wyrmgus start
			UpdateUnitVariables(*source); //update resource source's variables
			//Wyrmgus end
			bool is_visible = source->IsVisibleAsGoal(*unit.Player);
			// Target is not dead, getting resources.
			if (is_visible) {
				// Don't load more that there is.
				addload = std::min(source->ResourcesHeld, addload);
				unit.ResourcesHeld += addload;
				source->ResourcesHeld -= addload;
			}

			// End of resource: destroy the resource.
			// FIXME: implement depleted resources.
			if ((!is_visible) || (source->ResourcesHeld == 0)) {
				if (unit.Anim.Unbreakable) {
					return 0;
				}
				DebugPrint("%d: Worker %d report: Resource is destroyed\n" _C_ unit.Player->Index _C_ UnitNumber(unit));
				bool dead = source->IsAlive() == false;

				// Improved version of DropOutAll that makes workers go to the depot.
				LoseResource(unit, *source);
				for (CUnit *uins = source->Resource.Workers;
					 uins; uins = uins->NextWorker) {
					if (uins != &unit && uins->CurrentOrder()->Action == UnitActionResource) {
						COrder_Resource &order = *static_cast<COrder_Resource *>(uins->CurrentOrder());
						if (!uins->Anim.Unbreakable && order.State == SUB_GATHER_RESOURCE) {
							order.LoseResource(*uins, *source);
						}
					}
				}
				// Don't destroy the resource twice.
				// This only happens when it's empty.
				if (!dead) {
					if (Preference.MineNotifications
						&& unit.Player->Index == ThisPlayer->Index
						//Wyrmgus start
//						&& source->Variable[GIVERESOURCE_INDEX].Max > DefaultIncomes[this->CurrentResource]) {
						&& source->Variable[GIVERESOURCE_INDEX].Max > (DefaultIncomes[this->CurrentResource] * 10)) {
						//Wyrmgus end
							//Wyrmgus start
//							unit.Player->Notify(NotifyYellow, source->tilePos, _("%s has collapsed!"), source->Type->Name.c_str());
							unit.Player->Notify(NotifyYellow, source->tilePos, _("Our %s has been depleted!"), source->Type->Name.c_str());
							//Wyrmgus end
					}
					LetUnitDie(*source);
					// FIXME: make the workers inside look for a new resource.
				}
				source = NULL;
				return 0;
			}
		}
		//Wyrmgus start
//		if (resinfo.TerrainHarvester) {
		if (Map.Info.IsPointOnMap(this->goalPos)) {
		//Wyrmgus end
			if (unit.ResourcesHeld == resinfo.ResourceCapacity) {
				// Mark as complete.
				this->DoneHarvesting = true;
			}
			return 0;
		} else {
			//Wyrmgus start
//			if (resinfo.HarvestFromOutside) {
			if (harvest_from_outside) {
			//Wyrmgus end
				if ((unit.ResourcesHeld == resinfo.ResourceCapacity) || (source == NULL)) {
					// Mark as complete.
					this->DoneHarvesting = true;
				}
				return 0;
			} else {
				return unit.ResourcesHeld == resinfo.ResourceCapacity && source;
			}
		}
	}
	return 0;
}
Ejemplo n.º 14
0
/**
**  Start harvesting the resource.
**
**  @param unit  Pointer to unit.
**
**  @return      TRUE if ready, otherwise FALSE.
*/
int COrder_Resource::StartGathering(CUnit &unit)
{
	CUnit *goal;
	const ResourceInfo &resinfo = *unit.Type->ResInfo[this->CurrentResource];
	Assert(!unit.IX);
	Assert(!unit.IY);

	//Wyrmgus start
//	if (resinfo.TerrainHarvester) {
	if (Map.Info.IsPointOnMap(this->goalPos)) {
	//Wyrmgus end
		// This shouldn't happened?
#if 0
		if (!Map.IsTerrainResourceOnMap(unit.Orders->goalPos, this->CurrentResource)) {
			DebugPrint("Wood gone, just like that?\n");
			return 0;
		}
#endif
		UnitHeadingFromDeltaXY(unit, this->goalPos - unit.tilePos);
		if (resinfo.WaitAtResource) {
			this->TimeToHarvest = std::max<int>(1, resinfo.WaitAtResource * SPEEDUP_FACTOR / unit.Player->SpeedResourcesHarvest[resinfo.ResourceId]);
		} else {
			this->TimeToHarvest = 1;
		}
		this->DoneHarvesting = 0;
		if (this->CurrentResource != unit.CurrentResource) {
			DropResource(unit);
			unit.CurrentResource = this->CurrentResource;
		}
		return 1;
	}

	goal = this->GetGoal();

	// Target is dead, stop getting resources.
	if (!goal || goal->IsVisibleAsGoal(*unit.Player) == false) {
		// Find an alternative, but don't look too far.
		this->goalPos.x = -1;
		this->goalPos.y = -1;
		if ((goal = UnitFindResource(unit, unit, 15, this->CurrentResource, unit.Player->AiEnabled))) {
			this->State = SUB_START_RESOURCE;
			this->SetGoal(goal);
		} else {
			this->ClearGoal();
			this->Finished = true;
		}
		return 0;
	}

	// FIXME: 0 can happen, if to near placed by map designer.
	Assert(unit.MapDistanceTo(*goal) <= 1);

	// Update the heading of a harvesting unit to looks straight at the resource.
	//Wyrmgus start
//	UnitHeadingFromDeltaXY(unit, goal->tilePos - unit.tilePos + goal->Type->GetHalfTileSize());
	UnitHeadingFromDeltaXY(unit, Vec2i(goal->tilePos.x * PixelTileSize.x, goal->tilePos.y * PixelTileSize.y) - Vec2i(unit.tilePos.x * PixelTileSize.x, unit.tilePos.y * PixelTileSize.y) + goal->Type->GetHalfTilePixelSize() - unit.Type->GetHalfTilePixelSize());
	//Wyrmgus end

	// If resource is still under construction, wait!
	if ((goal->Type->MaxOnBoard && goal->Resource.Active >= goal->Type->MaxOnBoard)
		|| goal->CurrentAction() == UnitActionBuilt) {
		// FIXME: Determine somehow when the resource will be free to use
		// FIXME: Could we somehow find another resource? Think minerals
		// FIXME: We should add a flag for that, and a limited range.
		// However the CPU usage is really low (no pathfinding stuff).
		unit.Wait = 10;
		return 0;
	}

	// Place unit inside the resource
	//Wyrmgus start
//	if (!resinfo.HarvestFromOutside) {
	if (!goal->Type->BoolFlag[HARVESTFROMOUTSIDE_INDEX].value) {
	//Wyrmgus end
		if (goal->Variable[MAXHARVESTERS_INDEX].Value == 0 || goal->Variable[MAXHARVESTERS_INDEX].Value > goal->InsideCount) {
			this->ClearGoal();
			int selected = unit.Selected;
			unit.Remove(goal);
			if (selected && !Preference.DeselectInMine) {
				unit.Removed = 0;
				SelectUnit(unit);
				SelectionChanged();
				unit.Removed = 1;
			}
		} else if (goal->Variable[MAXHARVESTERS_INDEX].Value <= goal->InsideCount) {
			//Resource is full, wait
			unit.Wait = 10;
			return 0;
		}
	}

	if (this->CurrentResource != unit.CurrentResource) {
		DropResource(unit);
		unit.CurrentResource = this->CurrentResource;
	}

	// Activate the resource
	goal->Resource.Active++;

	if (resinfo.WaitAtResource) {
		//Wyrmgus start
//		this->TimeToHarvest = std::max<int>(1, resinfo.WaitAtResource * SPEEDUP_FACTOR / unit.Player->SpeedResourcesHarvest[resinfo.ResourceId]);
		int wait_at_resource = resinfo.WaitAtResource;
		if (!goal->Type->BoolFlag[HARVESTFROMOUTSIDE_INDEX].value) {
			wait_at_resource = resinfo.WaitAtResource * 100 / resinfo.ResourceStep;
		}
		this->TimeToHarvest = std::max<int>(1, wait_at_resource * SPEEDUP_FACTOR / (unit.Player->SpeedResourcesHarvest[resinfo.ResourceId] + goal->Variable[TIMEEFFICIENCYBONUS_INDEX].Value));
		//Wyrmgus end
	} else {
		this->TimeToHarvest = 1;
	}
	this->DoneHarvesting = 0;
	return 1;
}
Ejemplo n.º 15
0
/* virtual */ void COrder_Follow::Execute(CUnit &unit)
{
	if (unit.Wait) {
		if (!unit.Waiting) {
			unit.Waiting = 1;
			unit.WaitBackup = unit.Anim;
		}
		//Wyrmgus start
//		UnitShowAnimation(unit, unit.Type->Animations->Still);
		UnitShowAnimation(unit, unit.GetAnimations()->Still);
		//Wyrmgus end
		unit.Wait--;
		return;
	}
	if (unit.Waiting) {
		unit.Anim = unit.WaitBackup;
		unit.Waiting = 0;
	}
	CUnit *goal = this->GetGoal();

	// Reached target
	if (this->State == State_TargetReached) {

		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			DebugPrint("Goal gone\n");
			this->Finished = true;
			return ;
		}

		// Don't follow after immobile units
		if (goal && goal->CanMove() == false) {
			this->Finished = true;
			return;
		}

		//Wyrmgus start
//		if (goal->tilePos == this->goalPos) {
		if (goal->tilePos == this->goalPos && goal->MapLayer == this->MapLayer) {
		//Wyrmgus end
			// Move to the next order
			if (unit.Orders.size() > 1) {
				this->Finished = true;
				return ;
			}

			unit.Wait = 10;
			if (this->Range > 1) {
				this->Range = 1;
				this->State = State_Init;
			}
			return ;
		}
		this->State = State_Init;
	}
	if (this->State == State_Init) { // first entry
		this->State = State_Initialized;
	}
	switch (DoActionMove(unit)) { // reached end-point?
		case PF_UNREACHABLE:
			//Wyrmgus start
			if ((Map.Field(unit.tilePos, unit.MapLayer)->Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) {
				std::vector<CUnit *> table;
				Select(unit.tilePos, unit.tilePos, table, unit.MapLayer);
				for (size_t i = 0; i != table.size(); ++i) {
					if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) {
						if (table[i]->CurrentAction() == UnitActionStill) {
							CommandStopUnit(*table[i]);
							CommandMove(*table[i], this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, FlushCommands, this->HasGoal() ? this->GetGoal()->MapLayer : this->MapLayer);
						}
						return;
					}
				}
			}
			//Wyrmgus end
			// Some tries to reach the goal
			this->Range++;
			break;
		case PF_REACHED: {
			if (!goal) { // goal has died
				this->Finished = true;
				return ;
			}
			// Handle Teleporter Units
			// FIXME: BAD HACK
			// goal shouldn't be busy and portal should be alive
			if (goal->Type->BoolFlag[TELEPORTER_INDEX].value && goal->Goal && goal->Goal->IsAlive() && unit.MapDistanceTo(*goal) <= 1) {
				if (!goal->IsIdle()) { // wait
					unit.Wait = 10;
					return;
				}
				// Check if we have enough mana
				if (goal->Goal->Type->TeleportCost > goal->Variable[MANA_INDEX].Value) {
					this->Finished = true;
					return;
				} else {
					goal->Variable[MANA_INDEX].Value -= goal->Goal->Type->TeleportCost;
				}
				// Everything is OK, now teleport the unit
				unit.Remove(NULL);
				if (goal->Type->TeleportEffectIn) {
					goal->Type->TeleportEffectIn->pushPreamble();
					goal->Type->TeleportEffectIn->pushInteger(UnitNumber(unit));
					goal->Type->TeleportEffectIn->pushInteger(UnitNumber(*goal));
					goal->Type->TeleportEffectIn->pushInteger(unit.GetMapPixelPosCenter().x);
					goal->Type->TeleportEffectIn->pushInteger(unit.GetMapPixelPosCenter().y);
					goal->Type->TeleportEffectIn->run();
				}
				unit.tilePos = goal->Goal->tilePos;
				//Wyrmgus start
				unit.MapLayer = goal->Goal->MapLayer;
				//Wyrmgus end
				DropOutOnSide(unit, unit.Direction, NULL);

				// FIXME: we must check if the units supports the new order.
				CUnit &dest = *goal->Goal;
				if (dest.Type->TeleportEffectOut) {
					dest.Type->TeleportEffectOut->pushPreamble();
					dest.Type->TeleportEffectOut->pushInteger(UnitNumber(unit));
					dest.Type->TeleportEffectOut->pushInteger(UnitNumber(dest));
					dest.Type->TeleportEffectOut->pushInteger(unit.GetMapPixelPosCenter().x);
					dest.Type->TeleportEffectOut->pushInteger(unit.GetMapPixelPosCenter().y);
					dest.Type->TeleportEffectOut->run();
				}

				if (dest.NewOrder == NULL
					|| (dest.NewOrder->Action == UnitActionResource && !unit.Type->BoolFlag[HARVESTER_INDEX].value)
					//Wyrmgus start
//					|| (dest.NewOrder->Action == UnitActionAttack && !unit.Type->CanAttack)
					|| (dest.NewOrder->Action == UnitActionAttack && !unit.CanAttack(true))
					//Wyrmgus end
					|| (dest.NewOrder->Action == UnitActionBoard && unit.Type->UnitType != UnitTypeLand)) {
					this->Finished = true;
					return ;
				} else {
					if (dest.NewOrder->HasGoal()) {
						if (dest.NewOrder->GetGoal()->Destroyed) {
							delete dest.NewOrder;
							dest.NewOrder = NULL;
							this->Finished = true;
							return ;
						}
						unit.Orders.insert(unit.Orders.begin() + 1, dest.NewOrder->Clone());
						this->Finished = true;
						return ;
					}
				}
			}
			this->goalPos = goal->tilePos;
			//Wyrmgus start
			this->MapLayer = goal->MapLayer;
			//Wyrmgus end
			this->State = State_TargetReached;
		}
		// FALL THROUGH
		default:
			break;
	}

	// Target destroyed?
	if (goal && !goal->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Goal gone\n");
		this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
		//Wyrmgus start
		this->MapLayer = goal->MapLayer;
		//Wyrmgus end
		this->ClearGoal();
		goal = NULL;
	}

	if (unit.Anim.Unbreakable) {
		return ;
	}
	// If our leader is dead or stops or attacks:
	// Attack any enemy in reaction range.
	// If don't set the goal, the unit can than choose a
	//  better goal if moving nearer to enemy.
	//Wyrmgus start
//	if (unit.Type->CanAttack
	if (unit.CanAttack()
	//Wyrmgus end
		&& (!goal || goal->CurrentAction() == UnitActionAttack || goal->CurrentAction() == UnitActionStill)) {
		CUnit *target = AttackUnitsInReactRange(unit);
		if (target) {
			// Save current command to come back.
			COrder *savedOrder = NULL;
			if (unit.CanStoreOrder(unit.CurrentOrder())) {
				savedOrder = this->Clone();
			}

			this->Finished = true;
			//Wyrmgus start
//			unit.Orders.insert(unit.Orders.begin() + 1, COrder::NewActionAttack(unit, target->tilePos));
			unit.Orders.insert(unit.Orders.begin() + 1, COrder::NewActionAttack(unit, target->tilePos, target->MapLayer));
			//Wyrmgus end

			if (savedOrder != NULL) {
				unit.SavedOrder = savedOrder;
			}
		}
	}
}
Ejemplo n.º 16
0
/**
**  Unit repairs
**
**  @param unit  Unit, for that the attack is handled.
*/
void HandleActionRepair(CUnit &unit)
{
	CUnit *goal;
	int err;

	switch (unit.SubAction) {
		case 0:
			NewResetPath(unit);
			unit.SubAction = 1;
			// FALL THROUGH
		//
		// Move near to target.
		//
		case 1:
			// FIXME: RESET FIRST!! Why? We move first and than check if
			// something is in sight.
			err = DoActionMove(unit);
			if (!unit.Anim.Unbreakable) {
				//
				// No goal: if meeting damaged building repair it.
				//
				goal = unit.CurrentOrder()->GetGoal();

				//
				// Target is dead, choose new one.
				//
				// Check if goal is correct unit.
				if (goal) {
					if (!goal->IsVisibleAsGoal(unit.Player)) {
						DebugPrint("repair target gone.\n");
						unit.CurrentOrder()->goalPos = goal->tilePos;
						// FIXME: should I clear this here?
						unit.CurrentOrder()->ClearGoal();
						goal = NULL;
						NewResetPath(unit);
					}
				} else if (unit.Player->AiEnabled) {
					// Ai players workers should stop if target is killed
					err = -1;
				}

				//
				// Have reached target? FIXME: could use return value
				//
				if (goal && unit.MapDistanceTo(*goal) <= unit.Type->RepairRange &&
						goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) {
					unit.State = 0;
					unit.SubAction = 2;
					unit.Data.Repair.Cycles = 0;
					const Vec2i dir = goal->tilePos + goal->Type->GetHalfTileSize() - unit.tilePos;
					UnitHeadingFromDeltaXY(unit, dir);
				} else if (err < 0) {
					unit.CurrentOrder()->ClearGoal();
					if (!unit.RestoreOrder()) {
						unit.ClearAction();
						unit.State = 0;
					}
					return;
				}

				// FIXME: Should be it already?
				Assert(unit.CurrentAction() == UnitActionRepair);
			}
			break;

		//
		// Repair the target.
		//
		case 2:
			AnimateActionRepair(unit);
			unit.Data.Repair.Cycles++;
			if (!unit.Anim.Unbreakable) {
				goal = unit.CurrentOrder()->GetGoal();

				//
				// Target is dead, choose new one.
				//
				// Check if goal is correct unit.
				// FIXME: should I do a function for this?
				if (goal) {
					if (!goal->IsVisibleAsGoal(unit.Player)) {
						DebugPrint("repair goal is gone\n");
						unit.CurrentOrder()->goalPos = goal->tilePos;
						// FIXME: should I clear this here?
						unit.CurrentOrder()->ClearGoal();
						goal = NULL;
						NewResetPath(unit);
					} else {
						int dist = unit.MapDistanceTo(*goal);
						if (dist <= unit.Type->RepairRange) {
							RepairUnit(unit, *goal);
							goal = unit.CurrentOrder()->GetGoal();
						} else if (dist > unit.Type->RepairRange) {
							// If goal has move, chase after it
							unit.State = 0;
							unit.SubAction = 0;
						}
					}
				}


				//
				// Target is fine, choose new one.
				//
				if (!goal || goal->Variable[HP_INDEX].Value >=
					 goal->Variable[HP_INDEX].Max) {
					unit.CurrentOrder()->ClearGoal();
					if (!unit.RestoreOrder()) {
						unit.ClearAction();
						unit.State = 0;
					}
					return;
				}

				// FIXME: automatic repair
			}
			break;
	}
}
Ejemplo n.º 17
0
/* virtual */ void COrder_Repair::Execute(CUnit &unit)
{
	Assert(this->ReparableTarget == this->GetGoal());

	switch (this->State) {
		case 0:
			this->State = 1;
		// FALL THROUGH
		case 1: { // Move near to target.
			// FIXME: RESET FIRST!! Why? We move first and than check if
			// something is in sight.
			int err = DoActionMove(unit);
			if (!unit.Anim.Unbreakable) {
				// No goal: if meeting damaged building repair it.
				CUnit *goal = this->GetGoal();

				if (goal) {
					if (!goal->IsVisibleAsGoal(*unit.Player)) {
						DebugPrint("repair target gone.\n");
						this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
						ReparableTarget = NULL;
						this->ClearGoal();
						goal = NULL;
					}
				} else if (unit.Player->AiEnabled) {
					// Ai players workers should stop if target is killed
					err = -1;
				}

				// Have reached target? FIXME: could use return value
				if (goal && unit.MapDistanceTo(*goal) <= unit.Type->RepairRange
					&& goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) {
					this->State = 2;
					this->RepairCycle = 0;
					const Vec2i dir = goal->tilePos + goal->Type->GetHalfTileSize() - unit.tilePos;
					UnitHeadingFromDeltaXY(unit, dir);
				} else if (err < 0) {
					this->Finished = true;
					return ;
				}
			}
			break;
		}
		case 2: {// Repair the target.
			AnimateActionRepair(unit);
			this->RepairCycle++;
			if (unit.Anim.Unbreakable) {
				return ;
			}
			CUnit *goal = this->GetGoal();

			if (goal) {
				if (!goal->IsVisibleAsGoal(*unit.Player)) {
					DebugPrint("repair goal is gone\n");
					this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
					// FIXME: should I clear this here?
					this->ClearGoal();
					ReparableTarget = NULL;
					goal = NULL;
				} else {
					const int dist = unit.MapDistanceTo(*goal);

					if (dist <= unit.Type->RepairRange) {
						if (RepairUnit(unit, *goal)) {
							this->Finished = true;
							return ;
						}
					} else if (dist > unit.Type->RepairRange) {
						// If goal has move, chase after it
						this->State = 0;
					}
				}
			}
			// Target is fine, choose new one.
			if (!goal || goal->Variable[HP_INDEX].Value >= goal->Variable[HP_INDEX].Max) {
				this->Finished = true;
				return ;
			}
			// FIXME: automatic repair
		}
		break;
	}
}