Example #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);
}
Example #2
0
void CThreatMap::EnemyEnterRadar(CEnemyUnit* enemy)
{
	// Possible cases:
	// (1) Unknown enemy wanders at radars
	// (2) Known enemy that once was in los wandering at radar
	// (3) EnemyEnterRadar invoked right after EnemyEnterLOS in area with no radar

	enemy->SetInRadar();

	if (enemy->IsInLOS()) {  // (3)
		return;
	}

	if (enemy->GetDPS() < 0.1f) {  // (2)
		if (enemy->IsHidden()) {
			enemy->ClearHidden();
		} else {
			DelDecloaker(enemy);
		}

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

		AddDecloaker(enemy);
		return;
	}

	bool isNew = false;
	auto it = hostileUnits.find(enemy->GetId());
	if (it == hostileUnits.end()) {  // (1)
		std::tie(it, isNew) = hostileUnits.emplace(enemy->GetId(), enemy);
	} else if (enemy->IsHidden()) {
		enemy->ClearHidden();
	} else {
		DelEnemyUnit(enemy);
	}

	AIFloat3 pos = enemy->GetUnit()->GetPos();
	circuit->GetTerrainManager()->CorrectPosition(pos);
	enemy->SetPos(pos);
	if (isNew) {  // unknown enemy enters radar for the first time
		enemy->SetThreat(enemy->GetDPS());  // TODO: Randomize
		enemy->SetRange(CEnemyUnit::RangeType::MAX, rangeDefault);
		enemy->SetRange(CEnemyUnit::RangeType::AIR, rangeDefault);
		enemy->SetRange(CEnemyUnit::RangeType::LAND, rangeDefault);
		enemy->SetRange(CEnemyUnit::RangeType::WATER, rangeDefault);
		enemy->SetRange(CEnemyUnit::RangeType::CLOAK, distCloak);
	}

	AddEnemyUnit(enemy);
}
Example #3
0
void CThreatMap::EnemyDestroyed(CEnemyUnit* enemy)
{
	auto it = hostileUnits.find(enemy->GetId());
	if (it == hostileUnits.end()) {
		if (!enemy->IsHidden()) {
			DelDecloaker(enemy);
		}
		peaceUnits.erase(enemy->GetId());
		return;
	}

	if (!enemy->IsHidden()) {
		DelEnemyUnit(enemy);
	}
	hostileUnits.erase(it);
}
Example #4
0
void CThreatMap::DelEnemyUnit(const CEnemyUnit* e)
{
	CCircuitDef* cdef = e->GetCircuitDef();
	if (cdef == nullptr) {
		DelEnemyUnitAll(e);
		return;
	}

	if (cdef->HasAntiAir()) {
		DelEnemyAir(e);
	}
	if (cdef->HasAntiLand() || cdef->HasAntiWater()) {
		DelEnemyAmph(e);
	}
	DelDecloaker(e);
}
Example #5
0
void CThreatMap::DelEnemyUnitAll(const CEnemyUnit* e)
{
	DelEnemyAir(e);
	DelEnemyAmph(e);
	DelDecloaker(e);
}