Example #1
0
/* virtual */ void COrder_Still::Execute(CUnit &unit)
{
	// If unit is not bunkered and removed, wait
	if (unit.Removed
		//Wyrmgus start
//		&& (unit.Container == nullptr || unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value == false)) {
		&& (unit.Container == nullptr || !unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value || !unit.Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value)) { // make both the unit and the transporter have the tag be necessary for the attack to be possible
			if (unit.Container != nullptr) {
				LeaveShelter(unit); // leave shelter if surrounded
			}
		//Wyrmgus end
		return ;
	}
	this->Finished = false;

	switch (this->State) {
		case SUB_STILL_STANDBY:
			//Wyrmgus start
//			UnitShowAnimation(unit, unit.Type->Animations->Still);
			if (unit.Variable[STUN_INDEX].Value == 0) { //only show the idle animation when still if the unit is not stunned
				UnitShowAnimation(unit, unit.GetAnimations()->Still);
			}
			if (SyncRand(100000) == 0) {
				PlayUnitSound(unit, VoiceIdle);
			}
			unit.StepCount = 0;
			//Wyrmgus end
			break;
		case SUB_STILL_ATTACK: // attacking unit in attack range.
			AnimateActionAttack(unit, *this);
			break;
	}
	if (unit.Anim.Unbreakable) { // animation can't be aborted here
		return;
	}
	//Wyrmgus start
	if (unit.Variable[STUN_INDEX].Value > 0) { //if unit is stunned, remain still
		return;
	}
	//Wyrmgus end
	this->State = SUB_STILL_STANDBY;
	this->Finished = (this->Action == UnitActionStill);
	if (this->Action == UnitActionStandGround || unit.Removed || unit.CanMove() == false) {
		if (unit.AutoCastSpell) {
			this->AutoCastStand(unit);
		}
		if (unit.IsAgressive()) {
			this->AutoAttackStand(unit);
		}
	} else {
		if (AutoCast(unit) || (unit.IsAgressive() && AutoAttack(unit))
			|| AutoRepair(unit)
			//Wyrmgus start
//			|| MoveRandomly(unit)) {
			|| MoveRandomly(unit) || PickUpItem(unit)) {
			//Wyrmgus end
		}
	}
}
Example #2
0
/* virtual */ void COrder_Still::Execute(CUnit &unit)
{
	// If unit is not bunkered and removed, wait
	if (unit.Removed
		&& (unit.Container == NULL || unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value == false)) {
		return ;
	}
	this->Finished = false;

	switch (this->State) {
		case SUB_STILL_STANDBY:
			UnitShowAnimation(unit, unit.Type->Animations->Still);
			break;
		case SUB_STILL_ATTACK: // attacking unit in attack range.
			AnimateActionAttack(unit, *this);
			break;
	}
	if (unit.Anim.Unbreakable) { // animation can't be aborted here
		return;
	}
	this->State = SUB_STILL_STANDBY;
	this->Finished = (this->Action == UnitActionStill);
	if (this->Action == UnitActionStandGround || unit.Removed || unit.CanMove() == false) {
		if (unit.AutoCastSpell) {
			this->AutoCastStand(unit);
		}
		if (unit.IsAgressive()) {
			this->AutoAttackStand(unit);
		}
	} else {
		if (AutoCast(unit) || (unit.IsAgressive() && AutoAttack(unit))
			|| AutoRepair(unit)
			|| MoveRandomly(unit)) {
		}
	}
}
Example #3
0
void CAIThread::RandomMove()
{
	MoveRandomly( MOVE_DISTANCE*2 );
	SelectMove();
}