Example #1
0
void CRetreatTask::OnUnitIdle(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CFactoryManager* factoryManager = circuit->GetFactoryManager();
	AIFloat3 haven = (repairer != nullptr) ? repairer->GetPos(frame) : factoryManager->GetClosestHaven(unit);
	if (haven == -RgtVector) {
		haven = circuit->GetSetupManager()->GetBasePos();
	}

	if (unit->GetCircuitDef()->IsPlane()) {
		// force rearm/repair | CMD_FIND_PAD
		unit->GetUnit()->Fight(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60);
		return;
	}

	const float maxDist = factoryManager->GetAssistDef()->GetBuildDistance();
	const AIFloat3& unitPos = unit->GetPos(frame);
	if (unitPos.SqDistance2D(haven) > maxDist * maxDist) {
		// TODO: push MoveAction into unit? to avoid enemy fire
		unit->GetUnit()->MoveTo(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 1);
		// TODO: Add fail counter?
	} else {
		// TODO: push WaitAction into unit
//		unit->GetUnit()->ExecuteCustomCommand(CMD_PRIORITY, {0.0f});

		AIFloat3 pos = unitPos;
		const float size = SQUARE_SIZE * 16;
		CTerrainManager* terrainManager = circuit->GetTerrainManager();
		float centerX = terrainManager->GetTerrainWidth() / 2;
		float centerZ = terrainManager->GetTerrainHeight() / 2;
		pos.x += (pos.x > centerX) ? size : -size;
		pos.z += (pos.z > centerZ) ? size : -size;
		AIFloat3 oldPos = pos;
		terrainManager->CorrectPosition(pos);
		if (oldPos.SqDistance2D(pos) > SQUARE_SIZE * SQUARE_SIZE) {
			pos = unitPos;
			pos.x += (pos.x > centerX) ? -size : size;
			pos.z += (pos.z > centerZ) ? -size : size;
		}
		CTerrainManager::TerrainPredicate predicate = [unitPos](const AIFloat3& p) {
			return unitPos.SqDistance2D(p) > SQUARE(SQUARE_SIZE * 8);
		};
		pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, maxDist, UNIT_COMMAND_BUILD_NO_FACING, predicate);
		unit->GetUnit()->PatrolTo(pos);

		IUnitAction* act = static_cast<IUnitAction*>(unit->End());
		if (act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
			static_cast<ITravelAction*>(act)->SetFinished(true);
		}
	}
}
Example #2
0
void CDefendTask::Execute(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	CTerrainManager* terrainManager = circuit->GetTerrainManager();
	AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32);
	terrainManager->CorrectPosition(pos);
	pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, 300.0f, UNIT_COMMAND_BUILD_NO_FACING);

	TRY_UNIT(circuit, unit,
		unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
		unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED);
	)
}
Example #3
0
void CBReclaimTask::Update()
{
	if (!isMetal) {
		return;
	}

	CCircuitAI* circuit = manager->GetCircuit();
	if (circuit->GetEconomyManager()->IsMetalFull()) {
		manager->AbortTask(this);
	} else if (!units.empty()) {
		/*
		 * Update reclaim position
		 */
		// FIXME: Works only with 1 task per worker
		CCircuitUnit* unit = *units.begin();
		int frame = circuit->GetLastFrame();
		const AIFloat3& pos = unit->GetPos(frame);
		auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(pos, 300.0f));
		if (!enemies.empty()) {
			for (Unit* enemy : enemies) {
				if ((enemy != nullptr) && enemy->IsBeingBuilt()) {
					unit->GetUnit()->ReclaimUnit(enemy, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
					utils::free_clear(enemies);
					return;
				}
			}
			utils::free_clear(enemies);
		}

		auto features = std::move(circuit->GetCallback()->GetFeaturesIn(pos, 500.0f));
		if (!features.empty()) {
			CTerrainManager* terrainManager = circuit->GetTerrainManager();
			circuit->GetThreatMap()->SetThreatType(unit);
			AIFloat3 reclPos;
			float minSqDist = std::numeric_limits<float>::max();
			Resource* metalRes = circuit->GetEconomyManager()->GetMetalRes();
			for (Feature* feature : features) {
				AIFloat3 featPos = feature->GetPosition();
				terrainManager->CorrectPosition(featPos);  // Impulsed flying feature
				if (!terrainManager->CanBuildAt(unit, featPos)) {
					continue;
				}
				FeatureDef* featDef = feature->GetDef();
				float reclaimValue = featDef->GetContainedResource(metalRes)/* * feature->GetReclaimLeft()*/;
				delete featDef;
				if (reclaimValue < 1.0f) {
					continue;
				}
				float sqDist = pos.SqDistance2D(featPos);
				if (sqDist < minSqDist) {
					reclPos = featPos;
					minSqDist = sqDist;
				}
			}
			if (minSqDist < std::numeric_limits<float>::max()) {
				const float radius = 8.0f;  // unit->GetCircuitDef()->GetBuildDistance();
				unit->GetUnit()->ReclaimInArea(reclPos, radius, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
			}
			utils::free_clear(features);
		}
	}
}