string CUBuild::GetDEFENCE(){ NLOG("CUBuild::GetDEFENCE"); const vector<CommandDescription>* di = G->cb->GetUnitCommands(uid); if(di == 0) return string(""); list<string> possibles; int defnum = 0; for(vector<CommandDescription>::const_iterator is = di->begin(); is != di->end();++is){ if(is->id<0){ // retrieve the unit type information CUnitTypeData* p =G->UnitDefLoader->GetUnitTypeDataByName(is->name); const UnitDef* pd = p->GetUnitDef(); if(Useless(p)) continue; if((p->GetUnitDef()->weapons.empty() == false)&&(!p->GetUnitDef()->isFeature)&&(!p->IsMobile())){ if((G->info->spacemod == true)||(water == true)){ if(G->Pl->feasable(p,utd)==false) continue; possibles.push_back(p->GetName()); defnum++; } else if (pd->floater == false){ if(G->Pl->feasable(p,utd)==false) continue; possibles.push_back(p->GetName()); defnum++; } } } } if(possibles.empty() == false){ defnum = G->mrand()%defnum; int j = 0; for(list<string>::iterator k = possibles.begin(); k != possibles.end(); ++k){ if(j == defnum){ return *k; }else{ j++; } } return possibles.front(); } return string(""); }
bool CActions::RepairNearbyUnfinishedMobileUnits(int uid, float radius){ NLOG("CActions::RepairNearbyUnfinishedMobileUnits"); const UnitDef* udi = G->cb->GetUnitDef(uid); if(udi == 0) return false; float3 pos = G->GetUnitPos(uid); int* hn = new int[10000]; int h = G->cb->GetFriendlyUnits(hn, pos, radius); if( h>0){ for( int i = 0; i<h; i++){ if(G->cb->UnitBeingBuilt(hn[i]) == true){ CUnitTypeData* btd = G->UnitDefLoader->GetUnitTypeDataByUnitId(hn[i]); if(!btd->IsMobile()){ continue; } float Remainder = 1.0f - G->cb->GetUnitHealth(hn[i]) / G->cb->GetUnitMaxHealth(hn[i]); float RemainingTime = btd->GetUnitDef()->buildTime / udi->buildSpeed * Remainder; if (RemainingTime < 30.0f){ continue; } float EPerS = btd->GetUnitDef()->energyCost / (btd->GetUnitDef()->buildTime / udi->buildSpeed); float MPerS = btd->GetUnitDef()->metalCost / (btd->GetUnitDef()->buildTime / udi->buildSpeed); if (G->cb->GetMetal() + (G->Pl->GetMetalIncome() - MPerS) * RemainingTime > 0 && G->cb->GetEnergy() + (G->Pl->GetEnergyIncome() - EPerS) * RemainingTime > 0){ if (RemainingTime > 120.0f || btd->GetUnitDef()->buildSpeed > 0){ int target = hn[i]; delete [] hn; return Repair(uid, target); } } } } }else{ h = G->cb->GetFriendlyUnits(hn); if(h <1){ return false; } for( int i = 0; i<h; i++){ if((G->cb->UnitBeingBuilt(hn[i])||(G->cb->GetUnitMaxHealth(hn[i])*0.6f > G->cb->GetUnitHealth(hn[i])))&&(G->cb->GetUnitTeam(hn[i]) == G->Cached->team)){ CUnitTypeData* btd = G->UnitDefLoader->GetUnitTypeDataByUnitId(hn[i]); float Remainder = 1.0f - G->cb->GetUnitHealth(hn[i]) / G->cb->GetUnitMaxHealth(hn[i]); float RemainingTime = btd->GetUnitDef()->buildTime / udi->buildSpeed * Remainder; if (RemainingTime < 30.0f){ continue; } float EPerS = btd->GetUnitDef()->energyCost / (btd->GetUnitDef()->buildTime / udi->buildSpeed); float MPerS = btd->GetUnitDef()->metalCost / (btd->GetUnitDef()->buildTime / udi->buildSpeed); if (G->cb->GetMetal() + (G->Pl->GetMetalIncome() - MPerS) * RemainingTime > 0 && G->cb->GetEnergy() + (G->Pl->GetEnergyIncome() - EPerS) * RemainingTime > 0 ){ if (RemainingTime > 120.0f || btd->GetUnitDef()->buildSpeed > 0) { int target = hn[i]; delete [] hn; return Repair(uid, target); } } } } } delete [] hn; return false; }
bool CActions::AttackNear(int unit, float LOSmultiplier){ NLOG("CActions::AttackNear"); const UnitDef* ud = G->GetUnitDef(unit); if(ud == 0) return false; CUnitTypeData* utd = G->UnitDefLoader->GetUnitTypeDataById(ud->id); int* en = new int[10000]; int e = G->GetEnemyUnits(en, G->GetUnitPos(unit), max(G->cb->GetUnitMaxRange(unit), ud->losRadius)*LOSmultiplier); if(e>0){ float best_score = 0; int best_target = 0; float tempscore = 0; bool mobile = true; for(int i = 0; i < e; i++){ if(en[i] < 1) continue; const UnitDef* endi = G->GetEnemyDef(en[i]); if(endi == 0){ continue; }else{ CUnitTypeData* etd = G->UnitDefLoader->GetUnitTypeDataById(endi->id); bool tmobile = false; tempscore = G->GetTargettingWeight(ud->name, endi->name); //tempscore = G->Ch->ApplyGrudge(en[i], tempscore); if(etd->IsMobile()){ if(!G->info->hardtarget){ tempscore = tempscore/4; } tmobile = true; }else if(!endi->weapons.empty()){ tempscore /= 2; } if(tempscore > best_score){ best_score = tempscore; best_target = en[i]; mobile = tmobile; } tempscore = 0; } } if(ud->highTrajectoryType == 2){ Trajectory(unit, (int)mobile); } if(best_target > 0){ delete [] en; return Attack(unit, best_target, mobile); } delete [] en; return true; }else{ delete [] en; return false; } }