Exemple #1
0
/**
**  Change invalid target for new target in range.
**
**  @param unit  Unit to check if goal is in range
**
**  @return      true if order(action) have changed, false else (if goal change return false).
*/
bool COrder_Attack::CheckForTargetInRange(CUnit &unit)
{
	// Target is dead?
	if (CheckForDeadGoal(unit)) {
		return true;
	}

	// No goal: if meeting enemy attack it.
	if (!this->HasGoal()
		&& this->Action != UnitActionAttackGround
		&& !Map.WallOnMap(this->goalPos)) {
		CUnit *goal = AttackUnitsInReactRange(unit);

		if (goal) {
			COrder *savedOrder = COrder::NewActionAttack(unit, this->goalPos);

			if (unit.CanStoreOrder(savedOrder) == false) {
				delete savedOrder;
				savedOrder = NULL;
			} else {
				unit.SavedOrder = savedOrder;
			}
			this->SetGoal(goal);
			this->MinRange = unit.Type->MinAttackRange;
			this->Range = unit.Stats->Variables[ATTACKRANGE_INDEX].Max;
			this->goalPos = goal->tilePos;
			this->State |= WEAK_TARGET; // weak target
		}
		// Have a weak target, try a better target.
	} else if (this->HasGoal() && (this->State & WEAK_TARGET || unit.Player->AiEnabled)) {
		CUnit *goal = this->GetGoal();
		CUnit *newTarget = AttackUnitsInReactRange(unit);

		if (newTarget && ThreatCalculate(unit, *newTarget) < ThreatCalculate(unit, *goal)) {
			COrder *savedOrder = NULL;
			if (unit.CanStoreOrder(this)) {
				savedOrder = this->Clone();
			}
			if (savedOrder != NULL) {
				unit.SavedOrder = savedOrder;
			}
			this->SetGoal(newTarget);
			this->goalPos = newTarget->tilePos;
		}
	}

	Assert(!unit.Type->Vanishes && !unit.Destroyed && !unit.Removed);
	return false;
}
Exemple #2
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;
	}
}
Exemple #3
0
/**
**  Handle attacking the target.
**
**  @param unit  Unit, for that the attack is handled.
*/
void COrder_Attack::AttackTarget(CUnit &unit)
{
	Assert(this->HasGoal() || Map.Info.IsPointOnMap(this->goalPos));

	AnimateActionAttack(unit, *this);
	if (unit.Anim.Unbreakable) {
		return;
	}

	if (!this->HasGoal() && (this->Action == UnitActionAttackGround || Map.WallOnMap(this->goalPos))) {
		return;
	}

	// Target is dead ? Change order ?
	if (CheckForDeadGoal(unit)) {
		return;
	}
	CUnit *goal = this->GetGoal();
	bool dead = !goal || goal->IsAlive() == false;

	// No target choose one.
	if (!goal) {
		goal = AttackUnitsInReactRange(unit);

		// No new goal, continue way to destination.
		if (!goal) {
			// Return to old task ?
			if (unit.RestoreOrder()) {
				return;
			}
			this->State = MOVE_TO_TARGET;
			return;
		}
		// Save current command to come back.
		COrder *savedOrder = COrder::NewActionAttack(unit, this->goalPos);

		if (unit.CanStoreOrder(savedOrder) == false) {
			delete savedOrder;
			savedOrder = NULL;
		} else {
			unit.SavedOrder = savedOrder;
		}
		this->SetGoal(goal);
		this->goalPos = goal->tilePos;
		this->MinRange = unit.Type->MinAttackRange;
		this->Range = unit.Stats->Variables[ATTACKRANGE_INDEX].Max;
		this->State |= WEAK_TARGET;

		// Have a weak target, try a better target.
		// FIXME: if out of range also try another target quick
	} else {
		if ((this->State & WEAK_TARGET)) {
			CUnit *newTarget = AttackUnitsInReactRange(unit);
			if (newTarget && ThreatCalculate(unit, *newTarget) < ThreatCalculate(unit, *goal)) {
				if (unit.CanStoreOrder(this)) {
					unit.SavedOrder = this->Clone();
				}
				goal = newTarget;
				this->SetGoal(newTarget);
				this->goalPos = newTarget->tilePos;
				this->MinRange = unit.Type->MinAttackRange;
				this->State = MOVE_TO_TARGET;
			}
		}
	}

	// Still near to target, if not goto target.
	const int dist = unit.MapDistanceTo(*goal);
	if (dist > unit.Stats->Variables[ATTACKRANGE_INDEX].Max) {
		// towers don't chase after goal
		if (unit.CanMove()) {
			if (unit.CanStoreOrder(this)) {
				if (dead) {
					unit.SavedOrder = COrder::NewActionAttack(unit, this->goalPos);
				} else {
					unit.SavedOrder = this->Clone();
				}
			}
		}
		unit.Frame = 0;
		this->State &= WEAK_TARGET;
		this->State |= MOVE_TO_TARGET;
	}
	if (dist < unit.Type->MinAttackRange) {
		this->State = MOVE_TO_TARGET;
	}

	// Turn always to target
	if (goal) {
		const Vec2i dir = goal->tilePos + goal->Type->GetHalfTileSize() - unit.tilePos;
		UnitHeadingFromDeltaXY(unit, dir);
	}
}