Esempio n. 1
0
/**
**	Step 3)
**	Wait for transporters landed.
**
**	@param force	Force pointer.
**
**	@todo	If units blocks the unload process we should move them away.
**		FIXME: hangs if the unit can't unloaded.
*/
local void AiWaitLanded(AiForce* force)
{
    AiUnit* aiunit;
    int i;
    int j;

    DebugLevel0Fn("Waiting\n");
    //
    //	Find all transporters.
    //
    i=1;
    aiunit=force->Units;
    while( aiunit ) {
	if( aiunit->Unit->Type->Transporter ) {
	    if( aiunit->Unit->Orders[0].Action==UnitActionStill ) {
		DebugLevel0Fn("Unloading\n");
		for( j=0; j<MAX_UNITS_ONBOARD; ++j ) {
		    if( aiunit->Unit->OnBoard[j] ) {
			CommandUnload(aiunit->Unit,force->GoalX,force->GoalY,
			    NoUnitP,FlushCommands);
			i=0;
			break;
		    }
		}
	    } else {
		i=0;
	    }
	}
	aiunit=aiunit->Next;
    }
    if( i ) {
	++force->State;			// all unloaded
    }
}
Esempio n. 2
0
/**
**  Check if the unit's container has an adjacent unit owned by another non-neutral player
**
**  @return  true if the unit is now sheltered (or if exited a shelter), false otherwise
*/
static bool LeaveShelter(CUnit &unit)
{
	if (
		!unit.Container
		|| (unit.Container->Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value && unit.Type->BoolFlag[ATTACKFROMTRANSPORTER_INDEX].value)
		|| (!unit.Player->AiEnabled && !(unit.Type->BoolFlag[FAUNA_INDEX].value && unit.Player->Type == PlayerNeutral))
		|| unit.Container->CanMove() //is a transporter, not a shelter
		|| !unit.Container->Type->CanTransport() //is not a garrisonable building
		|| (unit.Container->Type->BoolFlag[RECRUITHEROES_INDEX].value && unit.Character && unit.Player->Type == PlayerNeutral) //if is a hireable hero in a hero recruitment building, don't leave it
	) {
		return false;
	}
	
	std::vector<CUnit *> table;
	if (unit.Type->BoolFlag[FAUNA_INDEX].value) {
		SelectAroundUnit(*unit.Container, 1, table, HasNotSamePlayerAs(*unit.Player));
	} else {
		SelectAroundUnit(*unit.Container, unit.CurrentSightRange, table, MakeAndPredicate(IsEnemyWith(*unit.Player), HasNotSamePlayerAs(Players[PlayerNumNeutral])));
	}

	if (table.size() > 0) {
		CommandUnload(*unit.Container, unit.Container->tilePos, &unit, FlushCommands, unit.Container->MapLayer->ID);
		return true;
	}

	return false;
}
Esempio n. 3
0
/**
** Send command: Unit unload unit.
**
** @param unit    pointer to unit.
** @param pos     map tile position of unload.
** @param what    Passagier to be unloaded.
** @param flush   Flag flush all pending commands.
*/
void SendCommandUnload(CUnit &unit, const Vec2i &pos, CUnit *what, int flush)
{
	if (!IsNetworkGame()) {
		CommandLog("unload", &unit, flush, pos.x, pos.y, what, NULL, -1);
		CommandUnload(unit, pos, what, flush);
	} else {
		NetworkSendCommand(MessageCommandUnload, unit, pos.x, pos.y, what, 0, flush);
	}
}
Esempio n. 4
0
/**
**	Step 2)
**	Send force awaay in transporters, to unload at target position.
**
**	@param force	Force pointer.
**
**	@todo	The transporter should avoid enemy contact and should land
**		at an unfortified coast. If we send more transporters they
**		should land on different positions.
*/
local void AiSendTransporter(AiForce* force)
{
    AiUnit* aiunit;

    //
    //	Find all transporters.
    //
    aiunit=force->Units;
    while( aiunit ) {
	//	Transporter to unload units
	if( aiunit->Unit->Type->Transporter ) {
	    CommandUnload(aiunit->Unit, force->GoalX, force->GoalY, NoUnitP,
		    FlushCommands);
	//	Ships to defend transporter
	} else if( aiunit->Unit->Type->UnitType==UnitTypeNaval ) {
	    CommandAttack(aiunit->Unit, force->GoalX, force->GoalY, NoUnitP,
		    FlushCommands);
	}
	aiunit=aiunit->Next;
    }
    ++force->State;
}
Esempio n. 5
0
/**
** Execute a command (from network).
**
** @param msgnr    Network message type
** @param unum     Unit number (slot) that receive the command.
** @param x        optional X map position.
** @param y        optional y map position.
** @param dstnr    optional destination unit.
*/
void ExecCommand(unsigned char msgnr, UnitRef unum,
				 unsigned short x, unsigned short y, UnitRef dstnr)
{
	CUnit &unit = UnitManager.GetSlotUnit(unum);
	const Vec2i pos(x, y);
	const int arg1 = x;
	const int arg2 = y;
	//
	// Check if unit is already killed?
	//
	if (unit.Destroyed) {
		DebugPrint(" destroyed unit skipping %d\n" _C_ UnitNumber(unit));
		return;
	}
	Assert(unit.Type);

	const int status = (msgnr & 0x80) >> 7;
	// Note: destroyed destination unit is handled by the action routines.

	switch (msgnr & 0x7F) {
		case MessageSync:
			return;
		case MessageQuit:
			return;
		case MessageChat:
			return;

		case MessageCommandStop:
			CommandLog("stop", &unit, FlushCommands, -1, -1, NoUnitP, NULL, -1);
			CommandStopUnit(unit);
			break;
		case MessageCommandStand:
			CommandLog("stand-ground", &unit, status, -1, -1, NoUnitP, NULL, -1);
			CommandStandGround(unit, status);
			break;
		case MessageCommandDefend: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("defend", &unit, status, -1, -1, &dest, NULL, -1);
				CommandDefend(unit, dest, status);
			}
			break;
		}
		case MessageCommandFollow: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("follow", &unit, status, -1, -1, &dest, NULL, -1);
				CommandFollow(unit, dest, status);
			}
			break;
		}
		case MessageCommandMove:
			//Wyrmgus start
//			CommandLog("move", &unit, status, pos.x, pos.y, NoUnitP, NULL, -1);
//			CommandMove(unit, pos, status);
			if (!unit.CanMove()) { //FIXME: find better way to identify whether the unit should move or set a rally point
				CommandLog("rally-point", &unit, status, pos.x, pos.y, NoUnitP, NULL, -1);
				CommandRallyPoint(unit, pos);
			} else {
				CommandLog("move", &unit, status, pos.x, pos.y, NoUnitP, NULL, -1);
				CommandMove(unit, pos, status);
			}
			//Wyrmgus end
			break;
		//Wyrmgus start
		case MessageCommandPickUp: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("pick-up", &unit, status, -1, -1, &dest, NULL, -1);
				CommandPickUp(unit, dest, status);
			}
			break;
		}
		//Wyrmgus end
		case MessageCommandRepair: {
			CUnit *dest = NoUnitP;
			if (dstnr != (unsigned short)0xFFFF) {
				dest = &UnitManager.GetSlotUnit(dstnr);
				Assert(dest && dest->Type);
			}
			CommandLog("repair", &unit, status, pos.x, pos.y, dest, NULL, -1);
			CommandRepair(unit, pos, dest, status);
			break;
		}
		case MessageCommandAutoRepair:
			CommandLog("auto-repair", &unit, status, arg1, arg2, NoUnitP, NULL, 0);
			CommandAutoRepair(unit, arg1);
			break;
		case MessageCommandAttack: {
			CUnit *dest = NoUnitP;
			if (dstnr != (unsigned short)0xFFFF) {
				dest = &UnitManager.GetSlotUnit(dstnr);
				Assert(dest && dest->Type);
			}
			CommandLog("attack", &unit, status, pos.x, pos.y, dest, NULL, -1);
			CommandAttack(unit, pos, dest, status);
			break;
		}
		case MessageCommandGround:
			CommandLog("attack-ground", &unit, status, pos.x, pos.y, NoUnitP, NULL, -1);
			CommandAttackGround(unit, pos, status);
			break;
		//Wyrmgus start
		case MessageCommandUse: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("use", &unit, status, -1, -1, &dest, NULL, -1);
				CommandUse(unit, dest, status);
			}
			break;
		}
		//Wyrmgus end
		case MessageCommandPatrol:
			CommandLog("patrol", &unit, status, pos.x, pos.y, NoUnitP, NULL, -1);
			CommandPatrolUnit(unit, pos, status);
			break;
		case MessageCommandBoard: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("board", &unit, status, arg1, arg2, &dest, NULL, -1);
				CommandBoard(unit, dest, status);
			}
			break;
		}
		case MessageCommandUnload: {
			CUnit *dest = NULL;
			if (dstnr != (unsigned short)0xFFFF) {
				dest = &UnitManager.GetSlotUnit(dstnr);
				Assert(dest && dest->Type);
			}
			CommandLog("unload", &unit, status, pos.x, pos.y, dest, NULL, -1);
			CommandUnload(unit, pos, dest, status);
			break;
		}
		case MessageCommandBuild:
			CommandLog("build", &unit, status, pos.x, pos.y, NoUnitP, UnitTypes[dstnr]->Ident.c_str(), -1);
			CommandBuildBuilding(unit, pos, *UnitTypes[dstnr], status);
			break;
		case MessageCommandDismiss:
			CommandLog("dismiss", &unit, FlushCommands, -1, -1, NULL, NULL, -1);
			CommandDismiss(unit);
			break;
		case MessageCommandResourceLoc:
			CommandLog("resource-loc", &unit, status, pos.x, pos.y, NoUnitP, NULL, -1);
			CommandResourceLoc(unit, pos, status);
			break;
		case MessageCommandResource: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("resource", &unit, status, -1, -1, &dest, NULL, -1);
				CommandResource(unit, dest, status);
			}
			break;
		}
		case MessageCommandReturn: {
			CUnit *dest = (dstnr != (unsigned short)0xFFFF) ? &UnitManager.GetSlotUnit(dstnr) : NULL;
			CommandLog("return", &unit, status, -1, -1, dest, NULL, -1);
			CommandReturnGoods(unit, dest, status);
			break;
		}
		case MessageCommandTrain:
			//Wyrmgus start
//			CommandLog("train", &unit, status, -1, -1, NoUnitP, UnitTypes[dstnr]->Ident.c_str(), -1);
//			CommandTrainUnit(unit, *UnitTypes[dstnr], status);
			CommandLog("train", &unit, status, -1, -1, NoUnitP, UnitTypes[dstnr]->Ident.c_str(), arg1); // use X as a way to mark the player
			CommandTrainUnit(unit, *UnitTypes[dstnr], arg1, status);
			//Wyrmgus end
			break;
		case MessageCommandCancelTrain:
			// We need (short)x for the last slot -1
			if (dstnr != (unsigned short)0xFFFF) {
				CommandLog("cancel-train", &unit, FlushCommands, -1, -1, NoUnitP,
						   UnitTypes[dstnr]->Ident.c_str(), (short)x);
				CommandCancelTraining(unit, (short)x, UnitTypes[dstnr]);
			} else {
				CommandLog("cancel-train", &unit, FlushCommands, -1, -1, NoUnitP, NULL, (short)x);
				CommandCancelTraining(unit, (short)x, NULL);
			}
			break;
		case MessageCommandUpgrade:
			//Wyrmgus start
			/*
			CommandLog("upgrade-to", &unit, status, -1, -1, NoUnitP,
					   UnitTypes[dstnr]->Ident.c_str(), -1);
			CommandUpgradeTo(unit, *UnitTypes[dstnr], status);
			break;
			*/
			if (arg1 == 2) { //use X as a way to mark whether this is an upgrade or a transformation
				CommandLog("transform-into", &unit, status, -1, -1, NoUnitP,
						   UnitTypes[dstnr]->Ident.c_str(), -1);
				CommandTransformIntoType(unit, *UnitTypes[dstnr]);
			} else {
				CommandLog("upgrade-to", &unit, status, -1, -1, NoUnitP,
						   UnitTypes[dstnr]->Ident.c_str(), -1);
				CommandUpgradeTo(unit, *UnitTypes[dstnr], status);
			}
			break;
			//Wyrmgus end
		case MessageCommandCancelUpgrade:
			CommandLog("cancel-upgrade-to", &unit, FlushCommands, -1, -1, NoUnitP, NULL, -1);
			CommandCancelUpgradeTo(unit);
			break;
		case MessageCommandResearch:
			CommandLog("research", &unit, status, -1, -1, NoUnitP,
					   AllUpgrades[arg1]->Ident.c_str(), -1);
			CommandResearch(unit, *AllUpgrades[arg1], status);
			break;
		case MessageCommandCancelResearch:
			CommandLog("cancel-research", &unit, FlushCommands, -1, -1, NoUnitP, NULL, -1);
			CommandCancelResearch(unit);
			break;
		//Wyrmgus start
		case MessageCommandQuest: {
			CommandLog("quest", &unit, 0, 0, 0, NoUnitP, Quests[arg1]->Ident.c_str(), -1);
			CommandQuest(unit, Quests[arg1]);
			break;
		}
		case MessageCommandBuy: {
			if (dstnr != (unsigned short)0xFFFF) {
				CUnit &dest = UnitManager.GetSlotUnit(dstnr);
				Assert(dest.Type);
				CommandLog("buy", &unit, 0, -1, -1, &dest, NULL, arg1);
				CommandBuy(unit, &dest, arg1);
			}
			break;
		}
		//Wyrmgus end
		default: {
			int id = (msgnr & 0x7f) - MessageCommandSpellCast;
			if (arg2 != (unsigned short)0xFFFF) {
				CUnit *dest = NULL;
				if (dstnr != (unsigned short)0xFFFF) {
					dest = &UnitManager.GetSlotUnit(dstnr);
					Assert(dest && dest->Type);
				}
				CommandLog("spell-cast", &unit, status, pos.x, pos.y, dest, NULL, id);
				CommandSpellCast(unit, pos, dest, *SpellTypeTable[id], status);
			} else {
				CommandLog("auto-spell-cast", &unit, status, arg1, -1, NoUnitP, NULL, id);
				CommandAutoSpellCast(unit, id, arg1);
			}
			break;
		}
	}
}
Esempio n. 6
0
/**
** Force on attack ride. We attack until there is no unit or enemy left.
**
** @param force Force pointer.
*/
void AiForce::Update()
{
	Assert(Defending == false);
	if (Size() == 0) {
		Attacking = false;
		if (!Defending && State > AiForceAttackingState_Waiting) {
			DebugPrint("%d: Attack force #%lu was destroyed, giving up\n"
					   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this  - & (AiPlayer->Force[0])));
			Reset(true);
		}
		return;
	}
	Attacking = false;
	for (unsigned int i = 0; i < Size(); ++i) {
		CUnit *aiunit = Units[i];

		if (aiunit->Type->CanAttack) {
			Attacking = true;
			break;
		}
	}
	if (Attacking == false) {
		if (!Defending && State > AiForceAttackingState_Waiting) {
			DebugPrint("%d: Attack force #%lu has lost all agresive units, giving up\n"
					   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this  - & (AiPlayer->Force[0])));
			Reset(true);
		}
		return ;
	}
#if 0
	if (State == AiForceAttackingState_Waiting) {
		if (!this->PlanAttack()) {
			DebugPrint("Can't transport, look for walls\n");
			if (!AiFindWall(this)) {
				Attacking = false;
				return ;
			}
		}
		State = AiForceAttackingState_Boarding;
	}
#endif
	if (State == AiForceAttackingState_Boarding) {
		AiGroupAttackerForTransport(*this);
		return ;
	}
	if (State == AiForceAttackingState_AttackingWithTransporter) {
		// Move transporters to goalpos
		std::vector<CUnit *> transporters;
		bool emptyTrans = true;
		for (unsigned int i = 0; i != Size(); ++i) {
			CUnit &aiunit = *Units[i];

			if (aiunit.CanMove() && aiunit.Type->MaxOnBoard) {
				transporters.push_back(&aiunit);
				if (aiunit.BoardCount > 0) {
					emptyTrans = false;
				}
			}
		}
		if (transporters.empty()) {
			// Our transporters have been destroyed
			DebugPrint("%d: Attack force #%lu has lost all agresive units, giving up\n"
				_C_ AiPlayer->Player->Index _C_(long unsigned int)(this  - & (AiPlayer->Force[0])));
			Reset(true);
		} else if (emptyTrans) {
			// We have emptied our transporters, go go go
			State = AiForceAttackingState_GoingToRallyPoint;
		} else {
			for (size_t i = 0; i != transporters.size(); ++i) {
				CUnit &trans = *transporters[i];
				const int delay = i / 5; // To avoid lot of CPU consuption, send them with a small time difference.

				trans.Wait = delay;
				CommandUnload(trans, this->GoalPos, NULL, FlushCommands);
			}
		}
		return;
	}
	CUnit *leader = NULL;
	for (unsigned int i = 0; i != Size(); ++i) {
		CUnit &aiunit = *Units[i];

		if (aiunit.IsAgressive()) {
			leader = &aiunit;
			break;
		}
	}

	const int thresholdDist = 5; // Hard coded value
	Assert(Map.Info.IsPointOnMap(GoalPos));
	if (State == AiForceAttackingState_GoingToRallyPoint) {
		// Check if we are near the goalpos
		int minDist = Units[0]->MapDistanceTo(this->GoalPos);
		int maxDist = minDist;

		for (size_t i = 0; i != Size(); ++i) {
			const int distance = Units[i]->MapDistanceTo(this->GoalPos);
			minDist = std::min(minDist, distance);
			maxDist = std::max(maxDist, distance);
		}

		if (WaitOnRallyPoint > 0 && minDist <= thresholdDist) {
			--WaitOnRallyPoint;
		}
		if (maxDist <= thresholdDist || !WaitOnRallyPoint) {
			const CUnit *unit = NULL;

			AiForceEnemyFinder<AIATTACK_BUILDING>(*this, &unit);
			if (!unit) {
				AiForceEnemyFinder<AIATTACK_ALLMAP>(*this, &unit);
				if (!unit) {
					// No enemy found, give up
					// FIXME: should the force go home or keep trying to attack?
					DebugPrint("%d: Attack force #%lu can't find a target, giving up\n"
							   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this - & (AiPlayer->Force[0])));
					Attacking = false;
					State = AiForceAttackingState_Waiting;
					return;
				}
			}
			this->GoalPos = unit->tilePos;
			State = AiForceAttackingState_Attacking;
			for (size_t i = 0; i != this->Size(); ++i) {
				CUnit &aiunit = *this->Units[i];
				const int delay = i / 5; // To avoid lot of CPU consuption, send them with a small time difference.

				aiunit.Wait = delay;
				if (aiunit.IsAgressive()) {
					CommandAttack(aiunit, this->GoalPos, NULL, FlushCommands);
				} else {
					if (leader) {
						CommandDefend(aiunit, *leader, FlushCommands);
					} else {
						CommandMove(aiunit, this->GoalPos, FlushCommands);
					}
				}
			}
		}
	}

	std::vector<CUnit *> idleUnits;
	for (unsigned int i = 0; i != Size(); ++i) {
		CUnit &aiunit = *Units[i];

		if (aiunit.IsIdle()) {
			idleUnits.push_back(&aiunit);
		}
	}

	if (idleUnits.empty()) {
		return;
	}

	if (State == AiForceAttackingState_Attacking && idleUnits.size() == this->Size()) {
		const CUnit *unit = NULL;

		bool isNaval = false;
		for (size_t i = 0; i != this->Units.size(); ++i) {
			CUnit *const unit = this->Units[i];
			if (unit->Type->UnitType == UnitTypeNaval && unit->Type->CanAttack) {
				isNaval = true;
				break;
			}
		}
		if (isNaval) {
			AiForceEnemyFinder<AIATTACK_ALLMAP>(*this, &unit);
		} else {
			AiForceEnemyFinder<AIATTACK_BUILDING>(*this, &unit);
		}
		if (!unit) {
			// No enemy found, give up
			// FIXME: should the force go home or keep trying to attack?
			DebugPrint("%d: Attack force #%lu can't find a target, giving up\n"
					   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this - & (AiPlayer->Force[0])));
			Attacking = false;
			State = AiForceAttackingState_Waiting;
			return;
		} else {
			Vec2i resultPos;
			NewRallyPoint(unit->tilePos, &resultPos);
			this->GoalPos = resultPos;
			this->State = AiForceAttackingState_GoingToRallyPoint;
		}
	}
	for (size_t i = 0; i != idleUnits.size(); ++i) {
		CUnit &aiunit = *idleUnits[i];
		const int delay = i / 5; // To avoid lot of CPU consuption, send them with a small time difference.

		aiunit.Wait = delay;
		if (leader) {
			if (aiunit.IsAgressive()) {
				if (State == AiForceAttackingState_Attacking) {
					CommandAttack(aiunit, leader->tilePos, NULL, FlushCommands);
				} else {
					CommandAttack(aiunit, this->GoalPos, NULL, FlushCommands);
				}
			} else {
				CommandDefend(aiunit, *leader, FlushCommands);
			}
		} else {
			if (aiunit.IsAgressive()) {
				CommandAttack(aiunit, this->GoalPos, NULL, FlushCommands);
			} else {
				CommandMove(aiunit, this->GoalPos, FlushCommands);
			}
		}
	}
}
Esempio n. 7
0
/**
** Force on attack ride. We attack until there is no unit or enemy left.
**
** @param force Force pointer.
*/
void AiForce::Update()
{
	if (Size() == 0) {
		Attacking = false;
		if (!Defending && State > AiForceAttackingState_Waiting) {
			DebugPrint("%d: Attack force #%lu was destroyed, giving up\n"
					   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this  - & (AiPlayer->Force[0])));
			Reset(true);
		}
		return;
	}
	Attacking = false;
	for (unsigned int i = 0; i < Size(); ++i) {
		CUnit *aiunit = Units[i];

		if (aiunit->Type->CanAttack) {
			Attacking = true;
			break;
		}
	}
	if (Attacking == false) {
		if (!Defending && State > AiForceAttackingState_Waiting) {
			DebugPrint("%d: Attack force #%lu has lost all agresive units, giving up\n"
					   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this  - & (AiPlayer->Force[0])));
			Reset(true);
		}
		return ;
	}
#if 0
	if (State == AiForceAttackingState_Waiting) {
		if (!this->PlanAttack()) {
			DebugPrint("Can't transport, look for walls\n");
			if (!AiFindWall(this)) {
				Attacking = false;
				return ;
			}
		}
		State = AiForceAttackingState_Boarding;
	}
#endif
	if (State == AiForceAttackingState_Boarding) {
		AiGroupAttackerForTransport(*this);
		return ;
	}

	Assert(Map.Info.IsPointOnMap(GoalPos));
	std::vector<CUnit *> idleUnits;
	const CUnit *leader = NULL;
	for (unsigned int i = 0; i != Size(); ++i) {
		CUnit &aiunit = *Units[i];

		if (aiunit.IsIdle()) {
			if (aiunit.IsAliveOnMap()) {
				idleUnits.push_back(&aiunit);
			}
		} else if (leader == NULL && aiunit.CurrentAction() == UnitActionAttack) {
			const COrder_Attack &order = *static_cast<COrder_Attack *>(aiunit.CurrentOrder());

			if (order.HasGoal() && order.IsValid()) {
				leader = &aiunit;
			}
		}
	}
	if (idleUnits.empty()) {
		return ;
	}
	if (leader == NULL) {
		const int thresholdDist = 5; // Hard coded value
		int maxDist = 0;

		for (size_t i = 0; i != idleUnits.size(); ++i) {
			maxDist = std::max(maxDist, idleUnits[i]->MapDistanceTo(this->GoalPos));
		}
		if (maxDist < thresholdDist) {
			const CUnit *unit = NULL;

			AiForceEnemyFinder<AIATTACK_BUILDING>(*this, &unit);
			if (!unit) {
				// No enemy found, give up
				// FIXME: should the force go home or keep trying to attack?
				DebugPrint("%d: Attack force #%lu can't find a target, giving up\n"
						   _C_ AiPlayer->Player->Index _C_(long unsigned int)(this - & (AiPlayer->Force[0])));
				Attacking = false;
				return;
			}
			GoalPos = unit->tilePos;
		}
	}
	const Vec2i pos = leader != NULL ? leader->tilePos : this->GoalPos;
	for (size_t i = 0; i != idleUnits.size(); ++i) {
		CUnit &aiunit = *idleUnits[i];
		const int delay = i / 5; // To avoid lot of CPU consuption, send them with a small time difference.

		aiunit.Wait = delay;
		if (aiunit.Type->CanAttack) {
			CommandAttack(aiunit, pos, NULL, FlushCommands);
		} else if (aiunit.Type->CanTransport()) {
			if (aiunit.BoardCount != 0) {
				CommandUnload(aiunit, pos, NULL, FlushCommands);
			} else {
				// FIXME : Retrieve unit blocked (transport previously full)
				CommandMove(aiunit, aiunit.Player->StartPos, FlushCommands);
				this->Remove(aiunit);
			}
		} else {
			CommandMove(aiunit, pos, FlushCommands);
		}
	}
}