/** ** Unit repairs ** ** @param unit Unit, for that the attack is handled. */ void HandleActionRepair(CUnit *unit) { CUnit *goal; int err; switch (unit->SubAction) { case 0: NewResetPath(unit); unit->SubAction = 1; // FALL THROUGH // // Move near to target. // case 1: // FIXME: RESET FIRST!! Why? We move first and than check if // something is in sight. err = DoActionMove(unit); if (!unit->Anim.Unbreakable) { // // No goal: if meeting damaged building repair it. // goal = unit->Orders[0]->Goal; // // Target is dead, choose new one. // // Check if goal is correct unit. if (goal) { if (!goal->IsVisibleAsGoal(unit->Player)) { DebugPrint("repair target gone.\n"); unit->Orders[0]->X = goal->X; unit->Orders[0]->Y = goal->Y; goal->RefsDecrease(); // FIXME: should I clear this here? unit->Orders[0]->Goal = goal = NULL; NewResetPath(unit); } } else if (unit->Player->AiEnabled) { // Ai players workers should stop if target is killed err = -1; } // // Have reached target? FIXME: could use return value // if (goal && MapDistanceBetweenUnits(unit, goal) <= unit->Type->RepairRange && goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) { unit->State = 0; unit->SubAction = 2; unit->Data.Repair.Cycles = 0; UnitHeadingFromDeltaXY(unit, goal->X + (goal->Type->TileWidth - 1) / 2 - unit->X, goal->Y + (goal->Type->TileHeight - 1) / 2 - unit->Y); } else if (err < 0) { if (goal) { // release reference goal->RefsDecrease(); unit->Orders[0]->Goal = NoUnitP; } unit->Orders[0]->Action = UnitActionStill; unit->State = unit->SubAction = 0; if (unit->Selected) { // update display for new action SelectedUnitChanged(); } return; } // FIXME: Should be it already? Assert(unit->Orders[0]->Action == UnitActionRepair); } break; // // Repair the target. // case 2: AnimateActionRepair(unit); unit->Data.Repair.Cycles++; if (!unit->Anim.Unbreakable) { goal = unit->Orders[0]->Goal; // // Target is dead, choose new one. // // Check if goal is correct unit. // FIXME: should I do a function for this? if (goal) { if (!goal->IsVisibleAsGoal(unit->Player)) { DebugPrint("repair goal is gone\n"); unit->Orders[0]->X = goal->X; unit->Orders[0]->Y = goal->Y; goal->RefsDecrease(); // FIXME: should I clear this here? unit->Orders[0]->Goal = goal = NULL; NewResetPath(unit); } } if (goal && MapDistanceBetweenUnits(unit, goal) <= unit->Type->RepairRange) { RepairUnit(unit, goal); goal = unit->Orders[0]->Goal; } else if (goal && MapDistanceBetweenUnits(unit, goal) > unit->Type->RepairRange) { // If goal has move, chase after it unit->State = 0; unit->SubAction = 0; } // // Target is fine, choose new one. // if (!goal || goal->Variable[HP_INDEX].Value >= goal->Variable[HP_INDEX].Max) { if (goal) { // release reference goal->RefsDecrease(); unit->Orders[0]->Goal = NULL; } unit->Orders[0]->Action = UnitActionStill; unit->SubAction = unit->State = 0; if (unit->Selected) { // update display for new action SelectedUnitChanged(); } return; } // FIXME: automatic repair } break; } }
/** ** Unit repairs ** ** @param unit Unit, for that the attack is handled. */ void HandleActionRepair(CUnit &unit) { CUnit *goal; int err; switch (unit.SubAction) { case 0: NewResetPath(unit); unit.SubAction = 1; // FALL THROUGH // // Move near to target. // case 1: // FIXME: RESET FIRST!! Why? We move first and than check if // something is in sight. err = DoActionMove(unit); if (!unit.Anim.Unbreakable) { // // No goal: if meeting damaged building repair it. // goal = unit.CurrentOrder()->GetGoal(); // // Target is dead, choose new one. // // Check if goal is correct unit. if (goal) { if (!goal->IsVisibleAsGoal(unit.Player)) { DebugPrint("repair target gone.\n"); unit.CurrentOrder()->goalPos = goal->tilePos; // FIXME: should I clear this here? unit.CurrentOrder()->ClearGoal(); goal = NULL; NewResetPath(unit); } } else if (unit.Player->AiEnabled) { // Ai players workers should stop if target is killed err = -1; } // // Have reached target? FIXME: could use return value // if (goal && unit.MapDistanceTo(*goal) <= unit.Type->RepairRange && goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) { unit.State = 0; unit.SubAction = 2; unit.Data.Repair.Cycles = 0; const Vec2i dir = goal->tilePos + goal->Type->GetHalfTileSize() - unit.tilePos; UnitHeadingFromDeltaXY(unit, dir); } else if (err < 0) { unit.CurrentOrder()->ClearGoal(); if (!unit.RestoreOrder()) { unit.ClearAction(); unit.State = 0; } return; } // FIXME: Should be it already? Assert(unit.CurrentAction() == UnitActionRepair); } break; // // Repair the target. // case 2: AnimateActionRepair(unit); unit.Data.Repair.Cycles++; if (!unit.Anim.Unbreakable) { goal = unit.CurrentOrder()->GetGoal(); // // Target is dead, choose new one. // // Check if goal is correct unit. // FIXME: should I do a function for this? if (goal) { if (!goal->IsVisibleAsGoal(unit.Player)) { DebugPrint("repair goal is gone\n"); unit.CurrentOrder()->goalPos = goal->tilePos; // FIXME: should I clear this here? unit.CurrentOrder()->ClearGoal(); goal = NULL; NewResetPath(unit); } else { int dist = unit.MapDistanceTo(*goal); if (dist <= unit.Type->RepairRange) { RepairUnit(unit, *goal); goal = unit.CurrentOrder()->GetGoal(); } else if (dist > unit.Type->RepairRange) { // If goal has move, chase after it unit.State = 0; unit.SubAction = 0; } } } // // Target is fine, choose new one. // if (!goal || goal->Variable[HP_INDEX].Value >= goal->Variable[HP_INDEX].Max) { unit.CurrentOrder()->ClearGoal(); if (!unit.RestoreOrder()) { unit.ClearAction(); unit.State = 0; } return; } // FIXME: automatic repair } break; } }
/* virtual */ void COrder_Repair::Execute(CUnit &unit) { Assert(this->ReparableTarget == this->GetGoal()); switch (this->State) { case 0: this->State = 1; // FALL THROUGH case 1: { // Move near to target. // FIXME: RESET FIRST!! Why? We move first and than check if // something is in sight. int err = DoActionMove(unit); if (!unit.Anim.Unbreakable) { // No goal: if meeting damaged building repair it. CUnit *goal = this->GetGoal(); if (goal) { if (!goal->IsVisibleAsGoal(*unit.Player)) { DebugPrint("repair target gone.\n"); this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize(); ReparableTarget = NULL; this->ClearGoal(); goal = NULL; } } else if (unit.Player->AiEnabled) { // Ai players workers should stop if target is killed err = -1; } // Have reached target? FIXME: could use return value if (goal && unit.MapDistanceTo(*goal) <= unit.Type->RepairRange && goal->Variable[HP_INDEX].Value < goal->Variable[HP_INDEX].Max) { this->State = 2; this->RepairCycle = 0; const Vec2i dir = goal->tilePos + goal->Type->GetHalfTileSize() - unit.tilePos; UnitHeadingFromDeltaXY(unit, dir); } else if (err < 0) { this->Finished = true; return ; } } break; } case 2: {// Repair the target. AnimateActionRepair(unit); this->RepairCycle++; if (unit.Anim.Unbreakable) { return ; } CUnit *goal = this->GetGoal(); if (goal) { if (!goal->IsVisibleAsGoal(*unit.Player)) { DebugPrint("repair goal is gone\n"); this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize(); // FIXME: should I clear this here? this->ClearGoal(); ReparableTarget = NULL; goal = NULL; } else { const int dist = unit.MapDistanceTo(*goal); if (dist <= unit.Type->RepairRange) { if (RepairUnit(unit, *goal)) { this->Finished = true; return ; } } else if (dist > unit.Type->RepairRange) { // If goal has move, chase after it this->State = 0; } } } // Target is fine, choose new one. if (!goal || goal->Variable[HP_INDEX].Value >= goal->Variable[HP_INDEX].Max) { this->Finished = true; return ; } // FIXME: automatic repair } break; } }