Esempio n. 1
0
void CSReclaimTask::Update()
{
	CCircuitAI* circuit = manager->GetCircuit();
	if (circuit->GetEconomyManager()->IsMetalFull()) {
		manager->AbortTask(this);
	} else if ((++updCount % 4 == 0) && !units.empty()) {
		// Check for damaged units
		CBuilderManager* builderManager = circuit->GetBuilderManager();
		CAllyUnit* repairTarget = nullptr;
		circuit->UpdateFriendlyUnits();
		auto us = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, radius * 0.9f));
		for (Unit* u : us) {
			CAllyUnit* candUnit = circuit->GetFriendlyUnit(u);
			if ((candUnit == nullptr) || builderManager->IsReclaimed(candUnit)) {
				continue;
			}
			if (!u->IsBeingBuilt() && (u->GetHealth() < u->GetMaxHealth())) {
				repairTarget = candUnit;
				break;
			}
		}
		utils::free_clear(us);
		if (repairTarget != nullptr) {
			// Repair task
			IBuilderTask* task = circuit->GetFactoryManager()->EnqueueRepair(IBuilderTask::Priority::NORMAL, repairTarget);
			decltype(units) tmpUnits = units;
			for (CCircuitUnit* unit : tmpUnits) {
				manager->AssignTask(unit, task);
			}
			manager->AbortTask(this);
		}
	}
}
Esempio n. 2
0
void IFighterTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CCircuitDef* cdef = unit->GetCircuitDef();
	Unit* u = unit->GetUnit();
	const float healthPerc = u->GetHealth() / u->GetMaxHealth();
	if (unit->GetShield() != nullptr) {
		const float minShield = circuit->GetSetupManager()->GetEmptyShield();
		if ((healthPerc > cdef->GetRetreat()) && unit->IsShieldCharged(minShield)) {
			if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
				circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
			}
			return;
		}
	} else if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) {
		if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
			circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
		}
		return;
	} else if (healthPerc < 0.2f) {  // stuck units workaround: they don't shoot and don't see distant threat
		CRetreatTask* task = manager->GetCircuit()->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}

	CThreatMap* threatMap = circuit->GetThreatMap();
	const float range = cdef->GetMaxRange();
	if ((target == nullptr) || !target->IsInLOS()) {
		CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}
	const AIFloat3& pos = unit->GetPos(frame);
	if ((target->GetPos().SqDistance2D(pos) > SQUARE(range)) ||
		(threatMap->GetThreatAt(unit, pos) * 2 > threatMap->GetUnitThreat(unit)))
	{
		CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}
	cowards.insert(unit);
}