/** ** 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; }
/* 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; } }
/** ** 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); } }