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