コード例 #1
0
ファイル: AirCAI.cpp プロジェクト: vladmihaisima/spring
void CAirCAI::ExecuteAttack(Command& c)
{
	assert(owner->unitDef->canAttack);
	targetAge++;

	if (tempOrder && owner->moveState == MOVESTATE_MANEUVER) {
		// limit how far away we fly
		if (orderTarget && LinePointDist(commandPos1, commandPos2, orderTarget->pos) > 1500) {
			owner->AttackUnit(NULL, false, false);
			FinishCommand();
			return;
		}
	}

	if (inCommand) {
		if (targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)) {
			FinishCommand();
			return;
		}
		if (orderTarget != NULL) {
			if (orderTarget->unitDef->canfly && orderTarget->IsCrashing()) {
				owner->AttackUnit(NULL, false, false);
				FinishCommand();
				return;
			}
			if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
				owner->AttackUnit(NULL, false, false);
				FinishCommand();
				return;
			}
		}
	} else {
		targetAge = 0;

		if (c.params.size() == 1) {
			CUnit* targetUnit = unitHandler->GetUnit(c.params[0]);

			if (targetUnit == NULL) { FinishCommand(); return; }
			if (targetUnit == owner) { FinishCommand(); return; }
			if (targetUnit->GetTransporter() != NULL && !modInfo.targetableTransportedUnits) {
				FinishCommand(); return;
			}

			SetGoal(targetUnit->pos, owner->pos, cancelDistance);
			SetOrderTarget(targetUnit);
			owner->AttackUnit(targetUnit, (c.options & INTERNAL_ORDER) == 0, false);

			inCommand = true;
		} else {
			SetGoal(c.GetPos(0), owner->pos, cancelDistance);
			owner->AttackGround(c.GetPos(0), (c.options & INTERNAL_ORDER) == 0, false);

			inCommand = true;
		}
	}
}
コード例 #2
0
void CBuilderCAI::ExecuteRepair(Command& c)
{
	CBuilder* fac=(CBuilder*)owner;
	assert(owner->unitDef->canRepair || owner->unitDef->canAssist);
	if (c.params.size() == 1) {		//repair unit
		CUnit* unit = uh->units[(int)c.params[0]];
		if (tempOrder && owner->moveState == 1) {		//limit how far away we go
			if (unit && LinePointDist(commandPos1, commandPos2, unit->pos) > 500) {
				StopMove();
				FinishCommand();
				return;
			}
		}
		if (unit && (unit->health < unit->maxHealth) &&
		    ((unit != owner) || owner->unitDef->canSelfRepair) &&
		    (!unit->soloBuilder || (unit->soloBuilder == owner)) &&
		    UpdateTargetLostTimer((int)c.params[0])) {
			if (f3SqDist(unit->pos, fac->pos) < Square(fac->buildDistance+unit->radius-8)) {
				StopMove();
				fac->SetRepairTarget(unit);
				owner->moveType->KeepPointingTo(unit->pos, fac->buildDistance*0.9f+unit->radius, false);
			} else {
				if (f3SqDist(goalPos, unit->pos) > 1) {
					SetGoal(unit->pos,owner->pos, fac->buildDistance*0.9f+unit->radius);
				}
			}
		} else {
			StopMove();
			FinishCommand();
		}
	}
	else { // repair area
		float3 pos(c.params[0], c.params[1], c.params[2]);
		float radius=c.params[3];
		if (FindRepairTargetAndRepair(pos, radius, c.options, false)) {
			inCommand=false;
			SlowUpdate();
			return;
		}
		if (!(c.options & ALT_KEY)) {
			FinishCommand();
		}
	}
	return;
}
コード例 #3
0
/**
* @breif Causes this CMoblieCAI to execute the attack order c
*/
void CMobileCAI::ExecuteAttack(Command &c){
	assert(owner->unitDef->canAttack);
	if(tempOrder && owner->moveState < 2){		//limit how far away we fly
		if(orderTarget && LinePointDist(commandPos1,commandPos2,orderTarget->pos) > 500 + owner->maxRange){
			StopMove();
			return FinishCommand();
		}
	}
	if(!inCommand){
		if(c.params.size()==1){
			if(uh->units[int(c.params[0])] != 0 && uh->units[int(c.params[0])] != owner){
				float3 fix=uh->units[int(c.params[0])]->pos+owner->posErrorVector*128;
				SetGoal(fix, owner->pos);
				orderTarget=uh->units[int(c.params[0])];
				AddDeathDependence(orderTarget);
				inCommand=true;
			} else {
				StopMove();		//cancel keeppointingto
				return FinishCommand();
			}
		} else {
			float3 pos(c.params[0],c.params[1],c.params[2]);
			SetGoal(pos, owner->pos);
			inCommand=true;
		}
		return;
	}

	if(targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)){
		StopMove();		//cancel keeppointingto
		return FinishCommand();
	}
	if(orderTarget){
		//note that we handle aircrafts slightly differently
		if((((owner->AttackUnit(orderTarget, c.id==CMD_DGUN)
				&& owner->weapons.size() > 0 
				&& owner->weapons.front()->range -
					owner->weapons.front()->relWeaponPos.Length() >
					orderTarget->pos.distance(owner->pos))
				|| dynamic_cast<CTAAirMoveType*>(owner->moveType))
				&& (owner->pos-orderTarget->pos).Length2D() <
					owner->maxRange*0.9f)
				|| (owner->pos-orderTarget->pos).SqLength2D()<1024){
			StopMove();
			owner->moveType->KeepPointingTo(orderTarget,
				min((float)(owner->losRadius*SQUARE_SIZE*2),
				owner->maxRange*0.9f), true);
		} else if((orderTarget->pos+owner->posErrorVector*128).distance2D(goalPos) > 10+orderTarget->pos.distance2D(owner->pos)*0.2f){
			float3 fix=orderTarget->pos+owner->posErrorVector*128;
			SetGoal(fix, owner->pos);
		}
	} else {
		float3 pos(c.params[0],c.params[1],c.params[2]);
		if((owner->AttackGround(pos,c.id==CMD_DGUN) && owner->weapons.size() > 0
				&& (owner->pos-pos).Length() < 
					owner->weapons.front()->range -
					owner->weapons.front()->relWeaponPos.Length())
				|| (owner->pos-pos).SqLength2D()<1024){
			StopMove();
			owner->moveType->KeepPointingTo(pos, owner->maxRange*0.9f, true);
		} else if(pos.distance2D(goalPos)>10){
			SetGoal(pos, owner->pos);
		}
	}
}
コード例 #4
0
void CAirCAI::SlowUpdate()
{
	if(!commandQue.empty() && commandQue.front().timeOut<gs->frameNum){
		FinishCommand();
		return;
	}

	CAirMoveType* myPlane=(CAirMoveType*)owner->moveType;

	if(commandQue.empty()){
		if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_FLYING && !owner->unitDef->DontLand ())
			myPlane->SetState(CAirMoveType::AIRCRAFT_LANDING);

		if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
			if(myPlane->isFighter){
				float testRad=1000*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*10,testRad,owner->allyteam);
				if(enemy && !enemy->crashing){
					Command nc;
					nc.id=CMD_ATTACK;
					nc.params.push_back(enemy->id);
					nc.options=0;
					commandQue.push_front(nc);
					inCommand=false;
					return;
				}
			}
			if(owner->moveState && owner->fireState==2 && owner->maxRange>0){
				float testRad=500*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*20,testRad,owner->allyteam);
				if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)  && !enemy->crashing && (myPlane->isFighter || !enemy->unitDef->canfly)){
					Command nc;
					nc.id=CMD_ATTACK;
					nc.params.push_back(enemy->id);
					nc.options=0;
					commandQue.push_front(nc);
					inCommand=false;
					return;
				}
			}
		}
		return;
	}

	if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED && commandQue.front().id!=CMD_STOP){
		myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);
	}

	if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDING && commandQue.front().id!=CMD_STOP){
		myPlane->SetState(CAirMoveType::AIRCRAFT_FLYING);
	}

	float3 curPos=owner->pos;

	Command& c=commandQue.front();
	switch(c.id){
	case CMD_STOP:{
		CCommandAI::SlowUpdate();
		break;}
	case CMD_MOVE:{
		if(tempOrder){
			tempOrder=false;
			inCommand=true;
		}
		if(!inCommand){
			inCommand=true;
			commandPos1=myPlane->owner->pos;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		commandPos2=pos;
		myPlane->goalPos=pos;
		if(!(c.options&CONTROL_KEY)){
			if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
				if(myPlane->isFighter){
					float testRad=500*owner->moveState;
					CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*20,testRad,owner->allyteam);
					if(enemy && ((enemy->unitDef->canfly && !enemy->crashing && myPlane->isFighter) || (!enemy->unitDef->canfly && (!myPlane->isFighter || owner->moveState==2)))){
						if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
							Command nc;
							nc.id=CMD_ATTACK;
							nc.params.push_back(enemy->id);
							nc.options=c.options;
							commandQue.push_front(nc);
							tempOrder=true;
							inCommand=false;
							SlowUpdate();
							return;
						}
					}
				}
				if((!myPlane->isFighter || owner->moveState==2) && owner->maxRange>0){
					float testRad=325*owner->moveState;
					CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*30,testRad,owner->allyteam);
					if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater) && ((enemy->unitDef->canfly && !enemy->crashing && myPlane->isFighter) || (!enemy->unitDef->canfly && (!myPlane->isFighter || owner->moveState==2)))){
						if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
							Command nc;
							nc.id=CMD_ATTACK;
							nc.params.push_back(enemy->id);
							nc.options=c.options;
							commandQue.push_front(nc);
							tempOrder=true;
							inCommand=false;
							SlowUpdate();
							return;
						}
					}
				}
			}
		}
		if((curPos-pos).SqLength2D()<16000){
			FinishCommand();
		}
		break;}
	case CMD_PATROL:{
		if(tempOrder){
			tempOrder=false;
			inCommand=true;
		}
		if(!inCommand){
			float3 pos(c.params[0],c.params[1],c.params[2]);
			inCommand=true;
			Command co;
			co.id=CMD_PATROL;
			co.params.push_back(curPos.x);
			co.params.push_back(curPos.y);
			co.params.push_back(curPos.z);
			commandQue.push_front(co);
			commandPos1=curPos;
			activeCommand=1;
			patrolTime=3;
		}
		Command& c=commandQue[activeCommand];
		if(c.params.size()<3){
			info->AddLine("Patrol command with insufficient parameters ?");
			return;
		}
		goalPos=float3(c.params[0],c.params[1],c.params[2]);
		commandPos2=goalPos;
		patrolTime++;

		if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
			if(myPlane->isFighter){
				float testRad=1000*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*10,testRad,owner->allyteam);
				if(enemy && !enemy->crashing){
					if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
						Command nc;
						nc.id=CMD_ATTACK;
						nc.params.push_back(enemy->id);
						nc.options=c.options;
						commandQue.push_front(nc);
						tempOrder=true;
						inCommand=false;
						SlowUpdate();
						return;
					}
				}
			}
			if((!myPlane->isFighter || owner->moveState==2) && owner->maxRange>0){
				float testRad=500*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*20,testRad,owner->allyteam);
				if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)  && !enemy->crashing && (myPlane->isFighter || !enemy->unitDef->canfly)){
					if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
						Command nc;
						nc.id=CMD_ATTACK;
						nc.params.push_back(enemy->id);
						nc.options=c.options;
						commandQue.push_front(nc);
						tempOrder=true;
						inCommand=false;
						SlowUpdate();
						return;
					}
				}
			}
		}
		myPlane->goalPos=goalPos;

		if((owner->pos-goalPos).SqLength2D()<16000 || (owner->pos+owner->speed*8-goalPos).SqLength2D()<16000){
			if(owner->group)
				owner->group->CommandFinished(owner->id,CMD_PATROL);

			commandPos1=commandPos2;
			if((int)commandQue.size()<=activeCommand+1)
				activeCommand=0;
			else {
				if(commandQue[activeCommand+1].id!=CMD_PATROL)
					activeCommand=0;
				else
					activeCommand++;
			}
		}
		return;}
	case CMD_ATTACK:
		targetAge++;
		if(tempOrder && owner->moveState==1){		//limit how far away we fly
			if(orderTarget && LinePointDist(commandPos1,commandPos2,orderTarget->pos) > 1500){
				owner->SetUserTarget(0);
				FinishCommand();
				break;
			}
		}
		if(tempOrder && myPlane->isFighter && orderTarget){
			if(owner->fireState==2 && owner->moveState!=0){
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*50,800,owner->allyteam);
				if(enemy && (!orderTarget->unitDef->canfly || (orderTarget->pos-owner->pos+owner->speed*50).Length()+100*gs->randFloat()*40-targetAge < (enemy->pos-owner->pos+owner->speed*50).Length())){
					c.params.clear();
					c.params.push_back(enemy->id);
					inCommand=false;
				}
			}
		}
		if(inCommand){
			if(targetDied){
				FinishCommand();
				break;
			}
			if(orderTarget && orderTarget->unitDef->canfly && orderTarget->crashing){
				owner->SetUserTarget(0);
				FinishCommand();
				break;
			}
			if(orderTarget){
//				myPlane->goalPos=orderTarget->pos;
			} else {
//				float3 pos(c.params[0],c.params[1],c.params[2]);
//				myPlane->goalPos=pos;
			}
		} else {
			targetAge=0;
			if(c.params.size()==1){
				if(uh->units[int(c.params[0])]!=0 && uh->units[int(c.params[0])]!=owner){
					orderTarget=uh->units[int(c.params[0])];
					owner->AttackUnit(orderTarget,false);
					AddDeathDependence(orderTarget);
					inCommand=true;
				} else {
					FinishCommand();
					break;
				}
			} else {
				float3 pos(c.params[0],c.params[1],c.params[2]);
				owner->AttackGround(pos,false);
				inCommand=true;
			}
		}
		break;
	case CMD_AREA_ATTACK:{
		if(targetDied){
			targetDied=false;
			inCommand=false;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		float radius=c.params[3];
		if(inCommand){
			if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED)
				inCommand=false;
			if(orderTarget && orderTarget->pos.distance2D(pos)>radius){
				inCommand=false;
				DeleteDeathDependence(orderTarget);
				orderTarget=0;
			}
		} else {
			if(myPlane->aircraftState!=CAirMoveType::AIRCRAFT_LANDED){
				inCommand=true;
				std::vector<int> eu;
				helper->GetEnemyUnits(pos,radius,owner->allyteam,eu);
				if(eu.empty()){
					float3 attackPos=pos+gs->randVector()*radius;
					attackPos.y=ground->GetHeight(attackPos.x,attackPos.z);
					owner->AttackGround(attackPos,false);
				} else {
					int num=(int) (gs->randFloat()*eu.size());
					orderTarget=uh->units[eu[num]];
					owner->AttackUnit(orderTarget,false);
					AddDeathDependence(orderTarget);
				}
			}
		}
		break;}
	case CMD_GUARD:
		if(uh->units[int(c.params[0])]!=0){
			CUnit* guarded=uh->units[int(c.params[0])];
			if(guarded->lastAttacker && guarded->lastAttack+40<gs->frameNum && owner->maxRange>0 && (owner->hasUWWeapons || !guarded->lastAttacker->isUnderWater)){
				Command nc;
				nc.id=CMD_ATTACK;
				nc.params.push_back(guarded->lastAttacker->id);
				nc.options=c.options;
				commandQue.push_front(nc);
				SlowUpdate();
				return;
			} else {
				Command c2;
				c2.id=CMD_MOVE;
				c2.options=c.options;
				c2.params.push_back(guarded->pos.x);
				c2.params.push_back(guarded->pos.y);
				c2.params.push_back(guarded->pos.z);
				c2.timeOut=gs->frameNum+60;
				commandQue.push_front(c2);
				return;
			}
		} else {
			FinishCommand();
		}
		break;
	default:
		CCommandAI::SlowUpdate();
		break;
	}
}
コード例 #5
0
ファイル: BuilderCAI.cpp プロジェクト: Finkky/spring
void CBuilderCAI::ExecuteRepair(Command& c)
{
	// not all builders are repair-capable by default
	if (!owner->unitDef->canRepair)
		return;

	CBuilder* builder = (CBuilder*) owner;

	if (c.params.size() == 1 || c.params.size() == 5) {
		// repair unit
		CUnit* unit = uh->GetUnit(c.params[0]);

		if (unit == NULL) {
			FinishCommand();
			return;
		}

		if (tempOrder && owner->moveState == MOVESTATE_MANEUVER) {
			// limit how far away we go
			if (LinePointDist(commandPos1, commandPos2, unit->pos) > 500) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		if (c.params.size() == 5) {
			const float3 pos(c.params[1], c.params[2], c.params[3]);
			const float radius = c.params[4] + 100.0f; // do not walk too far outside repair area

			if ((pos - unit->pos).SqLength2D() > radius * radius ||
				(unit->isMoving && (((c.options & INTERNAL_ORDER) && !TargetInterceptable(unit, unit->speed.Length2D())) || builder->curBuild == unit)
				&& !IsInBuildRange(unit))) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		// do not consider units under construction irreparable
		// even if they can be repaired
		bool canRepairUnit = true;
		canRepairUnit &= ((unit->beingBuilt) || (unit->unitDef->repairable && (unit->health < unit->maxHealth)));
		canRepairUnit &= ((unit != owner) || owner->unitDef->canSelfRepair);
		canRepairUnit &= (!unit->soloBuilder || (unit->soloBuilder == owner));
		canRepairUnit &= (!(c.options & INTERNAL_ORDER) || (c.options & CONTROL_KEY) || !IsUnitBeingReclaimed(unit, owner));
		canRepairUnit &= (UpdateTargetLostTimer(unit->id) != 0);

		if (canRepairUnit) {
			if (MoveInBuildRange(unit)) {
				builder->SetRepairTarget(unit);
			}
		} else {
			StopMove();
			FinishCommand();
		}
	} else if (c.params.size() == 4) {
		// area repair
		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];

		builder->StopBuild();
		if (FindRepairTargetAndRepair(pos, radius, c.options, false, (c.options & META_KEY))) {
			inCommand = false;
			SlowUpdate();
			return;
		}
		if (!(c.options & ALT_KEY)) {
			FinishCommand();
		}
	} else {
		FinishCommand();
	}
	return;
}
コード例 #6
0
void CMobileCAI::SlowUpdate()
{
	if(owner->unitDef->maxFuel>0 && dynamic_cast<CTAAirMoveType*>(owner->moveType)){
		CTAAirMoveType* myPlane=(CTAAirMoveType*)owner->moveType;
		if(myPlane->reservedPad){
			return;
		} else {
			if(owner->currentFuel <= 0){
				StopMove();
				owner->userAttackGround=false;
				owner->userTarget=0;
				inCommand=false;
				CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
				if(lp){
					myPlane->AddDeathDependence(lp);
					myPlane->reservedPad=lp;
					myPlane->padStatus=0;
					myPlane->oldGoalPos=myPlane->goalPos;
					return;
				}
				float3 landingPos = airBaseHandler->FindClosestAirBasePos(owner,8000,owner->unitDef->minAirBasePower);
				if(landingPos != ZeroVector && owner->pos.distance2D(landingPos) > 300){
					inCommand=false;
					StopMove();
					SetGoal(landingPos,owner->pos);
				} else {
					if(myPlane->aircraftState == CTAAirMoveType::AIRCRAFT_FLYING)
						myPlane->SetState(CTAAirMoveType::AIRCRAFT_LANDING);	
				}
				return;
			}
			if(owner->currentFuel < myPlane->repairBelowHealth*owner->unitDef->maxFuel){
				if(commandQue.empty() || commandQue.front().id==CMD_PATROL){
					CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
					if(lp){
						StopMove();
						owner->userAttackGround=false;
						owner->userTarget=0;
						inCommand=false;
						myPlane->AddDeathDependence(lp);
						myPlane->reservedPad=lp;
						myPlane->padStatus=0;
						myPlane->oldGoalPos=myPlane->goalPos;
						if(myPlane->aircraftState==CTAAirMoveType::AIRCRAFT_LANDED){
							myPlane->SetState(CTAAirMoveType::AIRCRAFT_TAKEOFF);
						}
						return;
					}		
				}
			}
		}
	}

	if(!commandQue.empty() && commandQue.front().timeOut<gs->frameNum){
		StopMove();
		FinishCommand();
		return;
	}

	if(commandQue.empty()) {
//		if(!owner->ai || owner->ai->State() != CHasState::Active) {
			IdleCheck();
//		}
		if(commandQue.empty() || commandQue.front().id==CMD_ATTACK)	//the attack order could terminate directly and thus cause a loop
			return;
	}

	float3 curPos=owner->pos;
	
	// treat any following CMD_SET_WANTED_MAX_SPEED commands as options
	// to the current command  (and ignore them when it's their turn)
	if (commandQue.size() >= 2) {
		deque<Command>::iterator it = commandQue.begin();
		it++;
		const Command& c = *it;
		if ((c.id == CMD_SET_WANTED_MAX_SPEED) && (c.params.size() >= 1)) {
			const float defMaxSpeed = owner->maxSpeed;
			const float newMaxSpeed = min(c.params[0], defMaxSpeed);
			owner->moveType->SetMaxSpeed(newMaxSpeed);
		}
	}	 

	Command& c=commandQue.front();
	switch(c.id){
	case CMD_WAIT:{
		break;
	}
	case CMD_STOP:{
		StopMove();
		CCommandAI::SlowUpdate();
		break;
	}
	case CMD_SET_WANTED_MAX_SPEED:{
	  if (repeatOrders && (commandQue.size() >= 2) &&
	      (commandQue.back().id != CMD_SET_WANTED_MAX_SPEED)) {
	  	commandQue.push_back(commandQue.front());
		}
		commandQue.pop_front();
		SlowUpdate();
		break;
	}
	case CMD_MOVE:{
		float3 pos(c.params[0],c.params[1],c.params[2]);
		if(!(pos==goalPos)){
			SetGoal(pos,curPos);
		}
		if((curPos-goalPos).SqLength2D()<1024 || owner->moveType->progressState==CMoveType::Failed){
			FinishCommand();
		}
		break;
	}
	case CMD_PATROL:{
		assert(owner->unitDef->canPatrol);
		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			logOutput.Print("Error: got patrol cmd with less than 3 params on %s in mobilecai",
				owner->unitDef->humanName.c_str());
			return;
		}
		Command temp;
		temp.id = CMD_FIGHT;
		temp.params.push_back(c.params[0]);
		temp.params.push_back(c.params[1]);
		temp.params.push_back(c.params[2]);
		temp.options = c.options|INTERNAL_ORDER;
		commandQue.push_back(c);
		commandQue.pop_front();
		commandQue.push_front(temp);
		if(owner->group){
			owner->group->CommandFinished(owner->id,CMD_PATROL);
		}
		SlowUpdate();
		return;
	}
	case CMD_FIGHT:{
		assert((c.options & INTERNAL_ORDER) || owner->unitDef->canFight);
		if(tempOrder){
			inCommand = true;
			tempOrder = false;
		}
		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			logOutput.Print("Error: got fight cmd with less than 3 params on %s in mobilecai",
				owner->unitDef->humanName.c_str());
			return;
		}
		if(c.params.size() >= 6){
			if(!inCommand){
				commandPos1 = float3(c.params[3],c.params[4],c.params[5]);
			}
		} else {
			// Some hackery to make sure the line (commandPos1,commandPos2) is NOT
			// rotated (only shortened) if we reach this because the previous return
			// fight command finished by the 'if((curPos-pos).SqLength2D()<(64*64)){'
			// condition, but is actually updated correctly if you click somewhere
			// outside the area close to the line (for a new command).
			commandPos1 = ClosestPointOnLine(commandPos1, commandPos2, curPos);
			if ((curPos-commandPos1).SqLength2D()>(96*96)) {
				commandPos1 = curPos;
			}
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		if(!inCommand){
			inCommand = true;
			commandPos2 = pos;
		}
		if(pos!=goalPos){
			SetGoal(pos,curPos);
		}

		if(owner->unitDef->canAttack && owner->fireState==2){
			float3 curPosOnLine = ClosestPointOnLine(commandPos1, commandPos2, curPos);
			CUnit* enemy=helper->GetClosestEnemyUnit(
				curPosOnLine, owner->maxRange+100*owner->moveState*owner->moveState, owner->allyteam);
			if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)
						&& !(owner->unitDef->noChaseCategory & enemy->category) && !owner->weapons.empty()){
				Command c2;
				c2.id=CMD_ATTACK;
				c2.options=c.options|INTERNAL_ORDER;
				c2.params.push_back(enemy->id);
				PushOrUpdateReturnFight();
				commandQue.push_front(c2);
				inCommand=false;
				tempOrder=true;
				if(lastPC!=gs->frameNum){	//avoid infinite loops
					lastPC=gs->frameNum;
					SlowUpdate();
				}
				return;
			}
		}
		if((curPos-goalPos).SqLength2D()<(64*64) || owner->moveType->progressState==CMoveType::Failed){
			FinishCommand();
		}
		return;
	}
	case CMD_DGUN:
		if(uh->limitDgun && owner->unitDef->isCommander
		  && owner->pos.distance(gs->Team(owner->team)->startPos)>uh->dgunRadius){
			StopMove();
			FinishCommand();
			return;
		}
		//no break
	case CMD_ATTACK:
		assert(owner->unitDef->canAttack);
		if(tempOrder && owner->moveState<2){		//limit how far away we fly
			if(orderTarget && LinePointDist(commandPos1,commandPos2,orderTarget->pos) > 500+owner->maxRange){
				StopMove();
				FinishCommand();
				break;
			}
		}
		if(!inCommand){
			if(c.params.size()==1){
				if(uh->units[int(c.params[0])]!=0 && uh->units[int(c.params[0])]!=owner){
					float3 fix=uh->units[int(c.params[0])]->pos+owner->posErrorVector*128;
					SetGoal(fix,curPos);
					orderTarget=uh->units[int(c.params[0])];
					AddDeathDependence(orderTarget);
					inCommand=true;
				} else {
					StopMove();		//cancel keeppointingto
					FinishCommand();
					break;
				}
			} else {
				float3 pos(c.params[0],c.params[1],c.params[2]);
				SetGoal(pos,curPos);
				inCommand=true;
			}
		}
		else if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
			// the trailing CMD_SET_WANTED_MAX_SPEED in a command pair does not count
			if ((commandQue.size() != 2) || (commandQue.back().id != CMD_SET_WANTED_MAX_SPEED)) {
				StopMove();
				FinishCommand();
				break;
			}
		}

		if(targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)){
			StopMove();		//cancel keeppointingto
			FinishCommand();
			break;
		}
		if(orderTarget){
			//note that we handle aircrafts slightly differently
			if((((owner->AttackUnit(orderTarget, c.id==CMD_DGUN)
					&& owner->weapons.size() > 0 
					&& owner->weapons.front()->range -
						owner->weapons.front()->relWeaponPos.Length() >
						orderTarget->pos.distance(owner->pos))
					|| dynamic_cast<CTAAirMoveType*>(owner->moveType))
					&& (owner->pos-orderTarget->pos).Length2D() <
						owner->maxRange*0.9f)
					|| (owner->pos-orderTarget->pos).SqLength2D()<1024){
				StopMove();
				owner->moveType->KeepPointingTo(orderTarget,
					min((float)(owner->losRadius*SQUARE_SIZE*2),
					owner->maxRange*0.9f), true);
			} else if((orderTarget->pos+owner->posErrorVector*128).distance2D(goalPos) > 10+orderTarget->pos.distance2D(owner->pos)*0.2f){
				float3 fix=orderTarget->pos+owner->posErrorVector*128;
				SetGoal(fix,curPos);
			}
		} else {
			float3 pos(c.params[0],c.params[1],c.params[2]);
			if((owner->AttackGround(pos,c.id==CMD_DGUN) && owner->weapons.size() > 0
					&& (owner->pos-pos).Length() < 
						owner->weapons.front()->range -
						owner->weapons.front()->relWeaponPos.Length())
					|| (owner->pos-pos).SqLength2D()<1024){
				StopMove();
				owner->moveType->KeepPointingTo(pos, owner->maxRange*0.9f, true);
			} else if(pos.distance2D(goalPos)>10){
				SetGoal(pos,curPos);
			}
		}
		break;
	case CMD_GUARD:
		assert(owner->unitDef->canGuard);
		if(int(c.params[0]) >= 0 && uh->units[int(c.params[0])] != NULL && UpdateTargetLostTimer(int(c.params[0]))){
			CUnit* guarded=uh->units[int(c.params[0])];
			if(owner->unitDef->canAttack && guarded->lastAttacker && guarded->lastAttack+40<gs->frameNum
			  && (owner->hasUWWeapons || !guarded->lastAttacker->isUnderWater)){
				Command nc;
				nc.id=CMD_ATTACK;
				nc.params.push_back(guarded->lastAttacker->id);
				nc.options=c.options;
				commandQue.push_front(nc);
				SlowUpdate();
				return;
			} else {
				float3 dif=guarded->pos-curPos;
				dif.Normalize();
				float3 goal=guarded->pos-dif*(guarded->radius+owner->radius+64);
				if((goal-curPos).SqLength2D()<8000){
					StopMove();
					NonMoving();
				}else{
					if((goalPos-goal).SqLength2D()>3600)
						SetGoal(goal,curPos);
				}
			}
		} else {
			FinishCommand();
		}
		break;
	default:
		CCommandAI::SlowUpdate();
		break;
	}
}
コード例 #7
0
ファイル: MobileCAI.cpp プロジェクト: Mocahteam/SpringPP
/**
* @brief Causes this CMobileCAI to execute the attack order c
*/
void CMobileCAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);

	// limit how far away we fly
	if (tempOrder && (owner->moveState < 2) && orderTarget
			&& LinePointDist(ClosestPointOnLine(commandPos1, commandPos2, owner->pos),
					commandPos2, orderTarget->pos)
			> (500 * owner->moveState + owner->maxRange)) {
		StopMove();
		FinishCommand();
		return;
	}

	// check if we are in direct command of attacker
	if (!inCommand) {
		// don't start counting until the owner->AttackGround() order is given
		owner->commandShotCount = -1;

		if (c.params.size() == 1) {
			CUnit* targetUnit = uh->GetUnit(c.params[0]);

			// check if we have valid target parameter and that we aren't attacking ourselves
			if (targetUnit != NULL && targetUnit != owner) {
				float3 fix = targetUnit->pos + owner->posErrorVector * 128;
				float3 diff = float3(fix - owner->pos).Normalize();

				SetGoal(fix - diff * targetUnit->radius, owner->pos);

				orderTarget = targetUnit;
				AddDeathDependence(orderTarget);
				inCommand = true;
			} else {
				// unit may not fire on itself, cancel order
				StopMove();
				FinishCommand();
				return;
			}
		}
		else if (c.params.size() >= 3) {
			// user gave force-fire attack command
			float3 pos(c.params[0], c.params[1], c.params[2]);
			SetGoal(pos, owner->pos);
			inCommand = true;
		}
	}
	else if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
		// the trailing CMD_SET_WANTED_MAX_SPEED in a command pair does not count
		if ((commandQue.size() > 2) || (commandQue.back().id != CMD_SET_WANTED_MAX_SPEED)) {
			StopMove();
			FinishCommand();
			return;
		}
	}

	// if our target is dead or we lost it then stop attacking
	// NOTE: unit should actually just continue to target area!
	if (targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)) {
		// cancel keeppointingto
		StopMove();
		FinishCommand();
		return;
	}


	// user clicked on enemy unit (note that we handle aircrafts slightly differently)
	if (orderTarget) {
		//bool b1 = owner->AttackUnit(orderTarget, c.id == CMD_DGUN);
		bool b2 = false;
		bool b3 = false;
		bool b4 = false;
		float edgeFactor = 0.f; // percent offset to target center
		float3 diff = owner->pos - orderTarget->midPos;

		if (owner->weapons.size() > 0) {
			if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
				StopMove();
				FinishCommand();
				return;
			}
			CWeapon* w = owner->weapons.front();
			// if we have at least one weapon then check if we
			// can hit target with our first (meanest) one
			b2 = w->TryTargetRotate(orderTarget, c.id == CMD_DGUN);
			b3 = Square(w->range - (w->relWeaponPos).Length())
					> (orderTarget->pos.SqDistance(owner->pos));
			b4 = w->TryTargetHeading(GetHeadingFromVector(-diff.x, -diff.z),
					orderTarget->pos, orderTarget != NULL, orderTarget);
			edgeFactor = fabs(w->targetBorder);
		}

		float diffLength2d = diff.Length2D();

		// if w->AttackUnit() returned true then we are already
		// in range with our biggest weapon so stop moving
		// also make sure that we're not locked in close-in/in-range state loop
		// due to rotates invoked by in-range or out-of-range states
		if (b2) {
			if (!(tempOrder && owner->moveState == 0)
				&& (diffLength2d * 1.4f > owner->maxRange
					- orderTarget->speed.SqLength()
							/ owner->unitDef->maxAcc)
				&& b4 && diff.dot(orderTarget->speed) < 0)
			{
				SetGoal(owner->pos + (orderTarget->speed * 80), owner->pos,
						SQUARE_SIZE, orderTarget->speed.Length() * 1.1f);
			} else {
				StopMove();
				// FIXME kill magic frame number
				if (gs->frameNum > lastCloseInTry + MAX_CLOSE_IN_RETRY_TICKS) {
					owner->moveType->KeepPointingTo(orderTarget->midPos,
							std::min((float) owner->losRadius * loshandler->losDiv,
								owner->maxRange * 0.9f), true);
				}
			}
			owner->AttackUnit(orderTarget, c.id == CMD_DGUN);
		}

		// if we're on hold pos in a temporary order, then none of the close-in
		// code below should run, and the attack command is cancelled.
		else if (tempOrder && owner->moveState == 0) {
			StopMove();
			FinishCommand();
			return;
		}

		// if ((our movetype has type TAAirMoveType and length of 2D vector from us to target
		// less than 90% of our maximum range) OR squared length of 2D vector from us to target
		// less than 1024) then we are close enough
		else if(diffLength2d < (owner->maxRange * 0.9f)){
			if (dynamic_cast<CTAAirMoveType*>(owner->moveType)
					|| (diff.SqLength2D() < 1024))
			{
				StopMove();
				owner->moveType->KeepPointingTo(orderTarget->midPos,
						std::min((float) owner->losRadius * loshandler->losDiv,
							owner->maxRange * 0.9f), true);
			}

			// if (((first weapon range minus first weapon length greater than distance to target)
			// and length of 2D vector from us to target less than 90% of our maximum range)
			// then we are close enough, but need to move sideways to get a shot.
			//assumption is flawed: The unit may be aiming or otherwise unable to shoot
			else if (owner->unitDef->strafeToAttack && b3 && diffLength2d < (owner->maxRange * 0.9f))
			{
				moveDir ^= (owner->moveType->progressState == AMoveType::Failed);
				float sin = moveDir ? 3.0/5 : -3.0/5;
				float cos = 4.0/5;
				float3 goalDiff(0, 0, 0);
				goalDiff.x = diff.dot(float3(cos, 0, -sin));
				goalDiff.z = diff.dot(float3(sin, 0, cos));
				goalDiff *= (diffLength2d < (owner->maxRange * 0.3f)) ? 1/cos : cos;
				goalDiff += orderTarget->pos;
				SetGoal(goalDiff, owner->pos);
			}
		}

		// if 2D distance of (target position plus attacker error vector times 128)
		// to goal position greater than
		// (10 plus 20% of 2D distance between attacker and target) then we need to close
		// in on target more
		else if ((orderTarget->pos + owner->posErrorVector * 128).SqDistance2D(goalPos)
				> Square(10 + orderTarget->pos.distance2D(owner->pos) * 0.2f)) {
			// if the target isn't in LOS, go to its approximate position
			// otherwise try to go precisely to the target
			// this should fix issues with low range weapons (mainly melee)
			float3 fix = orderTarget->pos +
					(orderTarget->losStatus[owner->allyteam] & LOS_INLOS ?
						float3(0.f,0.f,0.f) :
						owner->posErrorVector * 128);
			float3 norm = float3(fix - owner->pos).Normalize();
			float3 goal = fix - norm*(orderTarget->radius*edgeFactor*0.8f);
			SetGoal(goal, owner->pos);
			if (lastCloseInTry < gs->frameNum + MAX_CLOSE_IN_RETRY_TICKS)
				lastCloseInTry = gs->frameNum;
		}
	}

	// user is attacking ground
	else if (c.params.size() >= 3) {
		const float3 pos(c.params[0], c.params[1], c.params[2]);
		const float3 diff = owner->pos - pos;

		if (owner->weapons.size() > 0) {
			// if we have at least one weapon then check if
			// we can hit position with our first (assumed
			// to be meanest) one
			CWeapon* w = owner->weapons.front();

			// XXX hack - dgun overrides any checks
			if (c.id == CMD_DGUN) {
				float rr = owner->maxRange * owner->maxRange;

				for (vector<CWeapon*>::iterator it = owner->weapons.begin();
						it != owner->weapons.end(); ++it) {

					if (dynamic_cast<CDGunWeapon*>(*it))
						rr = (*it)->range * (*it)->range;
				}

				if (diff.SqLength() < rr) {
					StopMove();
					owner->AttackGround(pos, c.id == CMD_DGUN);
					owner->moveType->KeepPointingTo(pos, owner->maxRange * 0.9f, true);
				}
			} else {
				const bool inAngle = w->TryTargetRotate(pos, c.id == CMD_DGUN);
				const bool inRange = diff.SqLength2D() < Square(w->range - (w->relWeaponPos).Length2D());

				if (inAngle || inRange) {
					StopMove();
					owner->AttackGround(pos, c.id == CMD_DGUN);
					owner->moveType->KeepPointingTo(pos, owner->maxRange * 0.9f, true);
				}
			}
		}

		else if (diff.SqLength2D() < 1024) {
			StopMove();
			owner->moveType->KeepPointingTo(pos, owner->maxRange * 0.9f, true);
		}

		// if we are more than 10 units distant from target position then keeping moving closer
		else if (pos.SqDistance2D(goalPos) > 100) {
			SetGoal(pos, owner->pos);
		}
	}
}
コード例 #8
0
void CAirCAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);
	targetAge++;

	if (tempOrder && owner->moveState == 1) {
		// limit how far away we fly
		if (orderTarget && LinePointDist(commandPos1, commandPos2, orderTarget->pos) > 1500) {
			owner->SetUserTarget(0);
			FinishCommand();
			return;
		}
	}

	if (inCommand) {
		if (targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)) {
			FinishCommand();
			return;
		}
		if ((c.params.size() == 3) && (owner->commandShotCount < 0) && (commandQue.size() > 1)) {
			owner->AttackGround(float3(c.params[0], c.params[1], c.params[2]), true);
			FinishCommand();
			return;
		}
		if (orderTarget) {
			if (orderTarget->unitDef->canfly && orderTarget->crashing) {
				owner->SetUserTarget(0);
				FinishCommand();
				return;
			}
			if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
				owner->SetUserTarget(0);
				FinishCommand();
				return;
			}
		}
	} else {
		targetAge = 0;
		owner->commandShotCount = -1;

		if (c.params.size() == 1) {
			const int targetID     = int(c.params[0]);
			const bool legalTarget = (targetID >= 0 && targetID < MAX_UNITS);
			CUnit* targetUnit      = (legalTarget)? uh->units[targetID]: 0x0;

			if (legalTarget && targetUnit != 0x0 && targetUnit != owner) {
				orderTarget = targetUnit;
				owner->AttackUnit(orderTarget, false);
				AddDeathDependence(orderTarget);
				inCommand = true;
				SetGoal(orderTarget->pos, owner->pos, cancelDistance);
			} else {
				FinishCommand();
				return;
			}
		} else {
			float3 pos(c.params[0], c.params[1], c.params[2]);
			owner->AttackGround(pos, false);
			inCommand = true;
		}
	}

	return;
}
コード例 #9
0
void CAirCAI::ExecuteFight(Command &c)
{
	assert((c.options & INTERNAL_ORDER) || owner->unitDef->canFight);
	AAirMoveType* myPlane = (AAirMoveType*) owner->moveType;
	if(tempOrder){
		tempOrder=false;
		inCommand=true;
	}
	if(c.params.size()<3){		//this shouldnt happen but anyway ...
		logOutput.Print("Error: got fight cmd with less than 3 params on %s in AirCAI",
			owner->unitDef->humanName.c_str());
		return;
	}
	if(c.params.size() >= 6){
		if(!inCommand){
			commandPos1 = float3(c.params[3],c.params[4],c.params[5]);
		}
	} else {
		// Some hackery to make sure the line (commandPos1,commandPos2) is NOT
		// rotated (only shortened) if we reach this because the previous return
		// fight command finished by the 'if((curPos-pos).SqLength2D()<(127*127)){'
		// condition, but is actually updated correctly if you click somewhere
		// outside the area close to the line (for a new command).
		commandPos1 = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
		if ((owner->pos - commandPos1).SqLength2D() > (150 * 150)) {
			commandPos1 = owner->pos;
		}
	}
	goalPos = float3(c.params[0], c.params[1], c.params[2]);
	if(!inCommand){
		inCommand = true;
		commandPos2=goalPos;
	}
	if(c.params.size() >= 6){
		goalPos = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
	}

	// CMD_FIGHT is pretty useless if !canAttack but we try to honour the modders wishes anyway...
	if (owner->unitDef->canAttack && owner->fireState >= 2
			&& owner->moveState != 0 && owner->maxRange > 0) {
		float3 curPosOnLine = ClosestPointOnLine(commandPos1, commandPos2,
				owner->pos + owner->speed*10);
		float testRad = 1000 * owner->moveState;
		CUnit* enemy = NULL;
		if(myPlane->IsFighter()) {
			enemy = helper->GetClosestEnemyAircraft(curPosOnLine,
					testRad, owner->allyteam);
		}
		if(IsValidTarget(enemy) && (owner->moveState!=1
				|| LinePointDist(commandPos1, commandPos2, enemy->pos) < 1000))
		{
			Command nc;
			nc.id=CMD_ATTACK;
			nc.params.push_back(enemy->id);
			nc.options=c.options|INTERNAL_ORDER;
			commandQue.push_front(nc);
			tempOrder=true;
			inCommand=false;
			if(lastPC1!=gs->frameNum){	//avoid infinite loops
				lastPC1=gs->frameNum;
				SlowUpdate();
			}
			return;
		} else {
			float3 curPosOnLine = ClosestPointOnLine(
				commandPos1, commandPos2, owner->pos + owner->speed * 20);
			float testRad = 500 * owner->moveState;
			enemy = helper->GetClosestEnemyUnit(curPosOnLine, testRad, owner->allyteam);
			if(IsValidTarget(enemy)) {
				Command nc;
				nc.id = CMD_ATTACK;
				nc.params.push_back(enemy->id);
				nc.options = c.options | INTERNAL_ORDER;
				PushOrUpdateReturnFight();
				commandQue.push_front(nc);
				tempOrder = true;
				inCommand = false;
				if(lastPC2 != gs->frameNum){	//avoid infinite loops
					lastPC2 = gs->frameNum;
					SlowUpdate();
				}
				return;
			}
		}
	}
	myPlane->goalPos = goalPos;

	if((owner->pos - goalPos).SqLength2D() < (127 * 127)
			|| (owner->pos + owner->speed*8 - goalPos).SqLength2D() < (127 * 127)) {
		FinishCommand();
	}
	return;
}
コード例 #10
0
void CBuilderCAI::SlowUpdate()
{
	if(commandQue.empty()){
		CMobileCAI::SlowUpdate();
		return;
	}

	Command& c=commandQue.front();
	CBuilder* fac=(CBuilder*)owner;

	map<int,string>::iterator boi;
	if((boi=buildOptions.find(c.id))!=buildOptions.end()){
		float radius;
		if(cachedRadiusId==c.id){
			radius=cachedRadius;
		} else {
			radius=modelParser->Load3DO(unitDefHandler->GetUnitByName(boi->second)->model.modelpath,1,owner->team)->radius;
			cachedRadiusId=c.id;
			cachedRadius=radius;
		}
		if(inCommand){
			if(building){
				if(buildPos.distance2D(fac->pos)>fac->buildDistance+radius-8){
					owner->moveType->StartMoving(buildPos, fac->buildDistance*0.5+radius);
				} else {
					StopMove();
					owner->moveType->KeepPointingTo(buildPos, (fac->buildDistance+radius)*0.6, false);	//needed since above startmoving cancels this
				}
				if(!fac->curBuild && !fac->terraforming){
					building=false;
					StopMove();				//cancel the effect of KeepPointingTo
					FinishCommand();
				}
			} else {
				buildPos.x=c.params[0];
				buildPos.y=c.params[1];
				buildPos.z=c.params[2];
				if(buildPos.distance2D(fac->pos)<fac->buildDistance*0.6+radius){
					StopMove();
					if(uh->maxUnits>(int)gs->Team(owner->team)->units.size()){
						buildRetries++;
						owner->moveType->KeepPointingTo(buildPos, fac->buildDistance*0.7+radius, false);
						if(fac->StartBuild(boi->second,buildPos) || buildRetries>20){
							building=true;
						} else {
							ENTER_MIXED;
							if(owner->team==gu->myTeam && !(buildRetries&7)){
								info->AddLine("%s: Build pos blocked",owner->unitDef->humanName.c_str());
								info->SetLastMsgPos(owner->pos);
							}
							ENTER_SYNCED;
							helper->BuggerOff(buildPos,radius);
							NonMoving();
						}
					}
				} else {
					if(owner->moveType->progressState==CMoveType::Failed){
						if(++buildRetries>5){
							StopMove();
							FinishCommand();			
						}
					}
					SetGoal(buildPos,owner->pos, fac->buildDistance*0.4+radius);
				}
			}
		} else {		//!inCommand
			float3 pos;
			pos.x=floor(c.params[0]/SQUARE_SIZE+0.5)*SQUARE_SIZE;
			pos.z=floor(c.params[2]/SQUARE_SIZE+0.5)*SQUARE_SIZE;
			pos.y=c.params[1];
			CFeature* f=0;
			uh->TestUnitBuildSquare(pos,boi->second,f);
			if(f){
				Command c2;
				c2.id=CMD_RECLAIM;
				c2.options=0;
				c2.params.push_back(f->id+MAX_UNITS);
				commandQue.push_front(c2);
				SlowUpdate();										//this assumes that the reclaim command can never return directly without having reclaimed the target
			} else {
				inCommand=true;
				SlowUpdate();
			}
		}
		return;
	}
	switch(c.id){
	case CMD_STOP:
		building=false;
		fac->StopBuild();
		break;
	case CMD_REPAIR:{
		if(c.params.size()==1){		//repair unit
			CUnit* unit=uh->units[(int)c.params[0]];
			if(commandFromPatrol && owner->moveState==1){		//limit how far away we go
				if(unit && LinePointDist(commandPos1,commandPos2,unit->pos) > 500){
					StopMove();
					FinishCommand();
					break;
				}
			}
			if(unit && unit->health<unit->maxHealth && unit!=owner){
				if(unit->pos.distance2D(fac->pos)<fac->buildDistance+unit->radius-8){
					StopMove();
					fac->SetRepairTarget(unit);
					owner->moveType->KeepPointingTo(unit->pos, fac->buildDistance*0.9+unit->radius, false);
				} else {
					if(goalPos.distance2D(unit->pos)>1)
						SetGoal(unit->pos,owner->pos, fac->buildDistance*0.9+unit->radius);
				}
			} else {
				StopMove();
				FinishCommand();
			}
		} else {			//repair area
			float3 pos(c.params[0],c.params[1],c.params[2]);
			float radius=c.params[3];
			if(FindRepairTargetAndRepair(pos,radius,c.options,false)){
				inCommand=false;
				SlowUpdate();
				return;
			}
			if(!(c.options & ALT_KEY)){
				FinishCommand();
			}
		}
		return;}
	case CMD_CAPTURE:{
		if(c.params.size()==1){		//capture unit
			CUnit* unit=uh->units[(int)c.params[0]];
			if(unit && unit->team!=owner->team){
				if(unit->pos.distance2D(fac->pos)<fac->buildDistance+unit->radius-8){
					StopMove();
					fac->SetCaptureTarget(unit);
					owner->moveType->KeepPointingTo(unit->pos, fac->buildDistance*0.9+unit->radius, false);
				} else {
					if(goalPos.distance2D(unit->pos)>1)
						SetGoal(unit->pos,owner->pos, fac->buildDistance*0.9+unit->radius);
				}
			} else {
				StopMove();
				FinishCommand();
			}
		} else {			//capture area
			float3 pos(c.params[0],c.params[1],c.params[2]);
			float radius=c.params[3];
			if(FindCaptureTargetAndCapture(pos,radius,c.options)){
				inCommand=false;
				SlowUpdate();
				return;
			}
			if(!(c.options & ALT_KEY)){
				FinishCommand();
			}
		}
		return;}
	case CMD_GUARD:{
		CUnit* guarded=uh->units[(int)c.params[0]];
		if(guarded && guarded!=owner){
			if(CBuilder* b=dynamic_cast<CBuilder*>(guarded)){
				if(b->terraforming){
					if(fac->pos.distance2D(b->terraformCenter)<fac->buildDistance*0.8+b->terraformRadius*0.7){
						StopMove();
						owner->moveType->KeepPointingTo(b->terraformCenter, fac->buildDistance*0.9, false);
						fac->HelpTerraform(b);
					} else {
						SetGoal(b->terraformCenter,fac->pos,fac->buildDistance*0.7+b->terraformRadius*0.6);
					}
					return;
				}
				if(b->curBuild){
					Command nc;
					nc.id=CMD_REPAIR;
					nc.options=c.options;
					nc.params.push_back(b->curBuild->id);
					commandQue.push_front(nc);
					inCommand=false;
//					SlowUpdate();
					return;
				}
			}
			if(CFactory* f=dynamic_cast<CFactory*>(guarded)){
				if(f->curBuild){
					Command nc;
					nc.id=CMD_REPAIR;
					nc.options=c.options;
					nc.params.push_back(f->curBuild->id);
					commandQue.push_front(nc);
					inCommand=false;
//					SlowUpdate();
					return;
				}
			}
			float3 curPos=owner->pos;
			float3 dif=guarded->pos-curPos;
			dif.Normalize();
			float3 goal=guarded->pos-dif*(fac->buildDistance-5);
			if((guarded->pos-curPos).SqLength2D()<(fac->buildDistance*0.9+guarded->radius)*(fac->buildDistance*0.9+guarded->radius)){
				StopMove();
//				info->AddLine("should point with type 3?");
				owner->moveType->KeepPointingTo(guarded->pos, fac->buildDistance*0.9+guarded->radius, false);
				if(guarded->health<guarded->maxHealth)
					fac->SetRepairTarget(guarded);
				else
					NonMoving();
			}else{
				if((goalPos-goal).SqLength2D()>4000)
					SetGoal(goal,curPos);
			}
		} else {
			FinishCommand();
		}
		return;}
	case CMD_RECLAIM:{
		if(c.params.size()==1){
			int id=(int) c.params[0];
			if(id>=MAX_UNITS){		//reclaim feature
				CFeature* feature=featureHandler->features[id-MAX_UNITS];
				if(feature){
					if(feature->pos.distance2D(fac->pos)<fac->buildDistance*0.9+feature->radius){
						StopMove();
						owner->moveType->KeepPointingTo(feature->pos, fac->buildDistance*0.9+feature->radius, false);
						fac->SetReclaimTarget(feature);
					} else {
						if(goalPos.distance2D(feature->pos)>1){
							SetGoal(feature->pos,owner->pos, fac->buildDistance*0.8+feature->radius);
						} else {
							if(owner->moveType->progressState==CMoveType::Failed){
								StopMove();
								FinishCommand();
							}
						}
					}
				} else {
					StopMove();
					FinishCommand();
				}

			} else {							//reclaim unit
				CUnit* unit=uh->units[id];
				if(unit && unit!=owner){
					if(unit->pos.distance2D(fac->pos)<fac->buildDistance-1+unit->radius){
						StopMove();
						owner->moveType->KeepPointingTo(unit->pos, fac->buildDistance*0.9+unit->radius, false);
						fac->SetReclaimTarget(unit);
					} else {
						if(goalPos.distance2D(unit->pos)>1){
							SetGoal(unit->pos,owner->pos);
						}else{
							if(owner->moveType->progressState==CMoveType::Failed){
								StopMove();
								FinishCommand();			
							}
						}
					}
				} else {
					FinishCommand();
				}
			}
		} else if(c.params.size()==4){//area reclaim
			float3 pos(c.params[0],c.params[1],c.params[2]);
			float radius=c.params[3];
			if(FindReclaimableFeatureAndReclaim(pos,radius,c.options)){
				inCommand=false;
				SlowUpdate();
				return;
			}
			if(!(c.options & ALT_KEY)){
				FinishCommand();
			}
		} else {	//wrong number of parameters
			FinishCommand();
		}
		return;}
	case CMD_RESURRECT:{
		if(c.params.size()==1){
			int id=(int)c.params[0];
			if(id>=MAX_UNITS){		//resurrect feature
				CFeature* feature=featureHandler->features[id-MAX_UNITS];
				if(feature && feature->createdFromUnit!=""){
					if(feature->pos.distance2D(fac->pos)<fac->buildDistance*0.9+feature->radius){
						StopMove();
						owner->moveType->KeepPointingTo(feature->pos, fac->buildDistance*0.9+feature->radius, false);
						fac->SetResurrectTarget(feature);
					} else {
						if(goalPos.distance2D(feature->pos)>1){
							SetGoal(feature->pos,owner->pos, fac->buildDistance*0.8+feature->radius);
						} else {
							if(owner->moveType->progressState==CMoveType::Failed){
								StopMove();
								FinishCommand();			
							}
						}
					}
				} else {
					if(fac->lastResurrected && uh->units[fac->lastResurrected]){	//resurrection finished, start repair
						c.id=CMD_REPAIR;		//kind of hackery to overwrite the current order i suppose
						c.params.clear();
						c.params.push_back(fac->lastResurrected);
						c.options|=INTERNAL_ORDER;
						fac->lastResurrected=0;
						inCommand=false;
						SlowUpdate();
						return;
					}
					StopMove();
					FinishCommand();
				}
			} else {							//resurrect unit
				FinishCommand();
			}
		} else if(c.params.size()==4){//area resurect
			float3 pos(c.params[0],c.params[1],c.params[2]);
			float radius=c.params[3];
			if(FindResurrectableFeatureAndResurrect(pos,radius,c.options)){
				inCommand=false;
				SlowUpdate();
				return;
			}
			if(!(c.options & ALT_KEY)){
				FinishCommand();
			}
		} else {	//wrong number of parameters
			FinishCommand();
		}
		return;}
	case CMD_PATROL:{
		float3 curPos=owner->pos;
		if(commandFromPatrol){
			commandFromPatrol=false;
			inCommand=true;
			--patrolTime;		//prevent searching reclaimtargets etc directly if one of those call returned directly (infinite loop)
		}
		if(!inCommand){
			float3 pos(c.params[0],c.params[1],c.params[2]);
			inCommand=true;
			Command co;
			co.id=CMD_PATROL;
			co.params.push_back(curPos.x);
			co.params.push_back(curPos.y);
			co.params.push_back(curPos.z);
			commandQue.push_front(co);
			activeCommand=1;
			commandPos1=curPos;
			patrolTime=0;
		}
		Command& c=commandQue[activeCommand];

		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			info->AddLine("Error: got patrol cmd with less than 3 params on %s in BuilderCAI",owner->unitDef->humanName.c_str());
			return;
		}
		patrolGoal=float3(c.params[0],c.params[1],c.params[2]);
		commandPos2=patrolGoal;

		if(!(patrolTime&3) && owner->fireState==2){
			if(FindRepairTargetAndRepair(owner->pos,300*owner->moveState,c.options,true)){
				CUnit* target=uh->units[(int)commandQue.front().params[0]];
				if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,target->pos) < 300){
					commandFromPatrol=true;
					inCommand=false;
					SlowUpdate();
					return;
				} else {
					commandQue.pop_front();
				}
			}
			if(FindReclaimableFeatureAndReclaim(owner->pos,300*owner->moveState,c.options)){
				commandFromPatrol=true;
				inCommand=false;
				SlowUpdate();
				return;
			}
		}
		patrolTime++;
		if(!(patrolGoal==goalPos)){
			SetGoal(patrolGoal,curPos);
		}
		if((curPos-patrolGoal).SqLength2D()<4096){
			if(owner->group)
				owner->group->CommandFinished(owner->id,CMD_PATROL);

			if((int)commandQue.size()<=activeCommand+1)
				activeCommand=0;
			else {
				if(commandQue[activeCommand+1].id!=CMD_PATROL)
					activeCommand=0;
				else
					activeCommand++;
			}
			commandPos1=commandPos2;
		}
		if(owner->haveTarget && owner->moveType->progressState!=CMoveType::Done)
			StopMove();
		else if(owner->moveType->progressState!=CMoveType::Active)
			owner->moveType->StartMoving(goalPos, 8);

		return;}
	case CMD_RESTORE:{
		if(inCommand){
			if(!fac->terraforming){
				FinishCommand();
			}
		} else {
			float3 pos(c.params[0],c.params[1],c.params[2]);
			float radius(c.params[3]);
			if(fac->pos.distance2D(pos)<fac->buildDistance-1){
				StopMove();
				fac->StartRestore(pos,radius);
				owner->moveType->KeepPointingTo(pos, fac->buildDistance*0.9, false);
				inCommand=true;
			} else {
				SetGoal(pos,owner->pos, fac->buildDistance*0.9);
			}
		}
		return;}
	default:
		break;
	}
	CMobileCAI::SlowUpdate();
}
コード例 #11
0
void CMobileCAI::SlowUpdate()
{
    if(owner->unitDef->maxFuel>0 && dynamic_cast<CTAAirMoveType*>(owner->moveType)) {
        CTAAirMoveType* myPlane=(CTAAirMoveType*)owner->moveType;
        if(myPlane->reservedPad) {
            return;
        } else {
            if(owner->currentFuel <= 0) {
                StopMove();
                owner->userAttackGround=false;
                owner->userTarget=0;
                inCommand=false;
                CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
                if(lp) {
                    myPlane->AddDeathDependence(lp);
                    myPlane->reservedPad=lp;
                    myPlane->padStatus=0;
                    myPlane->oldGoalPos=myPlane->goalPos;
                    return;
                }
                float3 landingPos = airBaseHandler->FindClosestAirBasePos(owner,8000,owner->unitDef->minAirBasePower);
                if(landingPos != ZeroVector && owner->pos.distance2D(landingPos) > 300) {
                    inCommand=false;
                    StopMove();
                    SetGoal(landingPos,owner->pos);
                } else {
                    if(myPlane->aircraftState == CTAAirMoveType::AIRCRAFT_FLYING)
                        myPlane->SetState(CTAAirMoveType::AIRCRAFT_LANDING);
                }
                return;
            }
            if(owner->currentFuel < myPlane->repairBelowHealth*owner->unitDef->maxFuel) {
                if(commandQue.empty() || commandQue.front().id==CMD_PATROL) {
                    CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
                    if(lp) {
                        StopMove();
                        owner->userAttackGround=false;
                        owner->userTarget=0;
                        inCommand=false;
                        myPlane->AddDeathDependence(lp);
                        myPlane->reservedPad=lp;
                        myPlane->padStatus=0;
                        myPlane->oldGoalPos=myPlane->goalPos;
                        if(myPlane->aircraftState==CTAAirMoveType::AIRCRAFT_LANDED) {
                            myPlane->SetState(CTAAirMoveType::AIRCRAFT_TAKEOFF);
                        }
                        return;
                    }
                }
            }
        }
    }

    if(!commandQue.empty() && commandQue.front().timeOut<gs->frameNum) {
        StopMove();
        FinishCommand();
        return;
    }

    if(commandQue.empty()) {
//		if(!owner->ai || owner->ai->State() != CHasState::Active) {
        IdleCheck();
//		}
        if(commandQue.empty() || commandQue.front().id==CMD_ATTACK)	//the attack order could terminate directly and thus cause a loop
            return;
    }

    float3 curPos=owner->pos;

    Command& c=commandQue.front();
    switch(c.id) {
    case CMD_STOP: {
        StopMove();
        CCommandAI::SlowUpdate();
        break;
    }
    case CMD_MOVE: {
        float3 pos(c.params[0],c.params[1],c.params[2]);
        if(!(pos==goalPos)) {
            SetGoal(pos,curPos);
        }
        if((curPos-goalPos).SqLength2D()<1024 || owner->moveType->progressState==CMoveType::Failed) {
            FinishCommand();
        }
        break;
    }
    case CMD_PATROL: {
        if(c.params.size()<3) {		//this shouldnt happen but anyway ...
            info->AddLine("Error: got patrol cmd with less than 3 params on %s in mobilecai",
                          owner->unitDef->humanName.c_str());
            return;
        }
        Command temp;
        temp.id = CMD_FIGHT;
        temp.params.push_back(c.params[0]);
        temp.params.push_back(c.params[1]);
        temp.params.push_back(c.params[2]);
        temp.options = c.options|INTERNAL_ORDER;
        commandQue.push_back(c);
        commandQue.pop_front();
        commandQue.push_front(temp);
        if(owner->group) {
            owner->group->CommandFinished(owner->id,CMD_PATROL);
        }
        SlowUpdate();
        return;
    }
    case CMD_FIGHT: {
        if(tempOrder) {
            inCommand = true;
            tempOrder = false;
        }
        if(c.params.size()<3) {		//this shouldnt happen but anyway ...
            info->AddLine("Error: got fight cmd with less than 3 params on %s in mobilecai",
                          owner->unitDef->humanName.c_str());
            return;
        }
        if(c.params.size() >= 6) {
            if(!inCommand) {
                commandPos1 = float3(c.params[3],c.params[4],c.params[5]);
            }
        } else {
            commandPos1 = curPos;
        }
        float3 pos(c.params[0],c.params[1],c.params[2]);
        if(!inCommand) {
            inCommand = true;
            commandPos2 = pos;
        }
        if(pos!=goalPos) {
            SetGoal(pos,curPos);
        }

        if(owner->fireState==2) {
            CUnit* enemy=helper->GetClosestEnemyUnit(
                             curPos, owner->maxRange+100*owner->moveState*owner->moveState, owner->allyteam);
            if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)
                    && !(owner->unitDef->noChaseCategory & enemy->category) && !owner->weapons.empty()) {	//todo: make sure they dont stray to far from path
                if(owner->moveState!=1
                        || LinePointDist(commandPos1,commandPos2,enemy->pos)
                        < 300+max(owner->maxRange, (float)owner->losRadius)) {
                    Command c2,c3;
                    c3 = this->GetReturnFight(c);
                    c2.id=CMD_ATTACK;
                    c2.options=c.options|INTERNAL_ORDER;
                    c2.params.push_back(enemy->id);
                    commandQue.push_front(c3);
                    commandQue.push_front(c2);
                    inCommand=false;
                    tempOrder=true;
                    if(lastPC!=gs->frameNum) {	//avoid infinite loops
                        lastPC=gs->frameNum;
                        SlowUpdate();
                    }
                    return;
                }
            }
        }
        if((curPos-goalPos).SqLength2D()<4096 || owner->moveType->progressState==CMoveType::Failed) {
            FinishCommand();
        }
        return;
    }
    case CMD_DGUN:
        if(uh->limitDgun && owner->unitDef->isCommander
                && owner->pos.distance(gs->Team(owner->team)->startPos)>uh->dgunRadius) {
            StopMove();
            FinishCommand();
            return;
        }
    //no break
    case CMD_ATTACK:
        if(tempOrder && owner->moveState<2) {		//limit how far away we fly
            if(orderTarget && LinePointDist(commandPos1,commandPos2,orderTarget->pos) > 500+owner->maxRange) {
                StopMove();
                FinishCommand();
                break;
            }
        }
        if(!inCommand) {
            if(c.params.size()==1) {
                if(uh->units[int(c.params[0])]!=0 && uh->units[int(c.params[0])]!=owner) {
                    float3 fix=uh->units[int(c.params[0])]->pos+owner->posErrorVector*128;
                    SetGoal(fix,curPos);
                    orderTarget=uh->units[int(c.params[0])];
                    AddDeathDependence(orderTarget);
                    inCommand=true;
                } else {
                    StopMove();		//cancel keeppointingto
                    FinishCommand();
                    break;
                }
            } else {
                float3 pos(c.params[0],c.params[1],c.params[2]);
                SetGoal(pos,curPos);
                inCommand=true;
            }
        }
        else if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
            StopMove();
            FinishCommand();
            break;
        }

        if(targetDied || (c.params.size() == 1 && uh->units[int(c.params[0])] && !(uh->units[int(c.params[0])]->losStatus[owner->allyteam] & LOS_INRADAR))) {
            StopMove();		//cancel keeppointingto
            FinishCommand();
            break;
        }
        if(orderTarget) {
            //note that we handle aircrafts slightly differently
            if((((owner->AttackUnit(orderTarget, c.id==CMD_DGUN) && owner->weapons.size() > 0
                    && owner->weapons.front()->range > orderTarget->pos.distance(owner->pos))
                    || dynamic_cast<CTAAirMoveType*>(owner->moveType))
                    && (owner->pos-orderTarget->pos).Length2D()<owner->maxRange*0.9)
                    || (owner->pos-orderTarget->pos).SqLength2D()<1024) {
                StopMove();
                owner->moveType->KeepPointingTo(orderTarget->pos, min((double)(owner->losRadius*SQUARE_SIZE*2), owner->maxRange*0.9), true);
            } else if((orderTarget->pos+owner->posErrorVector*128).distance2D(goalPos) > 10+orderTarget->pos.distance2D(owner->pos)*0.2) {
                float3 fix=orderTarget->pos+owner->posErrorVector*128;
                SetGoal(fix,curPos);
            }
        } else {
            float3 pos(c.params[0],c.params[1],c.params[2]);
            if((owner->AttackGround(pos,c.id==CMD_DGUN) && owner->weapons.size() > 0
                    && (owner->pos-pos).Length()< owner->weapons.front()->range) || (owner->pos-pos).SqLength2D()<1024) {
                StopMove();
                owner->moveType->KeepPointingTo(pos, owner->maxRange*0.9, true);
            } else if(pos.distance2D(goalPos)>10) {
                SetGoal(pos,curPos);
            }
        }
        break;
    case CMD_GUARD:
        if(uh->units[int(c.params[0])]!=0) {
            CUnit* guarded=uh->units[int(c.params[0])];
            if(guarded->lastAttacker && guarded->lastAttack+40<gs->frameNum
                    && (owner->hasUWWeapons || !guarded->lastAttacker->isUnderWater)) {
                Command nc;
                nc.id=CMD_ATTACK;
                nc.params.push_back(guarded->lastAttacker->id);
                nc.options=c.options;
                commandQue.push_front(nc);
                SlowUpdate();
                return;
            } else {
                float3 dif=guarded->pos-curPos;
                dif.Normalize();
                float3 goal=guarded->pos-dif*(guarded->radius+owner->radius+64);
                if((goal-curPos).SqLength2D()<8000) {
                    StopMove();
                    NonMoving();
                } else {
                    if((goalPos-goal).SqLength2D()>3600)
                        SetGoal(goal,curPos);
                }
            }
        } else {
            FinishCommand();
        }
        break;
    default:
        CCommandAI::SlowUpdate();
        break;
    }
}
コード例 #12
0
void CAirCAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);
	targetAge++;
	if(tempOrder && owner->moveState == 1){		//limit how far away we fly
		if(orderTarget && LinePointDist(commandPos1, commandPos2, orderTarget->pos) > 1500){
			owner->SetUserTarget(0);
			FinishCommand();
			return;
		}
	}/* why was this block here? - ILMTitan
	if(tempOrder && myPlane->isFighter && orderTarget){
		if(owner->fireState == 2 && owner->moveState != 0){
			CUnit* enemy = helper->GetClosestEnemyAircraft(
				owner->pos + (owner->speed * 50), 800, owner->allyteam);
			if(enemy && (!orderTarget->unitDef->canfly
					|| (orderTarget->pos-owner->pos + owner->speed * 50).
					Length() + (100 * gs->randFloat() * 40) - targetAge
					< (enemy->pos-owner->pos + owner->speed * 50).Length())){
				c.params.clear();
				c.params.push_back(enemy->id);
				inCommand=false;
			}
		}
	}*/
	if(inCommand){
		if(targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)){
			FinishCommand();
			return;
		}
		if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
			owner->AttackUnit(0,true);
			FinishCommand();
			return;
		}
		if (orderTarget) {
			if (orderTarget->unitDef->canfly && orderTarget->crashing) {
				owner->SetUserTarget(0);
				FinishCommand();
				return;
			}
			if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
				owner->SetUserTarget(0);
				FinishCommand();
				return;
			}
		}
		if(orderTarget){
//				myPlane->goalPos=orderTarget->pos;
		} else {
//				float3 pos(c.params[0],c.params[1],c.params[2]);
//				myPlane->goalPos=pos;
		}
	} else {
		targetAge=0;
		owner->commandShotCount = -1;
		if(c.params.size() == 1){
			if(uh->units[int(c.params[0])] != 0 && uh->units[int(c.params[0])] != owner){
				orderTarget = uh->units[int(c.params[0])];
				owner->AttackUnit(orderTarget, false);
				AddDeathDependence(orderTarget);
				inCommand = true;
			} else {
				FinishCommand();
				return;
			}
		} else {
			float3 pos(c.params[0],c.params[1],c.params[2]);
			owner->AttackGround(pos,false);
			inCommand = true;
		}
	}
	return;
}
コード例 #13
0
ファイル: MobileCAI.cpp プロジェクト: AlexDiede/spring
void CMobileCAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);

	// limit how far away we fly based on our movestate
	if (tempOrder && orderTarget) {
		const float3& closestPos = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
		const float curTargetDist = LinePointDist(closestPos, commandPos2, orderTarget->pos);
		const float maxTargetDist = (500 * owner->moveState + owner->maxRange);

		if (owner->moveState < MOVESTATE_ROAM && curTargetDist > maxTargetDist) {
			StopMove();
			FinishCommand();
			return;
		}
	}

	// check if we are in direct command of attacker
	if (!inCommand) {
		if (c.params.size() == 1) {
			CUnit* targetUnit = unitHandler->GetUnit(c.params[0]);

			// check if we have valid target parameter and that we aren't attacking ourselves
			if (targetUnit == NULL) { StopMove(); FinishCommand(); return; }
			if (targetUnit == owner) { StopMove(); FinishCommand(); return; }
			if (targetUnit->GetTransporter() != NULL && !modInfo.targetableTransportedUnits) {
				StopMove(); FinishCommand(); return;
			}

			const float3 tgtErrPos = targetUnit->pos + owner->posErrorVector * 128;
			const float3 tgtPosDir = (tgtErrPos - owner->pos).Normalize();

			SetGoal(tgtErrPos - tgtPosDir * targetUnit->radius, owner->pos);
			SetOrderTarget(targetUnit);
			owner->AttackUnit(targetUnit, (c.options & INTERNAL_ORDER) == 0, c.GetID() == CMD_MANUALFIRE);

			inCommand = true;
		}
		else if (c.params.size() >= 3) {
			// user gave force-fire attack command
			SetGoal(c.GetPos(0), owner->pos);

			inCommand = true;
		}
	}

	// if our target is dead or we lost it then stop attacking
	// NOTE: unit should actually just continue to target area!
	if (targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)) {
		// cancel keeppointingto
		StopMove();
		FinishCommand();
		return;
	}


	// user clicked on enemy unit (note that we handle aircrafts slightly differently)
	if (orderTarget != NULL) {
		bool tryTargetRotate  = false;
		bool tryTargetHeading = false;

		float edgeFactor = 0.0f; // percent offset to target center
		const float3 targetMidPosVec = owner->midPos - orderTarget->midPos;

		const float targetGoalDist = (orderTarget->pos + owner->posErrorVector * 128.0f).SqDistance2D(goalPos);
		const float targetPosDist = Square(10.0f + orderTarget->pos.distance2D(owner->pos) * 0.2f);
		const float minPointingDist = std::min(1.0f * owner->losRadius * loshandler->losDiv, owner->maxRange * 0.9f);

		// FIXME? targetMidPosMaxDist is 3D, but compared with a 2D value
		const float targetMidPosDist2D = targetMidPosVec.Length2D();
		//const float targetMidPosMaxDist = owner->maxRange - (orderTarget->speed.SqLength() / owner->unitDef->maxAcc);

		if (!owner->weapons.empty()) {
			if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		for (unsigned int wNum = 0; wNum < owner->weapons.size(); wNum++) {
			CWeapon* w = owner->weapons[wNum];

			if (c.GetID() == CMD_MANUALFIRE) {
				assert(owner->unitDef->canManualFire);

				if (!w->weaponDef->manualfire) {
					continue;
				}
			}

			tryTargetRotate  = w->TryTargetRotate(orderTarget, (c.options & INTERNAL_ORDER) == 0);
			tryTargetHeading = w->TryTargetHeading(GetHeadingFromVector(-targetMidPosVec.x, -targetMidPosVec.z), orderTarget->pos, orderTarget != NULL, orderTarget);

			if (tryTargetRotate || tryTargetHeading)
				break;

			edgeFactor = math::fabs(w->targetBorder);
		}


		// if w->AttackUnit() returned true then we are already
		// in range with our biggest (?) weapon, so stop moving
		// also make sure that we're not locked in close-in/in-range state loop
		// due to rotates invoked by in-range or out-of-range states
		if (tryTargetRotate) {
			const bool canChaseTarget = (!tempOrder || owner->moveState != MOVESTATE_HOLDPOS);
			const bool targetBehind = (targetMidPosVec.dot(orderTarget->speed) < 0.0f);

			if (canChaseTarget && tryTargetHeading && targetBehind) {
				SetGoal(owner->pos + (orderTarget->speed * 80), owner->pos, SQUARE_SIZE, orderTarget->speed.Length() * 1.1f);
			} else {
				StopMove();

				if (gs->frameNum > lastCloseInTry + MAX_CLOSE_IN_RETRY_TICKS) {
					owner->moveType->KeepPointingTo(orderTarget->midPos, minPointingDist, true);
				}
			}

			owner->AttackUnit(orderTarget, (c.options & INTERNAL_ORDER) == 0, c.GetID() == CMD_MANUALFIRE);
		}

		// if we're on hold pos in a temporary order, then none of the close-in
		// code below should run, and the attack command is cancelled.
		else if (tempOrder && owner->moveState == MOVESTATE_HOLDPOS) {
			StopMove();
			FinishCommand();
			return;
		}

		// if ((our movetype has type HoverAirMoveType and length of 2D vector from us to target
		// less than 90% of our maximum range) OR squared length of 2D vector from us to target
		// less than 1024) then we are close enough
		else if (targetMidPosDist2D < (owner->maxRange * 0.9f)) {
			if (dynamic_cast<CHoverAirMoveType*>(owner->moveType) != NULL || (targetMidPosVec.SqLength2D() < 1024)) {
				StopMove();
				owner->moveType->KeepPointingTo(orderTarget->midPos, minPointingDist, true);
			}

			// if (((first weapon range minus first weapon length greater than distance to target)
			// and length of 2D vector from us to target less than 90% of our maximum range)
			// then we are close enough, but need to move sideways to get a shot.
			//assumption is flawed: The unit may be aiming or otherwise unable to shoot
			else if (owner->unitDef->strafeToAttack && targetMidPosDist2D < (owner->maxRange * 0.9f)) {
				moveDir ^= (owner->moveType->progressState == AMoveType::Failed);

				const float sin = moveDir ? 3.0/5 : -3.0/5;
				const float cos = 4.0 / 5;

				float3 goalDiff;
				goalDiff.x = targetMidPosVec.dot(float3(cos, 0, -sin));
				goalDiff.z = targetMidPosVec.dot(float3(sin, 0,  cos));
				goalDiff *= (targetMidPosDist2D < (owner->maxRange * 0.3f)) ? 1/cos : cos;
				goalDiff += orderTarget->pos;
				SetGoal(goalDiff, owner->pos);
			}
		}

		// if 2D distance of (target position plus attacker error vector times 128)
		// to goal position greater than
		// (10 plus 20% of 2D distance between attacker and target) then we need to close
		// in on target more
		else if (targetGoalDist > targetPosDist) {
			// if the target isn't in LOS, go to its approximate position
			// otherwise try to go precisely to the target
			// this should fix issues with low range weapons (mainly melee)
			const float3 errPos = ((orderTarget->losStatus[owner->allyteam] & LOS_INLOS)? ZeroVector: owner->posErrorVector * 128.0f);
			const float3 tgtPos = orderTarget->pos + errPos;

			const float3 norm = (tgtPos - owner->pos).Normalize();
			const float3 goal = tgtPos - norm * (orderTarget->radius * edgeFactor * 0.8f);

			SetGoal(goal, owner->pos);

			if (lastCloseInTry < gs->frameNum + MAX_CLOSE_IN_RETRY_TICKS)
				lastCloseInTry = gs->frameNum;
		}
	}

	// user wants to attack the ground; cycle through our
	// weapons until we find one that can accomodate him
	else if (c.params.size() >= 3) {
		const float3 attackPos = c.GetPos(0);
		const float3 attackVec = attackPos - owner->pos;

		bool foundWeapon = false;

		for (unsigned int wNum = 0; wNum < owner->weapons.size(); wNum++) {
			CWeapon* w = owner->weapons[wNum];

			if (foundWeapon)
				break;

			// XXX HACK - special weapon overrides any checks
			if (c.GetID() == CMD_MANUALFIRE) {
				assert(owner->unitDef->canManualFire);

				if (!w->weaponDef->manualfire)
					continue;
				if (attackVec.SqLength() >= (w->range * w->range))
					continue;

				StopMove();
				owner->AttackGround(attackPos, (c.options & INTERNAL_ORDER) == 0, c.GetID() == CMD_MANUALFIRE);
				owner->moveType->KeepPointingTo(attackPos, owner->maxRange * 0.9f, true);

				foundWeapon = true;
			} else {
				// NOTE:
				//   we call TryTargetHeading which is less restrictive than TryTarget
				//   (eg. the former succeeds even if the unit has not already aligned
				//   itself with <attackVec>)
				if (w->TryTargetHeading(GetHeadingFromVector(attackVec.x, attackVec.z), attackPos, (c.options & INTERNAL_ORDER) == 0, NULL)) {
					if (w->TryTargetRotate(attackPos, (c.options & INTERNAL_ORDER) == 0)) {
						StopMove();
						owner->AttackGround(attackPos, (c.options & INTERNAL_ORDER) == 0, c.GetID() == CMD_MANUALFIRE);

						foundWeapon = true;
					}

					// for gunships, this pitches the nose down such that
					// TryTargetRotate (which also checks range for itself)
					// has a bigger chance of succeeding
					//
					// hence it must be called as soon as we get in range
					// and may not depend on what TryTargetRotate returns
					// (otherwise we might never get a firing solution)
					owner->moveType->KeepPointingTo(attackPos, owner->maxRange * 0.9f, true);
				}
			}
		}

		#if 0
		// no weapons --> no need to stop at an arbitrary distance?
		else if (diff.SqLength2D() < 1024) {
			StopMove();
			owner->moveType->KeepPointingTo(attackPos, owner->maxRange * 0.9f, true);
		}
		#endif

		// if we are unarmed and more than 10 elmos distant
		// from target position, then keeping moving closer
		if (owner->weapons.empty() && attackPos.SqDistance2D(goalPos) > 100) {
			SetGoal(attackPos, owner->pos);
		}
	}
コード例 #14
0
void CAirCAI::SlowUpdate()
{
	if(!commandQue.empty() && commandQue.front().timeOut<gs->frameNum){
		FinishCommand();
		return;
	}

	CAirMoveType* myPlane=(CAirMoveType*)owner->moveType;

	if(owner->unitDef->maxFuel>0){
		if(myPlane->reservedPad){
			return;
		}else{
			if(owner->currentFuel <= 0){
				owner->userAttackGround=false;
				owner->userTarget=0;
				inCommand=false;

				CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
				if(lp){
					myPlane->AddDeathDependence(lp);
					myPlane->reservedPad=lp;
					myPlane->padStatus=0;
					myPlane->oldGoalPos=myPlane->goalPos;
					return;
				}
				float3 landingPos = airBaseHandler->FindClosestAirBasePos(owner,8000,owner->unitDef->minAirBasePower);
				if(landingPos != ZeroVector && owner->pos.distance2D(landingPos) > 300){
					if(myPlane->aircraftState == CAirMoveType::AIRCRAFT_LANDED && owner->pos.distance2D(landingPos) > 800)
						myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);	
					myPlane->goalPos=landingPos;		
				} else {
					if(myPlane->aircraftState == CAirMoveType::AIRCRAFT_FLYING)
						myPlane->SetState(CAirMoveType::AIRCRAFT_LANDING);	
				}
				return;
			}
			if(owner->currentFuel < myPlane->repairBelowHealth*owner->unitDef->maxFuel){
				if(commandQue.empty() || commandQue.front().id==CMD_PATROL){
					CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
					if(lp){
						owner->userAttackGround=false;
						owner->userTarget=0;
						inCommand=false;
						myPlane->AddDeathDependence(lp);
						myPlane->reservedPad=lp;
						myPlane->padStatus=0;
						myPlane->oldGoalPos=myPlane->goalPos;
						if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED){
							myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);
						}
						return;
					}		
				}
			}
		}
	}

	if(commandQue.empty()){
		if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_FLYING && !owner->unitDef->DontLand ())
			myPlane->SetState(CAirMoveType::AIRCRAFT_LANDING);

		if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
			if(myPlane->isFighter){
				float testRad=1000*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*10,testRad,owner->allyteam);
				if(enemy && !enemy->crashing){
					Command nc;
					nc.id=CMD_ATTACK;
					nc.params.push_back(enemy->id);
					nc.options=0;
					commandQue.push_front(nc);
					inCommand=false;
					return;
				}
			}
			if(owner->moveState && owner->fireState==2 && owner->maxRange>0){
				float testRad=500*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*20,testRad,owner->allyteam);
				if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)  && !enemy->crashing && (myPlane->isFighter || !enemy->unitDef->canfly)){
					Command nc;
					nc.id=CMD_ATTACK;
					nc.params.push_back(enemy->id);
					nc.options=0;
					commandQue.push_front(nc);
					inCommand=false;
					return;
				}
			}
		}
		return;
	}

	if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED && commandQue.front().id!=CMD_STOP){
		myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);
	}

	if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDING && commandQue.front().id!=CMD_STOP){
		myPlane->SetState(CAirMoveType::AIRCRAFT_FLYING);
	}

	float3 curPos=owner->pos;

	Command& c=commandQue.front();
	switch(c.id){
	case CMD_STOP:{
		CCommandAI::SlowUpdate();
		break;}
	case CMD_MOVE:{
		if(tempOrder){
			tempOrder=false;
			inCommand=true;
		}
		if(!inCommand){
			inCommand=true;
			commandPos1=myPlane->owner->pos;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		commandPos2=pos;
		myPlane->goalPos=pos;
		if(!(c.options&CONTROL_KEY)){
			if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
				if(myPlane->isFighter){
					float testRad=500*owner->moveState;
					CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*20,testRad,owner->allyteam);
					if(enemy && ((enemy->unitDef->canfly && !enemy->crashing && myPlane->isFighter) || (!enemy->unitDef->canfly && (!myPlane->isFighter || owner->moveState==2)))){
						if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
							Command nc;
							nc.id=CMD_ATTACK;
							nc.params.push_back(enemy->id);
							nc.options=c.options;
							commandQue.push_front(nc);
							tempOrder=true;
							inCommand=false;
							SlowUpdate();
							return;
						}
					}
				}
				if((!myPlane->isFighter || owner->moveState==2) && owner->maxRange>0){
					float testRad=325*owner->moveState;
					CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*30,testRad,owner->allyteam);
					if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater) && ((enemy->unitDef->canfly && !enemy->crashing && myPlane->isFighter) || (!enemy->unitDef->canfly && (!myPlane->isFighter || owner->moveState==2)))){
						if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
							Command nc;
							nc.id=CMD_ATTACK;
							nc.params.push_back(enemy->id);
							nc.options=c.options;
							commandQue.push_front(nc);
							tempOrder=true;
							inCommand=false;
							SlowUpdate();
							return;
						}
					}
				}
			}
		}
		if((curPos-pos).SqLength2D()<16000){
			FinishCommand();
		}
		break;}
	case CMD_PATROL:{
		float3 curPos=owner->pos;
		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			info->AddLine("Error: got patrol cmd with less than 3 params on %s in aircai",
				owner->unitDef->humanName.c_str());
			return;
		}
		Command temp;
		temp.id = CMD_FIGHT;
		temp.params.push_back(c.params[0]);
		temp.params.push_back(c.params[1]);
		temp.params.push_back(c.params[2]);
		temp.options = c.options|INTERNAL_ORDER;
		commandQue.push_back(c);
		commandQue.pop_front();
		commandQue.push_front(temp);
		if(owner->group){
			owner->group->CommandFinished(owner->id,CMD_PATROL);
		}
		SlowUpdate();
		break;}
	case CMD_FIGHT:{
		if(tempOrder){
			tempOrder=false;
			inCommand=true;
		}
		goalPos=float3(c.params[0],c.params[1],c.params[2]);
		if(!inCommand){
			commandPos2=goalPos;
			inCommand=true;
		}
		commandPos1=curPos;
		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			info->AddLine("Error: got fight cmd with less than 3 params on %s in aircai",
				owner->unitDef->humanName.c_str());
			return;
		}

		float testRad=1000*owner->moveState;
		CUnit* enemy = helper->GetClosestEnemyAircraft(owner->pos+owner->speed*10,testRad,owner->allyteam);
		if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
			if(myPlane->isFighter
				&& enemy && !enemy->crashing
				&& (owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000))
			{
				Command nc,c3;
				c3.id = CMD_MOVE; //keep it from being pulled too far off the path
				float3 dir = goalPos-curPos;
				dir.Normalize();
				dir*=sqrtf(1024+owner->xsize*owner->xsize+owner->ysize*owner->ysize);
				dir+=curPos;
				c3.params.push_back(dir.x);
				c3.params.push_back(dir.y);
				c3.params.push_back(dir.z);
				c3.options = c.options|INTERNAL_ORDER;
				nc.id=CMD_ATTACK;
				nc.params.push_back(enemy->id);
				nc.options=c.options|INTERNAL_ORDER;
				commandQue.push_front(nc);
				tempOrder=true;
				inCommand=false;
				if(lastPC1!=gs->frameNum){	//avoid infinite loops
					lastPC1=gs->frameNum;
					SlowUpdate();
				}
				return;
			} else if(owner->maxRange>0){
				float testRad=500*owner->moveState;
				enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*20,testRad,owner->allyteam);
				if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)  && !enemy->crashing
					&& (myPlane->isFighter || !enemy->unitDef->canfly))
				{
					if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
						Command nc,c3;
						c3.id = CMD_MOVE; //keep it from being pulled too far off the path
						float3 dir = goalPos-curPos;
						dir.Normalize();
						dir*=sqrtf(1024+owner->xsize*owner->xsize+owner->ysize*owner->ysize);
						dir+=curPos;
						c3.params.push_back(dir.x);
						c3.params.push_back(dir.y);
						c3.params.push_back(dir.z);
						c3.options = c.options|INTERNAL_ORDER;
						nc.id=CMD_ATTACK;
						nc.params.push_back(enemy->id);
						nc.options=c.options|INTERNAL_ORDER;
						commandQue.push_front(c3);
						commandQue.push_front(nc);
						tempOrder=true;
						inCommand=false;
						if(lastPC2!=gs->frameNum){	//avoid infinite loops
							lastPC2=gs->frameNum;
							SlowUpdate();
						}
						return;
					}
				}
			}
		}
		myPlane->goalPos=goalPos;

		if((owner->pos-goalPos).SqLength2D()<16000 || (owner->pos+owner->speed*8-goalPos).SqLength2D()<16000){
			FinishCommand();
		}
		return;}
	case CMD_ATTACK:
		targetAge++;
		if(tempOrder && owner->moveState==1){		//limit how far away we fly
			if(orderTarget && LinePointDist(commandPos1,commandPos2,orderTarget->pos) > 1500){
				owner->SetUserTarget(0);
				FinishCommand();
				break;
			}
		}
		if(tempOrder && myPlane->isFighter && orderTarget){
			if(owner->fireState==2 && owner->moveState!=0){
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*50,800,owner->allyteam);
				if(enemy && (!orderTarget->unitDef->canfly || (orderTarget->pos-owner->pos+owner->speed*50).Length()+100*gs->randFloat()*40-targetAge < (enemy->pos-owner->pos+owner->speed*50).Length())){
					c.params.clear();
					c.params.push_back(enemy->id);
					inCommand=false;
				}
			}
		}
		if(inCommand){
			if(targetDied || (c.params.size() == 1 && uh->units[int(c.params[0])] && !(uh->units[int(c.params[0])]->losStatus[owner->allyteam] & LOS_INRADAR))){
				FinishCommand();
				break;
			}
			if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
				owner->AttackUnit(0,true); 
				FinishCommand();
			  break;
			}    
			if(orderTarget && orderTarget->unitDef->canfly && orderTarget->crashing){
				owner->SetUserTarget(0);
				FinishCommand();
				break;
			}
			if(orderTarget){
//				myPlane->goalPos=orderTarget->pos;
			} else {
//				float3 pos(c.params[0],c.params[1],c.params[2]);
//				myPlane->goalPos=pos;
			}
		} else {
			targetAge=0;
			if(c.params.size()==1){
				if(uh->units[int(c.params[0])]!=0 && uh->units[int(c.params[0])]!=owner){
					orderTarget=uh->units[int(c.params[0])];
					owner->AttackUnit(orderTarget,false);
					AddDeathDependence(orderTarget);
					inCommand=true;
				} else {
					FinishCommand();
					break;
				}
			} else {
				float3 pos(c.params[0],c.params[1],c.params[2]);
				owner->AttackGround(pos,false);
				inCommand=true;
			}
		}
		break;
	case CMD_AREA_ATTACK:{
		if(targetDied){
			targetDied=false;
			inCommand=false;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		float radius=c.params[3];
		if(inCommand){
			if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED)
				inCommand=false;
			if(orderTarget && orderTarget->pos.distance2D(pos)>radius){
				inCommand=false;
				DeleteDeathDependence(orderTarget);
				orderTarget=0;
			}
			if ((c.params.size() == 4) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
				owner->AttackUnit(0,true); 
				FinishCommand();
			}    
		} else {
			if(myPlane->aircraftState!=CAirMoveType::AIRCRAFT_LANDED){
				inCommand=true;
				std::vector<int> eu;
				helper->GetEnemyUnits(pos,radius,owner->allyteam,eu);
				if(eu.empty()){
					float3 attackPos=pos+gs->randVector()*radius;
					attackPos.y=ground->GetHeight(attackPos.x,attackPos.z);
					owner->AttackGround(attackPos,false);
				} else {
					int num=(int) (gs->randFloat()*eu.size());
					orderTarget=uh->units[eu[num]];
					owner->AttackUnit(orderTarget,false);
					AddDeathDependence(orderTarget);
				}
			}
		}
		break;}
	case CMD_GUARD:
		if(uh->units[int(c.params[0])]!=0){
			CUnit* guarded=uh->units[int(c.params[0])];
			if(guarded->lastAttacker && guarded->lastAttack+40<gs->frameNum && owner->maxRange>0 && (owner->hasUWWeapons || !guarded->lastAttacker->isUnderWater)){
				Command nc;
				nc.id=CMD_ATTACK;
				nc.params.push_back(guarded->lastAttacker->id);
				nc.options=c.options;
				commandQue.push_front(nc);
				SlowUpdate();
				return;
			} else {
				Command c2;
				c2.id=CMD_MOVE;
				c2.options=c.options;
				c2.params.push_back(guarded->pos.x);
				c2.params.push_back(guarded->pos.y);
				c2.params.push_back(guarded->pos.z);
				c2.timeOut=gs->frameNum+60;
				commandQue.push_front(c2);
				return;
			}
		} else {
			FinishCommand();
		}
		break;
	default:
		CCommandAI::SlowUpdate();
		break;
	}
}
コード例 #15
0
ファイル: AirCAI.cpp プロジェクト: 9heart/spring
void CAirCAI::ExecuteFight(Command& c)
{
    assert((c.options & INTERNAL_ORDER) || owner->unitDef->canFight);

    // FIXME: check owner->UsingScriptMoveType() and skip rest if true?
    AAirMoveType* myPlane = GetStrafeAirMoveType(owner);

    assert(owner == myPlane->owner);

    if (tempOrder) {
        tempOrder = false;
        inCommand = true;
    }

    if (c.params.size() < 3) {
        LOG_L(L_ERROR, "[ACAI::%s][f=%d][id=%d] CMD_FIGHT #params < 3", __FUNCTION__, gs->frameNum, owner->id);
        return;
    }

    if (c.params.size() >= 6) {
        if (!inCommand) {
            commandPos1 = c.GetPos(3);
        }
    } else {
        // HACK to make sure the line (commandPos1,commandPos2) is NOT
        // rotated (only shortened) if we reach this because the previous return
        // fight command finished by the 'if((curPos-pos).SqLength2D()<(127*127)){'
        // condition, but is actually updated correctly if you click somewhere
        // outside the area close to the line (for a new command).
        commandPos1 = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);

        if ((owner->pos - commandPos1).SqLength2D() > (150 * 150)) {
            commandPos1 = owner->pos;
        }
    }

    goalPos = c.GetPos(0);

    if (!inCommand) {
        inCommand = true;
        commandPos2 = goalPos;
    }
    if (c.params.size() >= 6) {
        goalPos = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
    }

    // CMD_FIGHT is pretty useless if !canAttack, but we try to honour the modders wishes anyway...
    if (owner->unitDef->canAttack && (owner->fireState >= FIRESTATE_FIREATWILL)
            && (owner->moveState != MOVESTATE_HOLDPOS) && (owner->maxRange > 0))
    {
        CUnit* enemy = NULL;

        if (owner->unitDef->IsFighterAirUnit()) {
            const float3 P = ClosestPointOnLine(commandPos1, commandPos2, owner->pos + owner->speed*10);
            const float R = 1000.0f * owner->moveState;

            enemy = CGameHelper::GetClosestEnemyAircraft(NULL, P, R, owner->allyteam);
        }
        if (IsValidTarget(enemy) && (owner->moveState != MOVESTATE_MANEUVER
                                     || LinePointDist(commandPos1, commandPos2, enemy->pos) < 1000))
        {
            // make the attack-command inherit <c>'s options
            // (if <c> is internal, then so are the attacks)
            //
            // this is needed because CWeapon code will not
            // fire on "internal" targets if the weapon has
            // noAutoTarget set (although the <enemy> CUnit*
            // is technically not a user-target, we treat it
            // as such) even when explicitly told to fight
            Command nc(CMD_ATTACK, c.options, enemy->id);
            commandQue.push_front(nc);

            tempOrder = true;
            inCommand = false;

            if (lastPC1 != gs->frameNum) { // avoid infinite loops
                lastPC1 = gs->frameNum;
                SlowUpdate();
            }
            return;
        } else {
            const float3 P = ClosestPointOnLine(commandPos1, commandPos2, owner->pos + owner->speed * 20);
            const float R = 500.0f * owner->moveState;

            enemy = CGameHelper::GetClosestValidTarget(P, R, owner->allyteam, this);

            if (enemy != NULL) {
                PushOrUpdateReturnFight();

                // make the attack-command inherit <c>'s options
                Command nc(CMD_ATTACK, c.options, enemy->id);
                commandQue.push_front(nc);

                tempOrder = true;
                inCommand = false;

                // avoid infinite loops (?)
                if (lastPC2 != gs->frameNum) {
                    lastPC2 = gs->frameNum;
                    SlowUpdate();
                }
                return;
            }
        }
    }

    myPlane->goalPos = goalPos;

    const CStrafeAirMoveType* airMT = (!owner->UsingScriptMoveType())? static_cast<const CStrafeAirMoveType*>(myPlane): NULL;
    const float radius = (airMT != NULL)? std::max(airMT->turnRadius + 2*SQUARE_SIZE, 128.f) : 127.f;

    // we're either circling or will get to the target in 8 frames
    if ((owner->pos - goalPos).SqLength2D() < (radius * radius)
            || (owner->pos + owner->speed*8 - goalPos).SqLength2D() < 127*127)
    {
        FinishCommand();
    }
}
コード例 #16
0
void CAirCAI::SlowUpdate()
{
	if(!commandQue.empty() && commandQue.front().timeOut<gs->frameNum){
		FinishCommand();
		return;
	}

	CAirMoveType* myPlane=(CAirMoveType*)owner->moveType;

	if(owner->unitDef->maxFuel>0){
		if(myPlane->reservedPad){
			return;
		}else{
			if(owner->currentFuel <= 0){
				owner->userAttackGround=false;
				owner->userTarget=0;
				inCommand=false;

				CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
				if(lp){
					myPlane->AddDeathDependence(lp);
					myPlane->reservedPad=lp;
					myPlane->padStatus=0;
					myPlane->oldGoalPos=myPlane->goalPos;
					return;
				}
				float3 landingPos = airBaseHandler->FindClosestAirBasePos(owner,8000,owner->unitDef->minAirBasePower);
				if(landingPos != ZeroVector && owner->pos.distance2D(landingPos) > 300){
					if(myPlane->aircraftState == CAirMoveType::AIRCRAFT_LANDED && owner->pos.distance2D(landingPos) > 800)
						myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);	
					myPlane->goalPos=landingPos;		
				} else {
					if(myPlane->aircraftState == CAirMoveType::AIRCRAFT_FLYING)
						myPlane->SetState(CAirMoveType::AIRCRAFT_LANDING);	
				}
				return;
			}
			if(owner->currentFuel < myPlane->repairBelowHealth*owner->unitDef->maxFuel){
				if(commandQue.empty() || commandQue.front().id==CMD_PATROL){
					CAirBaseHandler::LandingPad* lp=airBaseHandler->FindAirBase(owner,8000,owner->unitDef->minAirBasePower);
					if(lp){
						owner->userAttackGround=false;
						owner->userTarget=0;
						inCommand=false;
						myPlane->AddDeathDependence(lp);
						myPlane->reservedPad=lp;
						myPlane->padStatus=0;
						myPlane->oldGoalPos=myPlane->goalPos;
						if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED){
							myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);
						}
						return;
					}		
				}
			}
		}
	}
	
	if(commandQue.empty()){
		if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_FLYING && !owner->unitDef->DontLand ())
			myPlane->SetState(CAirMoveType::AIRCRAFT_LANDING);

		if(owner->unitDef->canAttack && owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
			if(myPlane->isFighter){
				float testRad=1000*owner->moveState;
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*10,testRad,owner->allyteam);
				if(enemy && !enemy->crashing){
					Command nc;
					nc.id=CMD_ATTACK;
					nc.params.push_back(enemy->id);
					nc.options=0;
					commandQue.push_front(nc);
					inCommand=false;
					return;
				}
			}
			float testRad=500*owner->moveState;
			CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*20,testRad,owner->allyteam);
			if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)  && !enemy->crashing && (myPlane->isFighter || !enemy->unitDef->canfly)){
				Command nc;
				nc.id=CMD_ATTACK;
				nc.params.push_back(enemy->id);
				nc.options=0;
				commandQue.push_front(nc);
				inCommand=false;
				return;
			}
		}
		return;
	}

	Command& c = commandQue.front();

	if (c.id == CMD_WAIT) {
		if ((myPlane->aircraftState == CAirMoveType::AIRCRAFT_FLYING)
		    && !owner->unitDef->DontLand()) {
			myPlane->SetState(CAirMoveType::AIRCRAFT_LANDING);
		}
		return;
	}

	if (c.id != CMD_STOP) {
		if (myPlane->aircraftState == CAirMoveType::AIRCRAFT_LANDED) {
			myPlane->SetState(CAirMoveType::AIRCRAFT_TAKEOFF);
		}
		if (myPlane->aircraftState == CAirMoveType::AIRCRAFT_LANDING) {
			myPlane->SetState(CAirMoveType::AIRCRAFT_FLYING);
		}
	}

	float3 curPos=owner->pos;

	switch(c.id){
	case CMD_STOP:{
		CCommandAI::SlowUpdate();
		break;
	}
	case CMD_MOVE:{
		if(tempOrder){
			tempOrder=false;
			inCommand=true;
		}
		if(!inCommand){
			inCommand=true;
			commandPos1=myPlane->owner->pos;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		commandPos2=pos;
		myPlane->goalPos=pos;
		if(owner->unitDef->canAttack && !(c.options&CONTROL_KEY)){
			if(owner->fireState==2 && owner->moveState!=0 && owner->maxRange>0){
				if(myPlane->isFighter){
					float testRad=500*owner->moveState;
					CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*20,testRad,owner->allyteam);
					if(enemy && ((enemy->unitDef->canfly && !enemy->crashing && myPlane->isFighter) || (!enemy->unitDef->canfly && (!myPlane->isFighter || owner->moveState==2)))){
						if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
							Command nc;
							nc.id=CMD_ATTACK;
							nc.params.push_back(enemy->id);
							nc.options=c.options;
							commandQue.push_front(nc);
							tempOrder=true;
							inCommand=false;
							SlowUpdate();
							return;
						}
					}
				}
				if((!myPlane->isFighter || owner->moveState==2) && owner->maxRange>0){
					float testRad=325*owner->moveState;
					CUnit* enemy=helper->GetClosestEnemyUnit(owner->pos+owner->speed*30,testRad,owner->allyteam);
					if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater) && ((enemy->unitDef->canfly && !enemy->crashing && myPlane->isFighter) || (!enemy->unitDef->canfly && (!myPlane->isFighter || owner->moveState==2)))){
						if(owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000){
							Command nc;
							nc.id=CMD_ATTACK;
							nc.params.push_back(enemy->id);
							nc.options=c.options;
							commandQue.push_front(nc);
							tempOrder=true;
							inCommand=false;
							SlowUpdate();
							return;
						}
					}
				}
			}
		}
		if((curPos-pos).SqLength2D()<16000){
			FinishCommand();
		}
		break;}
	case CMD_PATROL:{
		assert(owner->unitDef->canPatrol);
		float3 curPos=owner->pos;
		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			logOutput.Print("Error: got patrol cmd with less than 3 params on %s in aircai",
				owner->unitDef->humanName.c_str());
			return;
		}
		Command temp;
		temp.id = CMD_FIGHT;
		temp.params.push_back(c.params[0]);
		temp.params.push_back(c.params[1]);
		temp.params.push_back(c.params[2]);
		temp.options = c.options|INTERNAL_ORDER;
		commandQue.push_back(c);
		commandQue.pop_front();
		commandQue.push_front(temp);
		if(owner->group){
			owner->group->CommandFinished(owner->id,CMD_PATROL);
		}
		SlowUpdate();
		break;}
	case CMD_FIGHT:{
		assert((c.options & INTERNAL_ORDER) || owner->unitDef->canFight);
		if(tempOrder){
			tempOrder=false;
			inCommand=true;
		}
		if(c.params.size()<3){		//this shouldnt happen but anyway ...
			logOutput.Print("Error: got fight cmd with less than 3 params on %s in AirCAI", owner->unitDef->humanName.c_str());
			return;
		}
		if(c.params.size() >= 6){
			if(!inCommand){
				commandPos1 = float3(c.params[3],c.params[4],c.params[5]);
			}
		} else {
			// Some hackery to make sure the line (commandPos1,commandPos2) is NOT
			// rotated (only shortened) if we reach this because the previous return
			// fight command finished by the 'if((curPos-pos).SqLength2D()<(127*127)){'
			// condition, but is actually updated correctly if you click somewhere
			// outside the area close to the line (for a new command).
			commandPos1 = ClosestPointOnLine(commandPos1, commandPos2, curPos);
			if ((curPos-commandPos1).SqLength2D()>(150*150)) {
				commandPos1 = curPos;
			}
		}
		goalPos=float3(c.params[0],c.params[1],c.params[2]);
		if(!inCommand){
			inCommand = true;
			commandPos2=goalPos;
		}

		// CMD_FIGHT is pretty useless if !canAttack but we try to honour the modders wishes anyway...
		if (owner->unitDef->canAttack && owner->fireState == 2 && owner->moveState != 0 && owner->maxRange > 0) {
			float3 curPosOnLine = ClosestPointOnLine(commandPos1, commandPos2, owner->pos+owner->speed*10);
			float testRad=1000*owner->moveState;
			CUnit* enemy = helper->GetClosestEnemyAircraft(curPosOnLine,testRad,owner->allyteam);
			if(myPlane->isFighter
				&& enemy && !enemy->crashing
				&& (owner->moveState!=1 || LinePointDist(commandPos1,commandPos2,enemy->pos) < 1000))
			{
				Command nc;
				nc.id=CMD_ATTACK;
				nc.params.push_back(enemy->id);
				nc.options=c.options|INTERNAL_ORDER;
				commandQue.push_front(nc);
				tempOrder=true;
				inCommand=false;
				if(lastPC1!=gs->frameNum){	//avoid infinite loops
					lastPC1=gs->frameNum;
					SlowUpdate();
				}
				return;
			} else {
				float3 curPosOnLine = ClosestPointOnLine(commandPos1, commandPos2, owner->pos+owner->speed*20);
				float testRad=500*owner->moveState;
				enemy=helper->GetClosestEnemyUnit(curPosOnLine,testRad,owner->allyteam);
				if(enemy && (owner->hasUWWeapons || !enemy->isUnderWater)  && !enemy->crashing
					&& (myPlane->isFighter || !enemy->unitDef->canfly))
				{
					Command nc;
					nc.id=CMD_ATTACK;
					nc.params.push_back(enemy->id);
					nc.options=c.options|INTERNAL_ORDER;
					PushOrUpdateReturnFight();
					commandQue.push_front(nc);
					tempOrder=true;
					inCommand=false;
					if(lastPC2!=gs->frameNum){	//avoid infinite loops
						lastPC2=gs->frameNum;
						SlowUpdate();
					}
					return;
				}
			}
		}
		myPlane->goalPos=goalPos;

		if((owner->pos-goalPos).SqLength2D()<(127*127) || (owner->pos+owner->speed*8-goalPos).SqLength2D()<(127*127)){
			FinishCommand();
		}
		return;}
	case CMD_ATTACK:
		assert(owner->unitDef->canAttack);
		targetAge++;
		if(tempOrder && owner->moveState==1){		//limit how far away we fly
			if(orderTarget && LinePointDist(commandPos1,commandPos2,orderTarget->pos) > 1500){
				owner->SetUserTarget(0);
				FinishCommand();
				break;
			}
		}
		if(tempOrder && myPlane->isFighter && orderTarget){
			if(owner->fireState==2 && owner->moveState!=0){
				CUnit* enemy=helper->GetClosestEnemyAircraft(owner->pos+owner->speed*50,800,owner->allyteam);
				if(enemy && (!orderTarget->unitDef->canfly || (orderTarget->pos-owner->pos+owner->speed*50).Length()+100*gs->randFloat()*40-targetAge < (enemy->pos-owner->pos+owner->speed*50).Length())){
					c.params.clear();
					c.params.push_back(enemy->id);
					inCommand=false;
				}
			}
		}
		if(inCommand){
			if(targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)){
				FinishCommand();
				break;
			}
			if ((c.params.size() == 3) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
				owner->AttackUnit(0,true); 
				FinishCommand();
			  break;
			}
			if(orderTarget && orderTarget->unitDef->canfly && orderTarget->crashing){
				owner->SetUserTarget(0);
				FinishCommand();
				break;
			}
			if(orderTarget){
//				myPlane->goalPos=orderTarget->pos;
			} else {
//				float3 pos(c.params[0],c.params[1],c.params[2]);
//				myPlane->goalPos=pos;
			}
		} else {
			targetAge=0;
			if(c.params.size()==1){
				if(uh->units[int(c.params[0])]!=0 && uh->units[int(c.params[0])]!=owner){
					orderTarget=uh->units[int(c.params[0])];
					owner->AttackUnit(orderTarget,false);
					AddDeathDependence(orderTarget);
					inCommand=true;
				} else {
					FinishCommand();
					break;
				}
			} else {
				float3 pos(c.params[0],c.params[1],c.params[2]);
				owner->AttackGround(pos,false);
				inCommand=true;
			}
		}
		break;
	case CMD_AREA_ATTACK:{
		assert(owner->unitDef->canAttack);
		if(targetDied){
			targetDied=false;
			inCommand=false;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		float radius=c.params[3];
		if(inCommand){
			if(myPlane->aircraftState==CAirMoveType::AIRCRAFT_LANDED)
				inCommand=false;
			if(orderTarget && orderTarget->pos.distance2D(pos)>radius){
				inCommand=false;
				DeleteDeathDependence(orderTarget);
				orderTarget=0;
			}
			if ((c.params.size() == 4) && (owner->commandShotCount > 0) && (commandQue.size() > 1)) {
				owner->AttackUnit(0,true); 
				FinishCommand();
			}
		} else {
			if(myPlane->aircraftState!=CAirMoveType::AIRCRAFT_LANDED){
				inCommand=true;
				std::vector<int> eu;
				helper->GetEnemyUnits(pos,radius,owner->allyteam,eu);
				if(eu.empty()){
					float3 attackPos=pos+gs->randVector()*radius;
					attackPos.y=ground->GetHeight(attackPos.x,attackPos.z);
					owner->AttackGround(attackPos,false);
				} else {
					int num=(int) (gs->randFloat()*eu.size());
					orderTarget=uh->units[eu[num]];
					owner->AttackUnit(orderTarget,false);
					AddDeathDependence(orderTarget);
				}
			}
		}
		break;}
	case CMD_GUARD:
		assert(owner->unitDef->canGuard);
		if (int(c.params[0]) >= 0 && uh->units[int(c.params[0])] != NULL && UpdateTargetLostTimer(int(c.params[0]))) {
			CUnit* guarded=uh->units[int(c.params[0])];
			if(owner->unitDef->canAttack && guarded->lastAttacker && guarded->lastAttack+40<gs->frameNum && owner->maxRange>0 && (owner->hasUWWeapons || !guarded->lastAttacker->isUnderWater)){
				Command nc;
				nc.id=CMD_ATTACK;
				nc.params.push_back(guarded->lastAttacker->id);
				nc.options=c.options;
				commandQue.push_front(nc);
				SlowUpdate();
				return;
			} else {
				Command c2;
				c2.id=CMD_MOVE;
				c2.options=c.options;
				c2.params.push_back(guarded->pos.x);
				c2.params.push_back(guarded->pos.y);
				c2.params.push_back(guarded->pos.z);
				c2.timeOut=gs->frameNum+60;
				commandQue.push_front(c2);
				return;
			}
		} else {
			FinishCommand();
		}
		break;
	default:
		CCommandAI::SlowUpdate();
		break;
	}
}