コード例 #1
0
void CBuilderCAI::ExecuteCapture(Command &c)
{
	assert(owner->unitDef->canCapture);
	CBuilder* fac=(CBuilder*)owner;
	if(c.params.size()==1){		//capture unit
		CUnit* unit=uh->units[(int)c.params[0]];
		if(unit && unit->team!=owner->team && UpdateTargetLostTimer((int)c.params[0])){
			if(unit->pos.distance2D(fac->pos)<fac->buildDistance+unit->radius-8){
				StopMove();
				fac->SetCaptureTarget(unit);
				owner->moveType->KeepPointingTo(unit->pos, fac->buildDistance*0.9f+unit->radius, false);
			} else {
				if(goalPos.distance2D(unit->pos)>1)
					SetGoal(unit->pos,owner->pos, fac->buildDistance*0.9f+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;
}
コード例 #2
0
void CAirCAI::ExecuteGuard(Command &c)
{
	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->lastAttack + 40 < gs->frameNum
				&& owner->maxRange > 0 && IsValidTarget(guarded->lastAttacker))
		{
			Command nc;
			nc.id = CMD_ATTACK;
			nc.params.push_back(guarded->lastAttacker->id);
			nc.options = c.options | INTERNAL_ORDER;
			commandQue.push_front(nc);
			SlowUpdate();
			return;
		} else {
			Command c2;
			c2.id = CMD_MOVE;
			c2.options = c.options | INTERNAL_ORDER;
			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();
	}
}
コード例 #3
0
ファイル: CommandAI.cpp プロジェクト: AlexDiede/spring
void CCommandAI::ExecuteAttack(Command& c)
{
	assert(owner->unitDef->canAttack);

	if (inCommand) {
		if (targetDied || (c.params.size() == 1 && UpdateTargetLostTimer(int(c.params[0])) == 0)) {
			FinishCommand();
			return;
		}
		if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
			FinishCommand();
			return;
		}
	} else {
		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;
			}

			SetOrderTarget(targetUnit);
			owner->AttackUnit(targetUnit, (c.options & INTERNAL_ORDER) == 0, c.GetID() == CMD_MANUALFIRE);
			inCommand = true;
		} else {
			owner->AttackGround(c.GetPos(0), (c.options & INTERNAL_ORDER) == 0, c.GetID() == CMD_MANUALFIRE);
			inCommand = true;
		}
	}
}
コード例 #4
0
ファイル: BuilderCAI.cpp プロジェクト: Finkky/spring
void CBuilderCAI::ExecuteCapture(Command& c)
{
	// not all builders are capture-capable by default
	if (!owner->unitDef->canCapture)
		return;

	CBuilder* builder = (CBuilder*) owner;

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

		if (unit == NULL) {
			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; // do not walk too far outside capture area

			if (((pos - unit->pos).SqLength2D() > (radius * radius) ||
				(builder->curCapture == unit && unit->isMoving && !IsInBuildRange(unit)))) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		if (unit->unitDef->capturable && unit->team != owner->team && UpdateTargetLostTimer(unit->id)) {
			if (MoveInBuildRange(unit)) {
				builder->SetCaptureTarget(unit);
			}
		} else {
			StopMove();
			FinishCommand();
		}
	} else if (c.params.size() == 4) {
		// area capture
		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];

		builder->StopBuild();

		if (FindCaptureTargetAndCapture(pos, radius, c.options, (c.options & META_KEY))) {
			inCommand = false;
			SlowUpdate();
			return;
		}
		if (!(c.options & ALT_KEY)) {
			FinishCommand();
		}
	} else {
		FinishCommand();
	}
	return;
}
コード例 #5
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 #6
0
ファイル: AirCAI.cpp プロジェクト: 9heart/spring
void CAirCAI::ExecuteGuard(Command& c)
{
    assert(owner->unitDef->canGuard);

    const CUnit* guardee = unitHandler->GetUnit(c.params[0]);

    if (guardee == NULL) {
        FinishCommand();
        return;
    }
    if (UpdateTargetLostTimer(guardee->id) == 0) {
        FinishCommand();
        return;
    }
    if (guardee->outOfMapTime > (GAME_SPEED * 5)) {
        FinishCommand();
        return;
    }

    const bool pushAttackCommand =
        (owner->maxRange > 0.0f) &&
        owner->unitDef->canAttack &&
        ((guardee->lastAttackFrame + 40) < gs->frameNum) &&
        IsValidTarget(guardee->lastAttacker);

    if (pushAttackCommand) {
        Command nc(CMD_ATTACK, c.options | INTERNAL_ORDER, guardee->lastAttacker->id);
        commandQue.push_front(nc);
        SlowUpdate();
    } else {
        Command c2(CMD_MOVE, c.options | INTERNAL_ORDER);
        c2.timeOut = gs->frameNum + 60;

        if (guardee->pos.IsInBounds()) {
            c2.PushPos(guardee->pos);
        } else {
            float3 clampedGuardeePos = guardee->pos;

            clampedGuardeePos.ClampInBounds();

            c2.PushPos(clampedGuardeePos);
        }

        commandQue.push_front(c2);
    }
}
コード例 #7
0
ファイル: AirCAI.cpp プロジェクト: BrainDamage/spring
void CAirCAI::ExecuteGuard(Command& c)
{
	assert(owner->unitDef->canGuard);

	const CUnit* guardee = uh->GetUnit(c.params[0]);

	if (guardee == NULL) { FinishCommand(); return; }
	if (UpdateTargetLostTimer(guardee->id) == 0) { FinishCommand(); return; }
	if (guardee->outOfMapTime > (GAME_SPEED * 5)) { FinishCommand(); return; }

	const bool pushAttackCommand =
		owner->maxRange > 0.0f &&
		owner->unitDef->canAttack &&
		(guardee->lastAttack + 40 < gs->frameNum) &&
		IsValidTarget(guardee->lastAttacker);

	if (pushAttackCommand) {
		Command nc;
			nc.id = CMD_ATTACK;
			nc.params.push_back(guardee->lastAttacker->id);
			nc.options = c.options | INTERNAL_ORDER;
		commandQue.push_front(nc);
		SlowUpdate();
	} else {
		Command c2;
			c2.id = CMD_MOVE;
			c2.options = c.options | INTERNAL_ORDER;
			c2.timeOut = gs->frameNum + 60;

		if (guardee->pos.IsInBounds()) {
			c2.params.push_back(guardee->pos.x);
			c2.params.push_back(guardee->pos.y);
			c2.params.push_back(guardee->pos.z);
		} else {
			float3 clampedGuardeePos = guardee->pos;

			clampedGuardeePos.CheckInBounds();

			c2.params.push_back(clampedGuardeePos.x);
			c2.params.push_back(clampedGuardeePos.y);
			c2.params.push_back(clampedGuardeePos.z);
		}

		commandQue.push_front(c2);
	}
}
コード例 #8
0
ファイル: CommandAI.cpp プロジェクト: Gepard/spring
/**
* @brief Causes this CommandAI to execute the attack order c
*/
void CCommandAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);

	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)) {
			FinishCommand();
			return;
		}
		if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
			FinishCommand();
			return;
		}
	}
	else {
		owner->commandShotCount = -1;

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

			if (legalTarget && targetUnit != 0x0 && targetUnit != owner) {
				owner->AttackUnit(targetUnit, c.id == CMD_DGUN);

				if (orderTarget)
					DeleteDeathDependence(orderTarget);

				orderTarget = targetUnit;
				AddDeathDependence(orderTarget);
				inCommand = true;
			} else {
				FinishCommand();
				return;
			}
		} else {
			float3 pos(c.params[0], c.params[1], c.params[2]);
			owner->AttackGround(pos, c.id == CMD_DGUN);
			inCommand = true;
		}
	}
}
コード例 #9
0
ファイル: MobileCAI.cpp プロジェクト: AlexDiede/spring
/**
* @brief Executes the guard command c
*/
void CMobileCAI::ExecuteGuard(Command &c)
{
	assert(owner->unitDef->canGuard);
	assert(!c.params.empty());

	const CUnit* guardee = unitHandler->GetUnit(c.params[0]);

	if (guardee == NULL) { FinishCommand(); return; }
	if (UpdateTargetLostTimer(guardee->id) == 0) { FinishCommand(); return; }
	if (guardee->outOfMapTime > (GAME_SPEED * 5)) { FinishCommand(); return; }

	const bool pushAttackCommand =
		owner->unitDef->canAttack &&
		(guardee->lastAttackFrame + 40 < gs->frameNum) &&
		IsValidTarget(guardee->lastAttacker);

	if (pushAttackCommand) {
		Command nc(CMD_ATTACK, c.options, guardee->lastAttacker->id);
		commandQue.push_front(nc);

		StopSlowGuard();
		SlowUpdate();
	} else {
		const float3 dif = (guardee->pos - owner->pos).SafeNormalize();
		const float3 goal = guardee->pos - dif * (guardee->radius + owner->radius + 64.0f);
		const bool resetGoal =
			((goalPos - goal).SqLength2D() > 1600.0f) ||
			(goalPos - owner->pos).SqLength2D() < Square(owner->moveType->GetMaxSpeed() * GAME_SPEED + 1 + SQUARE_SIZE * 2);

		if (resetGoal) {
			SetGoal(goal, owner->pos);
		}

		if ((goal - owner->pos).SqLength2D() < 6400.0f) {
			StartSlowGuard(guardee->moveType->GetMaxSpeed());

			if ((goal - owner->pos).SqLength2D() < 1800.0f) {
				StopMove();
				NonMoving();
			}
		} else {
			StopSlowGuard();
		}
	}
}
コード例 #10
0
ファイル: MobileCAI.cpp プロジェクト: Mocahteam/SpringPP
/**
* @brief Executes the guard command c
*/
void CMobileCAI::ExecuteGuard(Command &c)
{
	assert(owner->unitDef->canGuard);
	assert(!c.params.empty());

	CUnit* guarded = uh->GetUnit(c.params[0]);

	if (guarded != NULL && UpdateTargetLostTimer(guarded->id)) {
		if (owner->unitDef->canAttack && guarded->lastAttack + 40 < gs->frameNum
				&& IsValidTarget(guarded->lastAttacker))
		{
			StopSlowGuard();
			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->speed * guarded->frontdir;
			float3 dif = guarded->pos - owner->pos;
			dif.Normalize();
			float3 goal = guarded->pos - dif * (guarded->radius + owner->radius + 64);
			if((goalPos - goal).SqLength2D() > 1600
					|| (goalPos - owner->pos).SqLength2D()
						< (owner->maxSpeed*30 + 1 + SQUARE_SIZE*2)
						 * (owner->maxSpeed*30 + 1 + SQUARE_SIZE*2)){
				SetGoal(goal, owner->pos);
			}
			if((goal - owner->pos).SqLength2D() < 6400) {
				StartSlowGuard(guarded->maxSpeed);
				if((goal-owner->pos).SqLength2D() < 1800){
					StopMove();
					NonMoving();
				}
			} else {
				StopSlowGuard();
			}
		}
	} else {
		FinishCommand();
	}
	return;
}
コード例 #11
0
void CBuilderCAI::ExecuteReclaim(Command &c)
{
	assert(owner->unitDef->canReclaim);
	CBuilder* fac=(CBuilder*)owner;
	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(!ReclaimObject(feature)){
					StopMove();
					FinishCommand();
				}
			} else {
				StopMove();
				FinishCommand();
			}

		} else {							//reclaim unit
			CUnit* unit=uh->units[id];
			if(unit && unit!=owner && unit->unitDef->reclaimable && UpdateTargetLostTimer(id)){
				if(!ReclaimObject(unit)){
					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,true)){
			inCommand=false;
			SlowUpdate();
			return;
		}
		if(!(c.options & ALT_KEY)){
			FinishCommand();
		}
	} else {	//wrong number of parameters
		FinishCommand();
	}
	return;
}
コード例 #12
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 #13
0
ファイル: CommandAI.cpp プロジェクト: eXLabT/spring
/**
* @brief Causes this CommandAI to execute the attack order c
*/
void CCommandAI::ExecuteAttack(Command &c)
{
	assert(owner->unitDef->canAttack);

	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)) {
			FinishCommand();
			return;
		}
		if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
			FinishCommand();
			return;
		}
	}
	else {
		owner->commandShotCount = -1;

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

			if (targetUnit != NULL && targetUnit != owner) {
				owner->AttackUnit(targetUnit, c.id == CMD_DGUN);

				if (orderTarget)
					DeleteDeathDependence(orderTarget);

				orderTarget = targetUnit;
				AddDeathDependence(orderTarget);
				inCommand = true;
			} else {
				FinishCommand();
				return;
			}
		} else {
			float3 pos(c.params[0], c.params[1], c.params[2]);
			owner->AttackGround(pos, c.id == CMD_DGUN);
			inCommand = true;
		}
	}
}
コード例 #14
0
ファイル: CommandAI.cpp プロジェクト: azotlikid/spring
void CCommandAI::ExecuteAttack(Command& c)
{
	assert(owner->unitDef->canAttack);

	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)) {
			FinishCommand();
			return;
		}
		if (!(c.options & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
			FinishCommand();
			return;
		}
	} else {
		owner->commandShotCount = -1;

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

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

			SetOrderTarget(targetUnit);
			owner->AttackUnit(targetUnit, c.GetID() == CMD_MANUALFIRE);

			inCommand = true;
		} else {
			float3 pos(c.params[0], c.params[1], c.params[2]);
			owner->AttackGround(pos, c.GetID() == CMD_MANUALFIRE);
			inCommand = true;
		}
	}
}
コード例 #15
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 #16
0
ファイル: BuilderCAI.cpp プロジェクト: Finkky/spring
void CBuilderCAI::ExecuteReclaim(Command& c)
{
	CBuilder* builder = (CBuilder*) owner;

	// not all builders are reclaim-capable by default
	if (!owner->unitDef->canReclaim)
		return;

	if (c.params.size() == 1 || c.params.size() == 5) {
		const int signedId = (int) c.params[0];

		if (signedId < 0) {
			LOG_L(L_WARNING, "Trying to reclaim unit or feature with id < 0 (%i), aborting.", signedId);
			return;
		}

		const unsigned int uid = signedId;

		//FIXME add a per-unit solution to better balance the load?
		const bool checkForBetterTarget = (gs->frameNum % (5 * UNIT_SLOWUPDATE_RATE)) < UNIT_SLOWUPDATE_RATE;
		if (checkForBetterTarget && (c.options & INTERNAL_ORDER) && (c.params.size() >= 5)) {
			// regular check if there is a closer reclaim target
			CSolidObject* obj;
			if (uid >= uh->MaxUnits()) {
				obj = featureHandler->GetFeature(uid - uh->MaxUnits());
			} else {
				obj = uh->GetUnit(uid);
			}
			if (obj) {
				const float3 pos(c.params[1], c.params[2], c.params[3]);
				const float radius = c.params[4];
				const float curdist = pos.SqDistance2D(obj->pos);

				const bool recUnits = !!(c.options & META_KEY);
				const bool recEnemyOnly = (c.options & META_KEY) && (c.options & CONTROL_KEY);
				const bool recSpecial = !!(c.options & CONTROL_KEY);

				ReclaimOption recopt = REC_NORESCHECK;
				if (recUnits)     recopt |= REC_UNITS;
				if (recEnemyOnly) recopt |= REC_ENEMYONLY;
				if (recSpecial)   recopt |= REC_SPECIAL;
				
				const int rid = FindReclaimTarget(pos, radius, c.options, recopt, curdist);
				if ((rid > 0) && (rid != uid)) {
					FinishCommand();
					RemoveUnitFromReclaimers(owner);
					RemoveUnitFromFeatureReclaimers(owner);
					return;
				}
			}
		}

		if (uid >= uh->MaxUnits()) { // reclaim feature
			CFeature* feature = featureHandler->GetFeature(uid - uh->MaxUnits());

			if (feature != NULL) {
				bool featureBeingResurrected = IsFeatureBeingResurrected(feature->id, owner);
				featureBeingResurrected &= (c.options & INTERNAL_ORDER) && !(c.options & CONTROL_KEY);

				if (featureBeingResurrected || !ReclaimObject(feature)) {
					StopMove();
					FinishCommand();
					RemoveUnitFromFeatureReclaimers(owner);
				} else {
					AddUnitToFeatureReclaimers(owner);
				}
			} else {
				StopMove();
				FinishCommand();
				RemoveUnitFromFeatureReclaimers(owner);
			}

			RemoveUnitFromReclaimers(owner);
		} else { // reclaim unit
			CUnit* unit = uh->GetUnit(uid);

			if (unit != NULL && 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 reclaim area

				const bool outOfReclaimRange =
					(pos.SqDistance2D(unit->pos) > radius * radius) ||
					(builder->curReclaim == unit && unit->isMoving && !IsInBuildRange(unit));
				const bool busyAlliedBuilder =
					unit->unitDef->builder &&
					!unit->commandAI->commandQue.empty() &&
					teamHandler->Ally(owner->allyteam, unit->allyteam);

				if (outOfReclaimRange || busyAlliedBuilder) {
					StopMove();
					RemoveUnitFromReclaimers(owner);
					FinishCommand();
					RemoveUnitFromFeatureReclaimers(owner);
					return;
				}
			}

			if (unit != NULL && unit != owner && unit->unitDef->reclaimable && UpdateTargetLostTimer(unit->id) && unit->AllowedReclaim(owner)) {
				if (!ReclaimObject(unit)) {
					StopMove();
					FinishCommand();
				} else {
					AddUnitToReclaimers(owner);
				}
			} else {
				RemoveUnitFromReclaimers(owner);
				FinishCommand();
			}

			RemoveUnitFromFeatureReclaimers(owner);
		}
	} else if (c.params.size() == 4) {
		// area reclaim
		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];
		const bool recUnits = !!(c.options & META_KEY);
		const bool recEnemyOnly = (c.options & META_KEY) && (c.options & CONTROL_KEY);
		const bool recSpecial = !!(c.options & CONTROL_KEY);

		RemoveUnitFromReclaimers(owner);
		RemoveUnitFromFeatureReclaimers(owner);
		builder->StopBuild();

		ReclaimOption recopt = REC_NORESCHECK;
		if (recUnits)     recopt |= REC_UNITS;
		if (recEnemyOnly) recopt |= REC_ENEMYONLY;
		if (recSpecial)   recopt |= REC_SPECIAL;

		if (FindReclaimTargetAndReclaim(pos, radius, c.options, recopt)) {
			inCommand = false;
			SlowUpdate();
			return;
		}
		if(!(c.options & ALT_KEY)){
			FinishCommand();
		}
	} else {
		// wrong number of parameters
		RemoveUnitFromReclaimers(owner);
		RemoveUnitFromFeatureReclaimers(owner);
		FinishCommand();
	}
}
コード例 #17
0
ファイル: BuilderCAI.cpp プロジェクト: Finkky/spring
void CBuilderCAI::ExecuteGuard(Command& c)
{
	if (!owner->unitDef->canGuard)
		return;

	CBuilder* builder = (CBuilder*) owner;
	CUnit* guardee = uh->GetUnit(c.params[0]);

	if (guardee == NULL) { FinishCommand(); return; }
	if (guardee == owner) { FinishCommand(); return; }
	if (UpdateTargetLostTimer(guardee->id) == 0) { FinishCommand(); return; }
	if (guardee->outOfMapTime > (GAME_SPEED * 5)) { FinishCommand(); return; }


	if (CBuilder* b = dynamic_cast<CBuilder*>(guardee)) {
		if (b->terraforming) {
			if (MoveInBuildRange(b->terraformCenter, b->terraformRadius * 0.7f)) {
				builder->HelpTerraform(b);
			} else {
				StopSlowGuard();
			}
			return;
		} else if (b->curReclaim && owner->unitDef->canReclaim) {
			StopSlowGuard();
			if (!ReclaimObject(b->curReclaim)) {
				StopMove();
			}
			return;
		} else if (b->curResurrect && owner->unitDef->canResurrect) {
			StopSlowGuard();
			if (!ResurrectObject(b->curResurrect)) {
				StopMove();
			}
			return;
		} else {
			builder->StopBuild();
		}

		const bool pushRepairCommand =
			(  b->curBuild != NULL) &&
			(  b->curBuild->soloBuilder == NULL || b->curBuild->soloBuilder == owner) &&
			(( b->curBuild->beingBuilt && owner->unitDef->canAssist) ||
			( !b->curBuild->beingBuilt && owner->unitDef->canRepair));

		if (pushRepairCommand) {
			StopSlowGuard();

			Command nc(CMD_REPAIR, c.options);
			nc.params.push_back(b->curBuild->id);

			commandQue.push_front(nc);
			inCommand = false;
			SlowUpdate();
			return;
		}
	}

	if (CFactory* fac = dynamic_cast<CFactory*>(guardee)) {
		const bool pushRepairCommand =
			(  fac->curBuild != NULL) &&
			(  fac->curBuild->soloBuilder == NULL || fac->curBuild->soloBuilder == owner) &&
			(( fac->curBuild->beingBuilt && owner->unitDef->canAssist) ||
			 (!fac->curBuild->beingBuilt && owner->unitDef->canRepair));

		if (pushRepairCommand) {
			StopSlowGuard();

			Command nc(CMD_REPAIR, c.options);
			nc.params.push_back(fac->curBuild->id);

			commandQue.push_front(nc);
			inCommand = false;
			// SlowUpdate();
			return;
		}
	}

	if (!(c.options & CONTROL_KEY) && IsUnitBeingReclaimed(guardee, owner))
		return;

	const float3 pos    = guardee->pos;
	const float  radius = (guardee->immobile) ? guardee->radius : guardee->radius * 0.8f; // in case of mobile units reduce radius a bit
	
	if (MoveInBuildRange(pos, radius)) {
		StartSlowGuard(guardee->moveType->GetMaxSpeed());

		const bool pushRepairCommand =
			(  guardee->health < guardee->maxHealth) &&
			(  guardee->soloBuilder == NULL || guardee->soloBuilder == owner) &&
			(( guardee->beingBuilt && owner->unitDef->canAssist) ||
			 (!guardee->beingBuilt && owner->unitDef->canRepair));

		if (pushRepairCommand) {
			StopSlowGuard();

			Command nc(CMD_REPAIR, c.options);
			nc.params.push_back(guardee->id);

			commandQue.push_front(nc);
			inCommand = false;
			return;
		} else {
			NonMoving();
		}
	} else {
		StopSlowGuard();
	}
}
コード例 #18
0
void CBuilderCAI::ExecuteReclaim(Command& c)
{
	assert(owner->unitDef->canReclaim);
	if(c.params.size()==1){
		int id=(int) c.params[0];
		if (id >= MAX_UNITS) {     //reclaim feature
			const CFeatureSet& fset = featureHandler->GetActiveFeatures();
			CFeatureSet::const_iterator it = fset.find(id - MAX_UNITS);
			if (it != fset.end()) {
				CFeature* feature = *it;
				if(!ReclaimObject(feature)){
					StopMove();
					FinishCommand();
					RemoveUnitFromFeatureReclaimers(owner);
				} else {
					AddUnitToFeatureReclaimers(owner);
				}
			} else {
				StopMove();
				FinishCommand();
				RemoveUnitFromFeatureReclaimers(owner);
			}
			RemoveUnitFromReclaimers(owner);

		} else {                   //reclaim unit
			CUnit* unit=uh->units[id];

			if(unit && unit!=owner && unit->unitDef->reclaimable && UpdateTargetLostTimer(id) && unit->AllowedReclaim(owner) ){
				if(!ReclaimObject(unit)){
					StopMove();
					FinishCommand();
				} else {
					AddUnitToReclaimers(owner);
				}
			} else {
				RemoveUnitFromReclaimers(owner);
				FinishCommand();
			}
			RemoveUnitFromFeatureReclaimers(owner);
		}
	} else if(c.params.size()==4){//area reclaim
		float3 pos(c.params[0],c.params[1],c.params[2]);
		float radius=c.params[3];
		const bool recAnyTeam = ((c.options & CONTROL_KEY) != 0);
		RemoveUnitFromReclaimers(owner);
		RemoveUnitFromFeatureReclaimers(owner);
		if (FindReclaimableFeatureAndReclaim(pos, radius, c.options, true, recAnyTeam)) {
			inCommand=false;
			SlowUpdate();
			return;
		}
		if(!(c.options & ALT_KEY)){
			FinishCommand();
		}
	} else {	//wrong number of parameters
		RemoveUnitFromReclaimers(owner);
		RemoveUnitFromFeatureReclaimers(owner);
		FinishCommand();
	}
	return;
}
コード例 #19
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 #20
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 #21
0
void CTransportCAI::SlowUpdate(void)
{
	if(commandQue.empty()){
		CMobileCAI::SlowUpdate();
		return;
	}

	CTransportUnit* transport=(CTransportUnit*)owner;
	Command& c=commandQue.front();
	switch(c.id){
	case CMD_LOAD_UNITS:
		if(c.params.size()==1){		//load single unit
			if(transport->transportCapacityUsed >= owner->unitDef->transportCapacity){
				FinishCommand();
				return;
			}
			if(inCommand){
				if(!owner->cob->busy)
					FinishCommand();
				return;
			}
			CUnit* unit=uh->units[(int)c.params[0]];
			if(unit && CanTransport(unit) && UpdateTargetLostTimer(int(c.params[0]))){
				toBeTransportedUnitId=unit->id;
				unit->toBeTransported=true;
				if(unit->mass+transport->transportMassUsed > owner->unitDef->transportMass){
					FinishCommand();
					return;
				}
				if(goalPos.distance2D(unit->pos)>10){
					float3 fix = unit->pos;
					SetGoal(fix,owner->pos,64);
				}
				if(unit->pos.distance2D(owner->pos)<owner->unitDef->loadingRadius*0.9f){
					if(CTAAirMoveType* am=dynamic_cast<CTAAirMoveType*>(owner->moveType)){		//handle air transports differently
						float3 wantedPos=unit->pos+UpVector*unit->model->height;
						SetGoal(wantedPos,owner->pos);
						am->dontCheckCol=true;
						am->ForceHeading(unit->heading);
						am->SetWantedAltitude(unit->model->height);
						am->maxDrift=1;
						//logOutput.Print("cai dist %f %f %f",owner->pos.distance(wantedPos),owner->pos.distance2D(wantedPos),owner->pos.y-wantedPos.y);
						if(owner->pos.distance(wantedPos)<4 && abs(owner->heading-unit->heading)<50 && owner->updir.dot(UpVector)>0.995f){
							am->dontCheckCol=false;
							am->dontLand=true;
							std::vector<int> args;
							args.push_back((int)(unit->model->height*65536));
							owner->cob->Call("BeginTransport",args);
							std::vector<int> args2;
							args2.push_back(0);
							args2.push_back((int)(unit->model->height*65536));
							owner->cob->Call("QueryTransport",args2);
							((CTransportUnit*)owner)->AttachUnit(unit,args2[0]);
							am->SetWantedAltitude(0);
							FinishCommand();
							return;
						}
					} else {
						inCommand=true;
						scriptReady=false;
						StopMove();
						std::vector<int> args;
						args.push_back(unit->id);
						owner->cob->Call("TransportPickup",args,ScriptCallback,this,0);
					}
				}
			} else {
				FinishCommand();
			}
		} else if(c.params.size()==4){		//load in radius
			if(lastCall==gs->frameNum)	//avoid infinite loops
				return;
			lastCall=gs->frameNum;
			float3 pos(c.params[0],c.params[1],c.params[2]);
			float radius=c.params[3];
			CUnit* unit=FindUnitToTransport(pos,radius);
			if(unit && ((CTransportUnit*)owner)->transportCapacityUsed < owner->unitDef->transportCapacity){
				Command c2;
				c2.id=CMD_LOAD_UNITS;
				c2.params.push_back(unit->id);
				c2.options=c.options | INTERNAL_ORDER;
				commandQue.push_front(c2);
				inCommand=false;
				SlowUpdate();
				return;
			} else {
				FinishCommand();
				return;
			}
		}
		break;
	case CMD_UNLOAD_UNITS:{
		if(lastCall==gs->frameNum)	//avoid infinite loops
			return;
		lastCall=gs->frameNum;
		if(((CTransportUnit*)owner)->transported.empty()){
			FinishCommand();
			return;
		}
		float3 pos(c.params[0],c.params[1],c.params[2]);
		float radius=c.params[3];
		float3 found;
		bool canUnload=FindEmptySpot(pos,max(16.0f,radius),((CTransportUnit*)owner)->transported.front().unit->radius,found);
		if(canUnload){
			Command c2;
			c2.id=CMD_UNLOAD_UNIT;
			c2.params.push_back(found.x);
			c2.params.push_back(found.y);
			c2.params.push_back(found.z);
			c2.options=c.options | INTERNAL_ORDER;
			commandQue.push_front(c2);
			SlowUpdate();
			return;
		} else {
			FinishCommand();
		}
		break;}
	case CMD_UNLOAD_UNIT:
		if(inCommand){
			if(!owner->cob->busy)
//			if(scriptReady)
				FinishCommand();
		} else {
			if(((CTransportUnit*)owner)->transported.empty()){
				FinishCommand();
				return;
			}
			float3 pos(c.params[0],c.params[1],c.params[2]);
			if(goalPos.distance2D(pos)>20){
				SetGoal(pos,owner->pos);
			}
			if(pos.distance2D(owner->pos)<owner->unitDef->loadingRadius*0.9f){
				if(CTAAirMoveType* am=dynamic_cast<CTAAirMoveType*>(owner->moveType)){		//handle air transports differently
					pos.y=ground->GetHeight(pos.x,pos.z);
					CUnit* unit=((CTransportUnit*)owner)->transported.front().unit;
					float3 wantedPos=pos+UpVector*unit->model->height;
					SetGoal(wantedPos,owner->pos);
					am->SetWantedAltitude(unit->model->height);
					am->maxDrift=1;
					if(owner->pos.distance(wantedPos)<8 && owner->updir.dot(UpVector)>0.99f){
						am->dontLand=false;
						owner->cob->Call("EndTransport");
						((CTransportUnit*)owner)->DetachUnit(unit);
						float3 fix = owner->pos+owner->frontdir*20;
						SetGoal(fix,owner->pos);		//move the transport away slightly
						FinishCommand();
					}
				} else {
					inCommand=true;
					scriptReady=false;
					StopMove();
					std::vector<int> args;
					args.push_back(((CTransportUnit*)owner)->transported.front().unit->id);
					args.push_back(PACKXZ(pos.x, pos.z));
					owner->cob->Call("TransportDrop",args,ScriptCallback,this,0);
				}
			}
		}
		break;
	default:
		CMobileCAI::SlowUpdate();
		break;
	}
}
コード例 #22
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 #23
0
void CTransportCAI::ExecuteLoadUnits(Command& c)
{
	CTransportUnit* transport = reinterpret_cast<CTransportUnit*>(owner);

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

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

		if (c.options & INTERNAL_ORDER) {
			if (unit->commandAI->commandQue.empty()) {
				if (!LoadStillValid(unit)) {
					FinishCommand();
					return;
				}
			} else {
				Command& currentUnitCommand = unit->commandAI->commandQue[0];

				if ((currentUnitCommand.GetID() == CMD_LOAD_ONTO) && (currentUnitCommand.params.size() == 1) && (int(currentUnitCommand.params[0]) == owner->id)) {
					if ((unit->moveType->progressState == AMoveType::Failed) && (owner->moveType->progressState == AMoveType::Failed)) {
						unit->commandAI->FinishCommand();
						FinishCommand();
						return;
					}
				} else if (!LoadStillValid(unit)) {
					FinishCommand();
					return;
				}
			}
		}

		if (inCommand) {
			if (!owner->script->IsBusy()) {
				FinishCommand();
			}
			return;
		}
		if (unit != NULL && CanTransport(unit) && UpdateTargetLostTimer(int(c.params[0]))) {
			SetTransportee(unit);

			const float sqDist = unit->pos.SqDistance2D(owner->pos);
			const bool inLoadingRadius = (sqDist <= Square(owner->unitDef->loadingRadius));

			CTransportUnit* trans = static_cast<CTransportUnit*>(owner);
			CHoverAirMoveType* am = dynamic_cast<CHoverAirMoveType*>(owner->moveType);

			// subtract 1 square to account for PFS/GMT inaccuracy
			const bool outOfRange = (goalPos.SqDistance2D(unit->pos) > Square(owner->unitDef->loadingRadius - SQUARE_SIZE));
			const bool moveCloser = (!inLoadingRadius && (!owner->IsMoving() || (am != NULL && am->aircraftState != AAirMoveType::AIRCRAFT_FLYING)));

			if (outOfRange || moveCloser) {
				SetGoal(unit->pos, owner->pos, std::min(64.0f, owner->unitDef->loadingRadius));
			}

			if (inLoadingRadius) {
				if (am != NULL) {
					// handle air transports differently
					float3 wantedPos = unit->pos;
					wantedPos.y = trans->GetTransporteeWantedHeight(wantedPos, unit);

					// calls am->StartMoving() which sets forceHeading to false (and also
					// changes aircraftState, possibly in mid-pickup) --> must check that
					// wantedPos == goalPos using some epsilon tolerance
					// we do not want the forceHeading change at point of pickup because
					// am->UpdateHeading() will suddenly notice a large deltaHeading and
					// break the DOCKING_ANGLE constraint so call am->ForceHeading() next
					SetGoal(wantedPos, owner->pos, 1.0f);

					am->ForceHeading(trans->GetTransporteeWantedHeading(unit));
					am->SetWantedAltitude(wantedPos.y - CGround::GetHeightAboveWater(wantedPos.x, wantedPos.z));
					am->maxDrift = 1.0f;

					// FIXME: kill the hardcoded constants, use the command's radius
					const bool b1 = (owner->pos.SqDistance(wantedPos) < Square(AIRTRANSPORT_DOCKING_RADIUS));
					const bool b2 = (std::abs(owner->heading - unit->heading) < AIRTRANSPORT_DOCKING_ANGLE);
					const bool b3 = (owner->updir.dot(UpVector) > 0.995f);

					if (b1 && b2 && b3) {
						am->SetAllowLanding(false);
						am->SetWantedAltitude(0.0f);

						owner->script->BeginTransport(unit);
						SetTransportee(NULL);
						transport->AttachUnit(unit, owner->script->QueryTransport(unit));

						FinishCommand();
						return;
					}
				} else {
					inCommand = true;

					StopMove();
					owner->script->TransportPickup(unit);
				}
			} else if (owner->moveType->progressState == AMoveType::Failed && sqDist < (200 * 200)) {
				// if we're pretty close already but CGroundMoveType fails because it considers
				// the goal clogged (with the future passenger...), just try to move to the
				// point halfway between the transport and the passenger.
				SetGoal((unit->pos + owner->pos) * 0.5f, owner->pos);
			}
		} else {
			FinishCommand();
		}
	} else if (c.params.size() == 4) { // area-load
		if (lastCall == gs->frameNum) { // avoid infinite loops
			return;
		}

		lastCall = gs->frameNum;

		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];

		CUnit* unit = FindUnitToTransport(pos, radius);

		if (unit && CanTransport(unit)) {
			Command c2(CMD_LOAD_UNITS, c.options|INTERNAL_ORDER, unit->id);
			commandQue.push_front(c2);
			inCommand = false;

			SlowUpdate();
			return;
		} else {
			FinishCommand();
			return;
		}
	}

	isFirstIteration = true;
	startingDropPos = -OnesVector;
}
コード例 #24
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 #25
0
void CTransportCAI::ExecuteLoadUnits(Command &c)
{
	CTransportUnit* transport=(CTransportUnit*)owner;
	if(c.params.size()==1){		//load single unit
		if(transport->transportCapacityUsed >= owner->unitDef->transportCapacity){
			FinishCommand();
			return;
		}
		CUnit* unit=uh->units[(int)c.params[0]];
		if (!unit) {
			FinishCommand();
			return;
		}
		if(c.options & INTERNAL_ORDER) {
			if(unit->commandAI->commandQue.empty()){
				if(!LoadStillValid(unit)){
					FinishCommand();
					return;
				}
			} else {
				Command & currentUnitCommand = unit->commandAI->commandQue[0];
				if(currentUnitCommand.id == CMD_LOAD_ONTO && currentUnitCommand.params.size() == 1 && int(currentUnitCommand.params[0]) == owner->id){
					if((unit->moveType->progressState == CMoveType::Failed) && (owner->moveType->progressState == CMoveType::Failed)){
						unit->commandAI->FinishCommand();
						FinishCommand();
						return;
					}
				} else if(!LoadStillValid(unit)) {
					FinishCommand();
					return;
				}
			}
		}
		if(inCommand){
			if(!owner->cob->busy)
				FinishCommand();
			return;
		}
		if(unit && CanTransport(unit) && UpdateTargetLostTimer(int(c.params[0]))){
			toBeTransportedUnitId=unit->id;
			unit->toBeTransported=true;
			if(unit->mass+transport->transportMassUsed > owner->unitDef->transportMass){
				FinishCommand();
				return;
			}
			if(goalPos.distance2D(unit->pos)>10){
				float3 fix = unit->pos;
				SetGoal(fix,owner->pos,64);
			}
			if(unit->pos.distance2D(owner->pos)<owner->unitDef->loadingRadius*0.9f){
				if(CTAAirMoveType* am=dynamic_cast<CTAAirMoveType*>(owner->moveType)){		//handle air transports differently
					float3 wantedPos=unit->pos+UpVector*unit->model->height;
					SetGoal(wantedPos,owner->pos);
					am->dontCheckCol=true;
					am->ForceHeading(unit->heading);
					am->SetWantedAltitude(unit->model->height);
					am->maxDrift=1;
					//logOutput.Print("cai dist %f %f %f",owner->pos.distance(wantedPos),owner->pos.distance2D(wantedPos),owner->pos.y-wantedPos.y);
					if(owner->pos.distance(wantedPos)<4 && abs(owner->heading-unit->heading)<50 && owner->updir.dot(UpVector)>0.995f){
						am->dontCheckCol=false;
						am->dontLand=true;
						std::vector<int> args;
						args.push_back((int)(unit->model->height*65536));
						owner->cob->Call("BeginTransport",args);
						std::vector<int> args2;
						args2.push_back(0);
						args2.push_back((int)(unit->model->height*65536));
						owner->cob->Call("QueryTransport",args2);
						((CTransportUnit*)owner)->AttachUnit(unit,args2[0]);
						am->SetWantedAltitude(0);
						FinishCommand();
						return;
					}
				} else {
					inCommand=true;
					scriptReady=false;
					StopMove();
					std::vector<int> args;
					args.push_back(unit->id);
					owner->cob->Call("TransportPickup",args,ScriptCallback,this,0);
				}
			}
		} else {
			FinishCommand();
		}
	} else if(c.params.size()==4){		//load in radius
		if(lastCall==gs->frameNum)	//avoid infinite loops
			return;
		lastCall=gs->frameNum;
		float3 pos(c.params[0],c.params[1],c.params[2]);
		float radius=c.params[3];
		CUnit* unit=FindUnitToTransport(pos,radius);
		if(unit && ((CTransportUnit*)owner)->transportCapacityUsed < owner->unitDef->transportCapacity){
			Command c2;
			c2.id=CMD_LOAD_UNITS;
			c2.params.push_back(unit->id);
			c2.options=c.options | INTERNAL_ORDER;
			commandQue.push_front(c2);
			inCommand=false;
			SlowUpdate();
			return;
		} else {
			FinishCommand();
			return;
		}
	}
	return;
}
コード例 #26
0
void CBuilderCAI::ExecuteGuard(Command &c)
{
	assert(owner->unitDef->canGuard);
	CBuilder* fac=(CBuilder*)owner;
	CUnit* guarded=uh->units[(int)c.params[0]];
	if(guarded && guarded!=owner && UpdateTargetLostTimer((int)c.params[0])){
		if(CBuilder* b=dynamic_cast<CBuilder*>(guarded)){
			if(b->terraforming){
				if(fac->pos.distance2D(b->terraformCenter)<fac->buildDistance*0.8f+b->terraformRadius*0.7f){
					StopMove();
					owner->moveType->KeepPointingTo(b->terraformCenter, fac->buildDistance*0.9f, false);
					fac->HelpTerraform(b);
				} else {
					SetGoal(b->terraformCenter,fac->pos,fac->buildDistance*0.7f+b->terraformRadius*0.6f);
				}
				return;
			}
			if (b->curBuild &&
			    (( b->curBuild->beingBuilt && owner->unitDef->canAssist) ||
			     (!b->curBuild->beingBuilt && owner->unitDef->canRepair))) {
				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 &&
					(( f->curBuild->beingBuilt && owner->unitDef->canAssist) ||
					 (!f->curBuild->beingBuilt && owner->unitDef->canRepair))) {
				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*1.9f + guarded->radius)
				*(fac->buildDistance*1.9f + guarded->radius)){
			StartSlowGuard(guarded->maxSpeed);
		} else {
			StopSlowGuard();
		}
		if((guarded->pos-curPos).SqLength2D()<
				(fac->buildDistance*0.9f + guarded->radius)
				*(fac->buildDistance*0.9f + guarded->radius)){
			StopMove();
//				logOutput.Print("should point with type 3?");
			owner->moveType->KeepPointingTo(guarded->pos,
				fac->buildDistance*0.9f+guarded->radius, false);
			if(guarded->health<guarded->maxHealth
					&& ((guarded->beingBuilt && owner->unitDef->canAssist)
					|| (!guarded->beingBuilt && owner->unitDef->canRepair)))
				fac->SetRepairTarget(guarded);
			else
				NonMoving();
		}else{
			if((goalPos-goal).SqLength2D()>4000
					|| (goalPos - owner->pos).SqLength2D() <
						(owner->maxSpeed*30 + 1 + SQUARE_SIZE*2)
						* (owner->maxSpeed*30 + 1 + SQUARE_SIZE*2)){
				SetGoal(goal,curPos);
			}
		}
	} else {
		FinishCommand();
	}
	return;
}
コード例 #27
0
void CBuilderCAI::ExecuteReclaim(Command &c)
{
	assert(owner->unitDef->canReclaim);
	CBuilder* fac=(CBuilder*)owner;
	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*0.9f+feature->radius){
					StopMove();
					owner->moveType->KeepPointingTo(feature->pos, fac->buildDistance*0.9f+feature->radius, false);
					fac->SetReclaimTarget(feature);
				} else {
					if(goalPos.distance2D(feature->pos)>1){
						SetGoal(feature->pos,owner->pos, fac->buildDistance*0.8f+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 && unit->unitDef->reclaimable && UpdateTargetLostTimer(id)){
				if(unit->pos.distance2D(fac->pos)<fac->buildDistance-1+unit->radius){
					StopMove();
					owner->moveType->KeepPointingTo(unit->pos, fac->buildDistance*0.9f+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,true)){
			inCommand=false;
			SlowUpdate();
			return;
		}
		if(!(c.options & ALT_KEY)){
			FinishCommand();
		}
	} else {	//wrong number of parameters
		FinishCommand();
	}
	return;
}
コード例 #28
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 #29
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 #30
0
ファイル: TransportCAI.cpp プロジェクト: AlexDiede/spring
void CTransportCAI::ExecuteLoadUnits(Command& c)
{
	CTransportUnit* transport = reinterpret_cast<CTransportUnit*>(owner);

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

		if (!unit) {
			FinishCommand();
			return;
		}
		if (c.options & INTERNAL_ORDER) {
			if (unit->commandAI->commandQue.empty()) {
				if (!LoadStillValid(unit)) {
					FinishCommand();
					return;
				}
			} else {
				Command& currentUnitCommand = unit->commandAI->commandQue[0];
				if ((currentUnitCommand.GetID() == CMD_LOAD_ONTO) && (currentUnitCommand.params.size() == 1) && (int(currentUnitCommand.params[0]) == owner->id)) {
					if ((unit->moveType->progressState == AMoveType::Failed) && (owner->moveType->progressState == AMoveType::Failed)) {
						unit->commandAI->FinishCommand();
						FinishCommand();
						return;
					}
				} else if (!LoadStillValid(unit)) {
					FinishCommand();
					return;
				}
			}
		}
		if (inCommand) {
			if (!owner->script->IsBusy()) {
				FinishCommand();
			}
			return;
		}
		if (unit && CanTransport(unit) && UpdateTargetLostTimer(int(c.params[0]))) {
			SetTransportee(unit);

			const float sqDist = unit->pos.SqDistance2D(owner->pos);
			const bool inLoadingRadius = (sqDist <= Square(owner->unitDef->loadingRadius));
			
			CHoverAirMoveType* am = dynamic_cast<CHoverAirMoveType*>(owner->moveType);

			// subtracting 1 square to account for pathfinder/groundmovetype inaccuracy
			if (goalPos.SqDistance2D(unit->pos) > Square(owner->unitDef->loadingRadius - SQUARE_SIZE) || 
				(!inLoadingRadius && (!owner->isMoving || (am && am->aircraftState != AAirMoveType::AIRCRAFT_FLYING)))) {
				SetGoal(unit->pos, owner->pos, std::min(64.0f, owner->unitDef->loadingRadius));
			}

			if (inLoadingRadius) {
				if (am) { // handle air transports differently
					float3 wantedPos = unit->pos;
					wantedPos.y = static_cast<CTransportUnit*>(owner)->GetLoadUnloadHeight(wantedPos, unit);
					SetGoal(wantedPos, owner->pos);

					am->loadingUnits = true;
					am->ForceHeading(static_cast<CTransportUnit*>(owner)->GetLoadUnloadHeading(unit));
					am->SetWantedAltitude(wantedPos.y - ground->GetHeightAboveWater(wantedPos.x, wantedPos.z));
					am->maxDrift = 1;

					if ((owner->pos.SqDistance(wantedPos) < Square(AIRTRANSPORT_DOCKING_RADIUS)) &&
						(abs(owner->heading-unit->heading) < AIRTRANSPORT_DOCKING_ANGLE) &&
						(owner->updir.dot(UpVector) > 0.995f))
					{
						am->loadingUnits = false;
						am->dontLand = true;

						owner->script->BeginTransport(unit);
						SetTransportee(NULL);
						transport->AttachUnit(unit, owner->script->QueryTransport(unit));
						am->SetWantedAltitude(0);

						FinishCommand();
						return;
					}
				} else {
					inCommand = true;

					StopMove();
					owner->script->TransportPickup(unit);
				}
			} else if (owner->moveType->progressState == AMoveType::Failed && sqDist < (200 * 200)) {
				// if we're pretty close already but CGroundMoveType fails because it considers
				// the goal clogged (with the future passenger...), just try to move to the
				// point halfway between the transport and the passenger.
				SetGoal((unit->pos + owner->pos) * 0.5f, owner->pos);
			}
		} else {
			FinishCommand();
		}
	} else if (c.params.size() == 4) { // area-load
		if (lastCall == gs->frameNum) { // avoid infinite loops
			return;
		}

		lastCall = gs->frameNum;

		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];

		CUnit* unit = FindUnitToTransport(pos, radius);

		if (unit && CanTransport(unit)) {
			Command c2(CMD_LOAD_UNITS, c.options|INTERNAL_ORDER, unit->id);
			commandQue.push_front(c2);
			inCommand = false;

			SlowUpdate();
			return;
		} else {
			FinishCommand();
			return;
		}
	}

	isFirstIteration = true;
	startingDropPos = float3(-1.0f, -1.0f, -1.0f);
}