void CAttackTask::Execute(CCircuitUnit* unit, bool isUpdating) { Unit* u = unit->GetUnit(); CCircuitAI* circuit = manager->GetCircuit(); CTerrainManager* terrainManager = circuit->GetTerrainManager(); float minSqDist; CEnemyUnit* bestTarget = FindBestTarget(unit, minSqDist); if (bestTarget == nullptr) { if (!isUpdating) { float x = rand() % (terrainManager->GetTerrainWidth() + 1); float z = rand() % (terrainManager->GetTerrainHeight() + 1); position = AIFloat3(x, circuit->GetMap()->GetElevationAt(x, z), z); } } else { position = bestTarget->GetPos(); float range = u->GetMaxRange(); if (minSqDist < range * range) { u->Attack(bestTarget->GetUnit(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 300); return; } } u->Fight(position, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 300); }
void IBuilderTask::Execute(CCircuitUnit* unit) { Unit* u = unit->GetUnit(); u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)}); CCircuitAI* circuit = manager->GetCircuit(); if (target != nullptr) { Unit* tu = target->GetUnit(); u->Build(target->GetCircuitDef()->GetUnitDef(), tu->GetPos(), tu->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60); return; } CTerrainManager* terrainManager = circuit->GetTerrainManager(); UnitDef* buildUDef = buildDef->GetUnitDef(); if (buildPos != -RgtVector) { if (circuit->GetMap()->IsPossibleToBuildAt(buildUDef, buildPos, facing)) { u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60); return; } else { terrainManager->RemoveBlocker(buildDef, buildPos, facing); // FIXME: If enemy blocked position then reset will have no effect // terrain->ResetBuildFrame(); } } circuit->GetThreatMap()->SetThreatType(unit); // FIXME: Replace const 999.0f with build time? if (circuit->IsAllyAware() && (cost > 999.0f)) { // circuit->UpdateFriendlyUnits(); auto friendlies = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, cost)); for (Unit* au : friendlies) { CCircuitUnit* alu = circuit->GetFriendlyUnit(au); if (alu == nullptr) { continue; } if ((*alu->GetCircuitDef() == *buildDef) && au->IsBeingBuilt()) { const AIFloat3& pos = au->GetPos(); if (terrainManager->CanBuildAt(unit, pos)) { u->Build(buildUDef, pos, au->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60); utils::free_clear(friendlies); return; } } } utils::free_clear(friendlies); } // Alter/randomize position AIFloat3 pos; if (isShake) { AIFloat3 offset((float)rand() / RAND_MAX - 0.5f, 0.0f, (float)rand() / RAND_MAX - 0.5f); pos = position + offset * SQUARE_SIZE * 16; } else { pos = position; } const float searchRadius = 200.0f * SQUARE_SIZE; FindBuildSite(unit, pos, searchRadius); if (buildPos != -RgtVector) { terrainManager->AddBlocker(buildDef, buildPos, facing); u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60); } else { // TODO: Select new proper BasePos, like near metal cluster. int terWidth = terrainManager->GetTerrainWidth(); int terHeight = terrainManager->GetTerrainHeight(); float x = terWidth / 4 + rand() % (int)(terWidth / 2 + 1); float z = terHeight / 4 + rand() % (int)(terHeight / 2 + 1); AIFloat3 pos(x, circuit->GetMap()->GetElevationAt(x, z), z); circuit->GetSetupManager()->SetBasePos(pos); // Fallback to Guard/Assist/Patrol manager->FallbackTask(unit); } }