コード例 #1
0
void CDefendTask::FindTarget()
{
	CCircuitAI* circuit = manager->GetCircuit();
	auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(GetPosition(), radius));
	if (enemies.empty()) {
		enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(circuit->GetSetupManager()->GetBasePos(), radius));
		if (enemies.empty()) {
			SetTarget(nullptr);
			return;
		}
	}

	CEnemyUnit* bestTarget = nullptr;
	float minSqDist = std::numeric_limits<float>::max();

	for (Unit* e : enemies) {
		if (e == nullptr) {
			continue;
		}
		CEnemyUnit* enemy = circuit->GetEnemyUnit(e);
		if (enemy != nullptr) {
			float sqDist = GetPosition().SqDistance2D(enemy->GetPos());
			if (minSqDist > sqDist) {
				minSqDist = sqDist;
				bestTarget = enemy;
			}
		}
		delete e;
	}

	SetTarget(bestTarget);
}
コード例 #2
0
ファイル: RetreatTask.cpp プロジェクト: cleanrock/CircuitAI
void CRetreatTask::OnUnitIdle(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CFactoryManager* factoryManager = circuit->GetFactoryManager();
	AIFloat3 haven = (repairer != nullptr) ? repairer->GetPos(frame) : factoryManager->GetClosestHaven(unit);
	if (haven == -RgtVector) {
		haven = circuit->GetSetupManager()->GetBasePos();
	}

	if (unit->GetCircuitDef()->IsPlane()) {
		// force rearm/repair | CMD_FIND_PAD
		unit->GetUnit()->Fight(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60);
		return;
	}

	const float maxDist = factoryManager->GetAssistDef()->GetBuildDistance();
	const AIFloat3& unitPos = unit->GetPos(frame);
	if (unitPos.SqDistance2D(haven) > maxDist * maxDist) {
		// TODO: push MoveAction into unit? to avoid enemy fire
		unit->GetUnit()->MoveTo(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 1);
		// TODO: Add fail counter?
	} else {
		// TODO: push WaitAction into unit
//		unit->GetUnit()->ExecuteCustomCommand(CMD_PRIORITY, {0.0f});

		AIFloat3 pos = unitPos;
		const float size = SQUARE_SIZE * 16;
		CTerrainManager* terrainManager = circuit->GetTerrainManager();
		float centerX = terrainManager->GetTerrainWidth() / 2;
		float centerZ = terrainManager->GetTerrainHeight() / 2;
		pos.x += (pos.x > centerX) ? size : -size;
		pos.z += (pos.z > centerZ) ? size : -size;
		AIFloat3 oldPos = pos;
		terrainManager->CorrectPosition(pos);
		if (oldPos.SqDistance2D(pos) > SQUARE_SIZE * SQUARE_SIZE) {
			pos = unitPos;
			pos.x += (pos.x > centerX) ? -size : size;
			pos.z += (pos.z > centerZ) ? -size : size;
		}
		CTerrainManager::TerrainPredicate predicate = [unitPos](const AIFloat3& p) {
			return unitPos.SqDistance2D(p) > SQUARE(SQUARE_SIZE * 8);
		};
		pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, maxDist, UNIT_COMMAND_BUILD_NO_FACING, predicate);
		unit->GetUnit()->PatrolTo(pos);

		IUnitAction* act = static_cast<IUnitAction*>(unit->End());
		if (act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
			static_cast<ITravelAction*>(act)->SetFinished(true);
		}
	}
}
コード例 #3
0
void IFighterTask::Update()
{
	CCircuitAI* circuit = manager->GetCircuit();
	CMilitaryManager* militaryManager = circuit->GetMilitaryManager();
	const float minShield = circuit->GetSetupManager()->GetEmptyShield();
	decltype(units) tmpUnits = shields;
	for (CCircuitUnit* unit : tmpUnits) {
		if (!unit->IsShieldCharged(minShield)) {
			CRetreatTask* task = militaryManager->EnqueueRetreat();
			manager->AssignTask(unit, task);
		}
	}
}
コード例 #4
0
void IFighterTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CCircuitDef* cdef = unit->GetCircuitDef();
	Unit* u = unit->GetUnit();
	const float healthPerc = u->GetHealth() / u->GetMaxHealth();
	if (unit->GetShield() != nullptr) {
		const float minShield = circuit->GetSetupManager()->GetEmptyShield();
		if ((healthPerc > cdef->GetRetreat()) && unit->IsShieldCharged(minShield)) {
			if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
				circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
			}
			return;
		}
	} else if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) {
		if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
			circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
		}
		return;
	} else if (healthPerc < 0.2f) {  // stuck units workaround: they don't shoot and don't see distant threat
		CRetreatTask* task = manager->GetCircuit()->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}

	CThreatMap* threatMap = circuit->GetThreatMap();
	const float range = cdef->GetMaxRange();
	if ((target == nullptr) || !target->IsInLOS()) {
		CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}
	const AIFloat3& pos = unit->GetPos(frame);
	if ((target->GetPos().SqDistance2D(pos) > SQUARE(range)) ||
		(threatMap->GetThreatAt(unit, pos) * 2 > threatMap->GetUnitThreat(unit)))
	{
		CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
		manager->AssignTask(unit, task);
		return;
	}
	cowards.insert(unit);
}
コード例 #5
0
ファイル: RetreatTask.cpp プロジェクト: cleanrock/CircuitAI
void CRetreatTask::CheckRepairer(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CPathFinder* pathfinder = circuit->GetPathfinder();
	AIFloat3 startPos = (*units.begin())->GetPos(frame);
	AIFloat3 endPos;
	float range;

	bool isRepairer = (repairer != nullptr);
	if (isRepairer) {
		endPos = repairer->GetPos(frame);
		range = pathfinder->GetSquareSize();
	} else {
		CFactoryManager* factoryManager = circuit->GetFactoryManager();
		endPos = factoryManager->GetClosestHaven(unit);
		if (endPos == -RgtVector) {
			endPos = circuit->GetSetupManager()->GetBasePos();
		}
		range = factoryManager->GetAssistDef()->GetBuildDistance() * 0.6f + pathfinder->GetSquareSize();
	}

	circuit->GetTerrainManager()->CorrectPosition(startPos);
	pathfinder->SetMapData(unit, circuit->GetThreatMap(), frame);
	float prevCost = pathfinder->PathCost(startPos, endPos, range);
	if (isRepairer && repairer->GetCircuitDef()->IsMobile()) {
		prevCost /= 4;
	}

	endPos = unit->GetPos(frame);
	float nextCost = pathfinder->PathCost(startPos, endPos, range);
	if (unit->GetCircuitDef()->IsMobile()) {
		nextCost /= 4;
	}

	if (prevCost > nextCost) {
		SetRepairer(unit);
	}
}
コード例 #6
0
ファイル: RetreatTask.cpp プロジェクト: cleanrock/CircuitAI
void CRetreatTask::Execute(CCircuitUnit* unit)
{
	IUnitAction* act = static_cast<IUnitAction*>(unit->End());
	if (!act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
		return;
	}
	ITravelAction* travelAction = static_cast<ITravelAction*>(act);

	CCircuitAI* circuit = manager->GetCircuit();
	int frame = circuit->GetLastFrame();
	CPathFinder* pathfinder = circuit->GetPathfinder();
	AIFloat3 startPos = unit->GetPos(frame);
	AIFloat3 endPos;
	float range;

	if (repairer != nullptr) {
		endPos = repairer->GetPos(frame);
		range = pathfinder->GetSquareSize();
	} else {
		CFactoryManager* factoryManager = circuit->GetFactoryManager();
		endPos = factoryManager->GetClosestHaven(unit);
		if (endPos == -RgtVector) {
			endPos = circuit->GetSetupManager()->GetBasePos();
		}
		range = factoryManager->GetAssistDef()->GetBuildDistance() * 0.6f + pathfinder->GetSquareSize();
	}
	std::shared_ptr<F3Vec> pPath = std::make_shared<F3Vec>();

	pathfinder->SetMapData(unit, circuit->GetThreatMap(), frame);
	pathfinder->MakePath(*pPath, startPos, endPos, range);

	if (pPath->empty()) {
		pPath->push_back(endPos);
	}
	travelAction->SetPath(pPath);
	unit->Update(circuit);
}
コード例 #7
0
ファイル: BuilderTask.cpp プロジェクト: abma/CircuitAI
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);
	}
}