コード例 #1
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 #2
0
ファイル: AttackTask.cpp プロジェクト: abma/CircuitAI
CEnemyUnit* CAttackTask::FindBestTarget(CCircuitUnit* unit, float& minSqDist)
{
	CCircuitAI* circuit = manager->GetCircuit();
	CTerrainManager* terrainManager = circuit->GetTerrainManager();
	CThreatMap* threatMap = circuit->GetThreatMap();
	const AIFloat3& pos = unit->GetUnit()->GetPos();
	STerrainMapArea* area = unit->GetArea();
	float power = threatMap->GetUnitThreat(unit);
	int canTargetCat = unit->GetCircuitDef()->GetTargetCategory();

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

	threatMap->SetThreatType(unit);
	const CCircuitAI::EnemyUnits& enemies = circuit->GetEnemyUnits();
	for (auto& kv : enemies) {
		CEnemyUnit* enemy = kv.second;
		if (enemy->IsHidden() || (threatMap->GetThreatAt(enemy->GetPos()) >= power) ||
			!terrainManager->CanMoveToPos(area, enemy->GetPos()))
		{
			continue;
		}
		if (((canTargetCat & circuit->GetWaterCategory()) == 0) && (enemy->GetPos().y < -SQUARE_SIZE * 4)) {
			continue;
		}
		CCircuitDef* edef = enemy->GetCircuitDef();
		if ((edef != nullptr) && ((edef->GetCategory() & canTargetCat) == 0)) {
			continue;
		}

		float sqDist = pos.SqDistance2D(enemy->GetPos());
		if (sqDist < minSqDist) {
			bestTarget = enemy;
			minSqDist = sqDist;
		}
	}

	return bestTarget;
}
コード例 #3
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 #4
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 #5
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);
	}
}
コード例 #6
0
ファイル: ReclaimTask.cpp プロジェクト: cleanrock/CircuitAI
void CBReclaimTask::Update()
{
	if (!isMetal) {
		return;
	}

	CCircuitAI* circuit = manager->GetCircuit();
	if (circuit->GetEconomyManager()->IsMetalFull()) {
		manager->AbortTask(this);
	} else if (!units.empty()) {
		/*
		 * Update reclaim position
		 */
		// FIXME: Works only with 1 task per worker
		CCircuitUnit* unit = *units.begin();
		int frame = circuit->GetLastFrame();
		const AIFloat3& pos = unit->GetPos(frame);
		auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(pos, 300.0f));
		if (!enemies.empty()) {
			for (Unit* enemy : enemies) {
				if ((enemy != nullptr) && enemy->IsBeingBuilt()) {
					unit->GetUnit()->ReclaimUnit(enemy, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
					utils::free_clear(enemies);
					return;
				}
			}
			utils::free_clear(enemies);
		}

		auto features = std::move(circuit->GetCallback()->GetFeaturesIn(pos, 500.0f));
		if (!features.empty()) {
			CTerrainManager* terrainManager = circuit->GetTerrainManager();
			circuit->GetThreatMap()->SetThreatType(unit);
			AIFloat3 reclPos;
			float minSqDist = std::numeric_limits<float>::max();
			Resource* metalRes = circuit->GetEconomyManager()->GetMetalRes();
			for (Feature* feature : features) {
				AIFloat3 featPos = feature->GetPosition();
				terrainManager->CorrectPosition(featPos);  // Impulsed flying feature
				if (!terrainManager->CanBuildAt(unit, featPos)) {
					continue;
				}
				FeatureDef* featDef = feature->GetDef();
				float reclaimValue = featDef->GetContainedResource(metalRes)/* * feature->GetReclaimLeft()*/;
				delete featDef;
				if (reclaimValue < 1.0f) {
					continue;
				}
				float sqDist = pos.SqDistance2D(featPos);
				if (sqDist < minSqDist) {
					reclPos = featPos;
					minSqDist = sqDist;
				}
			}
			if (minSqDist < std::numeric_limits<float>::max()) {
				const float radius = 8.0f;  // unit->GetCircuitDef()->GetBuildDistance();
				unit->GetUnit()->ReclaimInArea(reclPos, radius, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
			}
			utils::free_clear(features);
		}
	}
}