コード例 #1
0
ファイル: EnergyGrid.cpp プロジェクト: abma/CircuitAI
void CEnergyGrid::Update()
{
	if (markFrame /*+ FRAMES_PER_SEC*/ >= circuit->GetLastFrame()) {
		return;
	}
	markFrame = circuit->GetLastFrame();

	circuit->UpdateFriendlyUnits();
	CCircuitDef* mexDef = circuit->GetEconomyManager()->GetMexDef();
	std::list<CCircuitUnit*> mexes, pylons;
	const CAllyTeam::Units& friendlies = circuit->GetFriendlyUnits();
	for (auto& kv : friendlies) {
		CCircuitUnit* unit = kv.second;
		if (*unit->GetCircuitDef() == *mexDef) {
			mexes.push_back(unit);
		} else if (pylonRanges.find(unit->GetCircuitDef()->GetId()) != pylonRanges.end()) {
			pylons.push_back(unit);
		}
	}

	circuit->GetMetalManager()->MarkAllyMexes(mexes);
	MarkClusters();
	RebuildTree();

	MarkAllyPylons(pylons);
	CheckGrid();
}
コード例 #2
0
ファイル: SuperTask.cpp プロジェクト: rlcevg/CircuitAI
void CSuperTask::Update()
{
    CCircuitAI* circuit = manager->GetCircuit();
    int frame = circuit->GetLastFrame();
    CCircuitUnit* unit = *units.begin();
    CCircuitDef* cdef = unit->GetCircuitDef();
    if (cdef->IsHoldFire()) {
        if (targetFrame + (cdef->GetReloadTime() + TARGET_DELAY) > frame) {
            if ((State::ENGAGE == state) && (targetFrame + TARGET_DELAY <= frame)) {
                TRY_UNIT(circuit, unit,
                         unit->GetUnit()->Stop();
                        )
                state = State::ROAM;
            }
            return;
        }
コード例 #3
0
ファイル: RepairTask.cpp プロジェクト: abma/CircuitAI
void CBRepairTask::Execute(CCircuitUnit* unit)
{
	if (targetId == -1) {
		CCircuitUnit* target = FindUnitToAssist(unit);
		if (target == nullptr) {
			manager->FallbackTask(unit);
			return;
		}
		cost = target->GetCircuitDef()->GetCost();
		targetId = target->GetId();
	}

	CCircuitUnit* target = manager->GetCircuit()->GetFriendlyUnit(targetId);
	if (target != nullptr) {
		Unit* u = unit->GetUnit();
		u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)});
		u->Repair(target->GetUnit(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, FRAMES_PER_SEC * 60);
	} else {
		manager->AbortTask(this);
	}
}
コード例 #4
0
void CIdleTask::Update()
{
	if (updateUnits.empty()) {
		updateUnits = units;  // copy units
		updateSlice = updateUnits.size() / TEAM_SLOWUPDATE_RATE;
	}

	auto it = updateUnits.begin();
	unsigned int i = 0;
	while (it != updateUnits.end()) {
		CCircuitUnit* ass = *it;
		it = updateUnits.erase(it);

		manager->AssignTask(ass);  // should RemoveAssignee() on AssignTo()
		ass->GetTask()->Execute(ass);

		if (++i >= updateSlice) {
			break;
		}
	}
}
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);
		}
	}
}