コード例 #1
0
ファイル: AttackTask.cpp プロジェクト: abma/CircuitAI
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);
}
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 CDefendTask::Execute(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	CTerrainManager* terrainManager = circuit->GetTerrainManager();
	AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32);
	terrainManager->CorrectPosition(pos);
	pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, 300.0f, UNIT_COMMAND_BUILD_NO_FACING);

	TRY_UNIT(circuit, unit,
		unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
		unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED);
	)
}
コード例 #4
0
ファイル: PatrolTask.cpp プロジェクト: rlcevg/CircuitAI
void CBPatrolTask::Execute(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	Unit* u = unit->GetUnit();
	TRY_UNIT(circuit, unit,
		u->ExecuteCustomCommand(CMD_PRIORITY, {0.0f});

		const float size = SQUARE_SIZE * 100;
		CTerrainManager* terrainManager = circuit->GetTerrainManager();
		AIFloat3 pos = position;
		pos.x += (pos.x > terrainManager->GetTerrainWidth() / 2) ? -size : size;
		pos.z += (pos.z > terrainManager->GetTerrainHeight() / 2) ? -size : size;
		u->PatrolTo(pos);
	)
}
コード例 #5
0
ファイル: BuilderTask.cpp プロジェクト: abma/CircuitAI
void IBuilderTask::FindBuildSite(CCircuitUnit* builder, const AIFloat3& pos, float searchRadius)
{
	CTerrainManager* terrainManager = manager->GetCircuit()->GetTerrainManager();

//	facing = UNIT_COMMAND_BUILD_NO_FACING;
	float terWidth = terrainManager->GetTerrainWidth();
	float terHeight = terrainManager->GetTerrainHeight();
	if (math::fabs(terWidth - 2 * pos.x) > math::fabs(terHeight - 2 * pos.z)) {
		facing = (2 * pos.x > terWidth) ? UNIT_FACING_WEST : UNIT_FACING_EAST;
	} else {
		facing = (2 * pos.z > terHeight) ? UNIT_FACING_NORTH : UNIT_FACING_SOUTH;
	}

	CTerrainManager::TerrainPredicate predicate = [terrainManager, builder](const AIFloat3& p) {
		return terrainManager->CanBuildAt(builder, p);
	};
	buildPos = terrainManager->FindBuildSite(buildDef, pos, searchRadius, facing, predicate);
}
コード例 #6
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 #7
0
ファイル: ReclaimTask.cpp プロジェクト: cleanrock/CircuitAI
void CBReclaimTask::Execute(CCircuitUnit* unit)
{
	Unit* u = unit->GetUnit();
//	u->ExecuteCustomCommand(CMD_PRIORITY, {ClampPriority()});

	int frame = manager->GetCircuit()->GetLastFrame();
	if (target == nullptr) {
		AIFloat3 pos;
		float reclRadius;
		if ((radius == .0f) || (position == -RgtVector)) {
			CTerrainManager* terrainManager = manager->GetCircuit()->GetTerrainManager();
			float width = terrainManager->GetTerrainWidth() / 2;
			float height = terrainManager->GetTerrainHeight() / 2;
			pos = AIFloat3(width, 0, height);
			reclRadius = sqrtf(width * width + height * height);
		} else {
			pos = position;
			reclRadius = radius;
		}
		u->ReclaimInArea(pos, reclRadius, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
	} else {
		u->ReclaimUnit(target->GetUnit(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
	}
}
コード例 #8
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 #9
0
				unit->GetUnit()->ExecuteCustomCommand(CMD_MISC_PRIORITY, {2.0f});
			}
		)
	};
	auto superDestroyedHandler = [this](CCircuitUnit* unit, CEnemyUnit* attacker) {
		IUnitTask* task = unit->GetTask();
		task->OnUnitDestroyed(unit, attacker);  // can change task
		unit->GetTask()->RemoveAssignee(unit);  // Remove unit from IdleTask
	};

	/*
	 * Defend buildings handler
	 */
	auto structDamagedHandler = [this](CCircuitUnit* unit, CEnemyUnit* attacker) {
		const AIFloat3& pos = unit->GetPos(this->circuit->GetLastFrame());
		CTerrainManager* terrainManager = this->circuit->GetTerrainManager();
		CDefendTask* defendTask = nullptr;
		float minSqDist = std::numeric_limits<float>::max();
		const std::set<IFighterTask*>& tasks = GetTasks(IFighterTask::FightType::DEFEND);
		for (IFighterTask* task : tasks) {
			CDefendTask* dt = static_cast<CDefendTask*>(task);
			if (dt->GetTarget() != nullptr) {
				continue;
			}
			const float sqDist = pos.SqDistance2D(dt->GetPosition());
			if ((minSqDist < sqDist) && (terrainManager->CanMoveToPos(dt->GetLeader()->GetArea(), pos))) {
				minSqDist = sqDist;
				defendTask = dt;
			}
		}
		if (defendTask != nullptr) {
コード例 #10
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);
		}
	}
}