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); }
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; }
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); } }
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); }
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); } }
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); } } }