예제 #1
0
int CUnitScript::GetUnitVal(int val, int p1, int p2, int p3, int p4)
{
	// may happen in case one uses Spring.GetUnitCOBValue (Lua) on a unit with CNullUnitScript
	if (!unit) {
		ShowScriptError("Error: no unit (in GetUnitVal)");
		return 0;
	}

#ifndef _CONSOLE
	switch (val)
	{
	case ACTIVATION:
		if (unit->activated)
			return 1;
		else
			return 0;
		break;
	case STANDINGMOVEORDERS:
		return unit->moveState;
		break;
	case STANDINGFIREORDERS:
		return unit->fireState;
		break;
	case HEALTH: {
		if (p1 <= 0)
			return int((unit->health / unit->maxHealth) * 100.0f);

		const CUnit* u = uh->GetUnit(p1);

		if (u == NULL)
			return 0;
		else
			return int((u->health / u->maxHealth) * 100.0f);
	}
	case INBUILDSTANCE:
		if (unit->inBuildStance)
			return 1;
		else
			return 0;
	case BUSY:
		if (busy)
			return 1;
		else
			return 0;
		break;
	case PIECE_XZ: {
		if (!PieceExists(p1)) {
			ShowScriptError("Invalid piecenumber for get piece_xz");
			break;
		}
		const float3 relPos = GetPiecePos(p1);
		const float3 absPos = unit->pos + unit->frontdir * relPos.z + unit->updir * relPos.y + unit->rightdir * relPos.x;
		return PACKXZ(absPos.x, absPos.z);
	}
	case PIECE_Y: {
		if (!PieceExists(p1)) {
			ShowScriptError("Invalid piecenumber for get piece_y");
			break;
		}
		const float3 relPos = GetPiecePos(p1);
		const float3 absPos = unit->pos + unit->frontdir * relPos.z + unit->updir * relPos.y + unit->rightdir * relPos.x;
		return int(absPos.y * COBSCALE);
	}
	case UNIT_XZ: {
		if (p1 <= 0)
			return PACKXZ(unit->pos.x, unit->pos.z);

		const CUnit* u = uh->GetUnit(p1);

		if (u == NULL)
			return PACKXZ(0, 0);
		else
			return PACKXZ(u->pos.x, u->pos.z);
	}
	case UNIT_Y: {
		if (p1 <= 0)
			return int(unit->pos.y * COBSCALE);

		const CUnit* u = uh->GetUnit(p1);

		if (u == NULL)
			return 0;
		else
			return int(u->pos.y * COBSCALE);
	}
	case UNIT_HEIGHT: {
		if (p1 <= 0)
			return int(unit->radius * COBSCALE);

		const CUnit* u = uh->GetUnit(p1);

		if (u == NULL)
			return 0;
		else
			return int(u->radius * COBSCALE);
	}
	case XZ_ATAN:
		return int(RAD2TAANG*math::atan2((float)UNPACKX(p1), (float)UNPACKZ(p1)) + 32768 - unit->heading);
	case XZ_HYPOT:
		return int(math::hypot((float)UNPACKX(p1), (float)UNPACKZ(p1)) * COBSCALE);
	case ATAN:
		return int(RAD2TAANG*math::atan2((float)p1, (float)p2));
	case HYPOT:
		return int(math::hypot((float)p1, (float)p2));
	case GROUND_HEIGHT:
		return int(ground->GetHeightAboveWater(UNPACKX(p1), UNPACKZ(p1)) * COBSCALE);
	case GROUND_WATER_HEIGHT:
		return int(ground->GetHeightReal(UNPACKX(p1), UNPACKZ(p1)) * COBSCALE);
	case BUILD_PERCENT_LEFT:
		return int((1.0f - unit->buildProgress) * 100);

	case YARD_OPEN:
		if (yardOpen)
			return 1;
		else
			return 0;
	case BUGGER_OFF:
		break;
	case ARMORED:
		if (unit->armoredState)
			return 1;
		else
			return 0;
	case VETERAN_LEVEL:
		return int(100 * unit->experience);
	case CURRENT_SPEED:
		return int(unit->speed.Length() * COBSCALE);
	case ON_ROAD:
		return 0;
	case IN_WATER:
		return (unit->pos.y < 0.0f) ? 1 : 0;
	case MAX_ID:
		return uh->MaxUnits()-1;
	case MY_ID:
		return unit->id;

	case UNIT_TEAM: {
		const CUnit* u = uh->GetUnit(p1);
		return (u != NULL)? unit->team : 0;
	}
	case UNIT_ALLIED: {
		const CUnit* u = uh->GetUnit(p1);

		if (u != NULL) {
			return teamHandler->Ally(unit->allyteam, u->allyteam) ? 1 : 0;
		}

		return 0;
	}
	case UNIT_BUILD_PERCENT_LEFT: {
		const CUnit* u = uh->GetUnit(p1);

		if (u != NULL) {
			return int((1.0f - u->buildProgress) * 100);
		}

		return 0;
	}
	case MAX_SPEED: {
		return int(unit->moveType->GetMaxSpeed() * COBSCALE);
	} break;
	case REVERSING: {
		CGroundMoveType* gmt = dynamic_cast<CGroundMoveType*>(unit->moveType);
		return ((gmt != NULL)? int(gmt->IsReversing()): 0);
	} break;
	case CLOAKED:
		return !!unit->isCloaked;
	case WANT_CLOAK:
		return !!unit->wantCloak;
	case UPRIGHT:
		return !!unit->upright;
	case POW:
		return int(math::pow(((float)p1)/COBSCALE,((float)p2)/COBSCALE)*COBSCALE);
	case PRINT:
		LOG("Value 1: %d, 2: %d, 3: %d, 4: %d", p1, p2, p3, p4);
		break;
	case HEADING: {
		if (p1 <= 0) {
			return unit->heading;
		}

		const CUnit* u = uh->GetUnit(p1);

		if (u != NULL) {
			return u->heading;
		}

		return -1;
	}
	case TARGET_ID: {
		if (unit->weapons[p1 - 1]) {
			const CWeapon* weapon = unit->weapons[p1 - 1];
			const TargetType tType = weapon->targetType;

			if (tType == Target_Unit)
				return unit->weapons[p1 - 1]->targetUnit->id;
			else if (tType == Target_None)
				return -1;
			else if (tType == Target_Pos)
				return -2;
			else // Target_Intercept
				return -3;
		}
		return -4; // weapon does not exist
	}

	case LAST_ATTACKER_ID:
		return unit->lastAttacker? unit->lastAttacker->id: -1;
	case LOS_RADIUS:
		return unit->realLosRadius;
	case AIR_LOS_RADIUS:
		return unit->realAirLosRadius;
	case RADAR_RADIUS:
		return unit->radarRadius;
	case JAMMER_RADIUS:
		return unit->jammerRadius;
	case SONAR_RADIUS:
		return unit->sonarRadius;
	case SONAR_JAM_RADIUS:
		return unit->sonarJamRadius;
	case SEISMIC_RADIUS:
		return unit->seismicRadius;

	case DO_SEISMIC_PING:
		float pingSize;
		if (p1 == 0) {
			pingSize = unit->seismicSignature;
		} else {
			pingSize = p1;
		}
		unit->DoSeismicPing(pingSize);
		break;

	case CURRENT_FUEL:
		return int(unit->currentFuel * float(COBSCALE));
	case TRANSPORT_ID:
		return unit->transporter?unit->transporter->id:-1;

	case SHIELD_POWER: {
		if (unit->shieldWeapon == NULL) {
			return -1;
		}
		const CPlasmaRepulser* shield = (CPlasmaRepulser*) unit->shieldWeapon;
		return int(shield->curPower * float(COBSCALE));
	}

	case STEALTH: {
		return unit->stealth ? 1 : 0;
	}
	case SONAR_STEALTH: {
		return unit->sonarStealth ? 1 : 0;
	}
	case CRASHING:
		return !!unit->crashing;
	case ALPHA_THRESHOLD: {
		return int(unit->alphaThreshold * 255);
	}

	case COB_ID: {
		if (p1 <= 0) {
			return unit->unitDef->cobID;
		} else {
			const CUnit* u = uh->GetUnit(p1);
			return ((u == NULL)? -1 : u->unitDef->cobID);
		}
	}

 	case PLAY_SOUND: {
 		// FIXME: this can currently only work for CCobInstance, because Lua can not get sound IDs
 		// (however, for Lua scripts there is already LuaUnsyncedCtrl::PlaySoundFile)
 		CCobInstance* cob = dynamic_cast<CCobInstance*>(this);
 		if (cob == NULL) {
 			return 1;
 		}
 		const CCobFile* script = cob->GetScriptAddr();
 		if (script == NULL) {
 			return 1;
 		}
		if ((p1 < 0) || (static_cast<size_t>(p1) >= script->sounds.size())) {
			return 1;
		}
		switch (p3) {	//who hears the sound
			case 0:		//ALOS
				if (!loshandler->InAirLos(unit->pos,gu->myAllyTeam)) { return 0; }
				break;
			case 1:		//LOS
				if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS)) { return 0; }
				break;
			case 2:		//ALOS or radar
				if (!(loshandler->InAirLos(unit->pos,gu->myAllyTeam) || unit->losStatus[gu->myAllyTeam] & (LOS_INRADAR))) { return 0; }
				break;
			case 3:		//LOS or radar
				if (!(unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR))) { return 0; }
				break;
			case 4:		//everyone
				break;
			case 5:		//allies
				if (unit->allyteam != gu->myAllyTeam) { return 0; }
				break;
			case 6:		//team
				if (unit->team != gu->myTeam) { return 0; }
				break;
			case 7:		//enemies
				if (unit->allyteam == gu->myAllyTeam) { return 0; }
				break;
		}
		if (p4 == 0) {
			Channels::General.PlaySample(script->sounds[p1], unit->pos, unit->speed, float(p2) / COBSCALE);
		} else {
			Channels::General.PlaySample(script->sounds[p1], float(p2) / COBSCALE);
		}
		return 0;
	}
	case SET_WEAPON_UNIT_TARGET: {
		const unsigned int weaponID = p1 - 1;
		const unsigned int targetID = p2;
		const bool userTarget = !!p3;

		if (weaponID >= unit->weapons.size()) {
			return 0;
		}

		CWeapon* weapon = unit->weapons[weaponID];

		if (weapon == NULL) {
			return 0;
		}

		//! if targetID is 0, just sets weapon->haveUserTarget
		//! to false (and targetType to None) without attacking
		CUnit* target = (targetID > 0)? uh->GetUnit(targetID): NULL;
		return (weapon->AttackUnit(target, userTarget) ? 1 : 0);
	}
	case SET_WEAPON_GROUND_TARGET: {
		const int weaponID = p1 - 1;
		const float3 pos = float3(float(UNPACKX(p2)),
		                          float(p3) / float(COBSCALE),
		                          float(UNPACKZ(p2)));
		const bool userTarget = !!p4;
		if ((weaponID < 0) || (static_cast<size_t>(weaponID) >= unit->weapons.size())) {
			return 0;
		}
		CWeapon* weapon = unit->weapons[weaponID];
		if (weapon == NULL) { return 0; }

		return weapon->AttackGround(pos, userTarget) ? 1 : 0;
	}
	case MIN:
		return std::min(p1, p2);
	case MAX:
		return std::max(p1, p2);
	case ABS:
		return abs(p1);
	case KSIN:
		return int(1024*math::sinf(TAANG2RAD*(float)p1));
	case KCOS:
		return int(1024*math::cosf(TAANG2RAD*(float)p1));
	case KTAN:
		return int(1024*math::tanf(TAANG2RAD*(float)p1));
	case SQRT:
		return int(math::sqrt((float)p1));
	case FLANK_B_MODE:
		return unit->flankingBonusMode;
	case FLANK_B_DIR:
		switch (p1) {
			case 1: return int(unit->flankingBonusDir.x * COBSCALE);
			case 2: return int(unit->flankingBonusDir.y * COBSCALE);
			case 3: return int(unit->flankingBonusDir.z * COBSCALE);
			case 4: unit->flankingBonusDir.x = (p2/(float)COBSCALE); return 0;
			case 5: unit->flankingBonusDir.y = (p2/(float)COBSCALE); return 0;
			case 6: unit->flankingBonusDir.z = (p2/(float)COBSCALE); return 0;
			case 7: unit->flankingBonusDir = float3(p2/(float)COBSCALE, p3/(float)COBSCALE, p4/(float)COBSCALE).Normalize(); return 0;
			default: return(-1);
		}
	case FLANK_B_MOBILITY_ADD:
		return int(unit->flankingBonusMobilityAdd * COBSCALE);
	case FLANK_B_MAX_DAMAGE:
		return int((unit->flankingBonusAvgDamage + unit->flankingBonusDifDamage) * COBSCALE);
	case FLANK_B_MIN_DAMAGE:
		return int((unit->flankingBonusAvgDamage - unit->flankingBonusDifDamage) * COBSCALE);
	case KILL_UNIT: {
		//! ID 0 is reserved for the script's owner
		CUnit* u = (p1 > 0)? uh->GetUnit(p1): this->unit;

		if (u == NULL) {
			return 0;
		}

		if (u->beingBuilt) {
			// no explosions and no corpse for units under construction
			u->KillUnit(false, true, NULL);
		} else {
			u->KillUnit(p2 != 0, p3 != 0, NULL);
		}

		return 1;
	}
	case WEAPON_RELOADSTATE: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return unit->weapons[p1-1]->reloadStatus;
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->reloadStatus;
			unit->weapons[np1 - 1]->reloadStatus = p2;
			return old;
		}
		else {
			return -1;
		}
	}
	case WEAPON_RELOADTIME: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return unit->weapons[p1-1]->reloadTime;
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->reloadTime;
			unit->weapons[np1 - 1]->reloadTime = p2;
			return old;
		}
		else {
			return -1;
		}
	}
	case WEAPON_ACCURACY: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return int(unit->weapons[p1-1]->accuracy * COBSCALE);
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->accuracy * COBSCALE;
			unit->weapons[np1 - 1]->accuracy = float(p2) / COBSCALE;
			return old;
		}
		else {
			return -1;
		}
	}
	case WEAPON_SPRAY: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return int(unit->weapons[p1-1]->sprayAngle * COBSCALE);
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->sprayAngle * COBSCALE;
			unit->weapons[np1 - 1]->sprayAngle = float(p2) / COBSCALE;
			return old;
		}
		else {
			return -1;
		}
	}
	case WEAPON_RANGE: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return int(unit->weapons[p1 - 1]->range * COBSCALE);
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->range * COBSCALE;
			unit->weapons[np1 - 1]->range = float(p2) / COBSCALE;
			return old;
		}
		else {
			return -1;
		}
	}
	case WEAPON_PROJECTILE_SPEED: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return int(unit->weapons[p1-1]->projectileSpeed * COBSCALE);
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->projectileSpeed * COBSCALE;
			unit->weapons[np1 - 1]->projectileSpeed = float(p2) / COBSCALE;
			return old;
		}
		else {
			return -1;
		}
	}
	case GAME_FRAME: {
		return gs->frameNum;
	}
	default:
		if ((val >= GLOBAL_VAR_START) && (val <= GLOBAL_VAR_END)) {
			return globalVars[val - GLOBAL_VAR_START];
		}
		else if ((val >= TEAM_VAR_START) && (val <= TEAM_VAR_END)) {
			return teamVars[unit->team][val - TEAM_VAR_START];
		}
		else if ((val >= ALLY_VAR_START) && (val <= ALLY_VAR_END)) {
			return allyVars[unit->allyteam][val - ALLY_VAR_START];
		}
		else if ((val >= UNIT_VAR_START) && (val <= UNIT_VAR_END)) {
			const int varID = val - UNIT_VAR_START;

			if (p1 == 0) {
				return unitVars[varID];
			}
			else if (p1 > 0) {
				// get the unit var for another unit
				const CUnit* u = uh->GetUnit(p1);

				if (u != NULL && u->script != NULL) {
					return u->script->unitVars[varID];
				}
			}
			else {
				// set the unit var for another unit
				p1 = -p1;

				CUnit* u = uh->GetUnit(p1);

				if (u != NULL && u->script != NULL) {
					u->script->unitVars[varID] = p2;
					return 1;
				}
			}
			return 0;
		}
		else {
			LOG_L(L_ERROR,
					"CobError: Unknown get constant %d (params = %d %d %d %d)",
					val, p1, p2, p3, p4);
		}
	}
#endif

	return 0;
}
예제 #2
0
/**
* @brief Executes the Fight command c
*/
void CMobileCAI::ExecuteFight(Command& c)
{
	assert((c.options & INTERNAL_ORDER) || owner->unitDef->canFight);

	if (c.params.size() == 1 && !owner->weapons.empty()) {
		CWeapon* w = owner->weapons.front();

		if ((orderTarget != NULL) && !w->AttackUnit(orderTarget, false)) {
			CUnit* newTarget = CGameHelper::GetClosestValidTarget(owner->pos, owner->maxRange, owner->allyteam, this);

			if ((newTarget != NULL) && w->AttackUnit(newTarget, false)) {
				c.params[0] = newTarget->id;

				inCommand = false;
			} else {
				w->AttackUnit(orderTarget, false);
			}
		}

		ExecuteAttack(c);
		return;
	}

	if (tempOrder) {
		inCommand = true;
		tempOrder = false;
	}
	if (c.params.size() < 3) {
		LOG_L(L_ERROR,
				"Received a Fight command with less than 3 params on %s in MobileCAI",
				owner->unitDef->humanName.c_str());
		return;
	}
	if (c.params.size() >= 6) {
		if (!inCommand) {
			commandPos1 = c.GetPos(3);
		}
	} else {
		// Some hackery to make sure the line (commandPos1,commandPos2) is NOT
		// rotated (only shortened) if we reach this because the previous return
		// fight command finished by the 'if((curPos-pos).SqLength2D()<(64*64)){'
		// condition, but is actually updated correctly if you click somewhere
		// outside the area close to the line (for a new command).
		commandPos1 = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
		if ((owner->pos - commandPos1).SqLength2D() > (96 * 96)) {
			commandPos1 = owner->pos;
		}
	}

	float3 pos = c.GetPos(0);

	if (!inCommand) {
		inCommand = true;
		commandPos2 = pos;
		lastUserGoal = commandPos2;
	}
	if (c.params.size() >= 6) {
		pos = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
	}
	if (pos != goalPos) {
		SetGoal(pos, owner->pos);
	}

	if (owner->unitDef->canAttack && owner->fireState >= FIRESTATE_FIREATWILL && !owner->weapons.empty()) {
		const float3 curPosOnLine = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
		const float searchRadius = owner->maxRange + 100 * owner->moveState * owner->moveState;
		CUnit* enemy = CGameHelper::GetClosestValidTarget(curPosOnLine, searchRadius, owner->allyteam, this);

		if (enemy != NULL) {
			PushOrUpdateReturnFight();

			// make the attack-command inherit <c>'s options
			// NOTE: see AirCAI::ExecuteFight why we do not set INTERNAL_ORDER
			Command c2(CMD_ATTACK, c.options, enemy->id);
			commandQue.push_front(c2);

			inCommand = false;
			tempOrder = true;

			// avoid infinite loops (?)
			if (lastPC != gs->frameNum) {
				lastPC = gs->frameNum;
				SlowUpdate();
			}
			return;
		}
	}

	if ((owner->pos - goalPos).SqLength2D() < (64 * 64)
			|| (owner->moveType->progressState == AMoveType::Failed)){
		FinishCommand();
	}
}