Пример #1
0
/**
**	@brief	Auto attack nearby units if possible
*/
bool AutoAttack(CUnit &unit)
{
	//Wyrmgus start
//	if (unit.Type->CanAttack == false) {
	if (unit.CanAttack() == false) {
	//Wyrmgus end
		return false;
	}
	// Normal units react in reaction range.
	CUnit *goal = AttackUnitsInReactRange(unit);

	if (goal == nullptr) {
		return false;
	}
	COrder *savedOrder = nullptr;

	if (unit.CurrentAction() == UnitActionStill) {
		//Wyrmgus start
//		savedOrder = COrder::NewActionAttack(unit, unit.tilePos);
		savedOrder = COrder::NewActionAttack(unit, unit.tilePos, unit.MapLayer->ID);
		//Wyrmgus end
	} else if (unit.CanStoreOrder(unit.CurrentOrder())) {
		savedOrder = unit.CurrentOrder()->Clone();
	}
	// Weak goal, can choose other unit, come back after attack
	CommandAttack(unit, goal->tilePos, nullptr, FlushCommands, goal->MapLayer->ID);

	if (savedOrder != nullptr) {
		unit.SavedOrder = savedOrder;
	}
	return true;
}
Пример #2
0
/* virtual */ void COrder_Still::OnAnimationAttack(CUnit &unit)
{
	if (unit.CanAttack(false) == false) {
		return;
	}
	
	CUnit *goal = this->GetGoal();
	if (goal == nullptr) {
		return;
	}
	if (IsTargetInRange(unit)(goal) == false) {
		this->ClearGoal();
		return;
	}

	FireMissile(unit, goal, goal->tilePos, goal->MapLayer->ID);
	UnHideUnit(unit);
	unit.StepCount = 0;
}
Пример #3
0
/**
**  Attack with unit at new position
**
**  @param unit    pointer to unit.
**  @param pos     map position to attack.
**  @param target  or unit to be attacked.
**  @param flush   if true, flush command queue.
*/
void CommandAttack(CUnit &unit, const Vec2i &pos, CUnit *target, int flush)
{
	Assert(Map.Info.IsPointOnMap(pos));
	if (IsUnitValidForNetwork(unit) == false) {
		return ;
	}
	//Wyrmgus start
	CMapField &mf = *Map.Field(unit.tilePos);
	CMapField &new_mf = *Map.Field(pos);
	if ((mf.Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) { 
		std::vector<CUnit *> table;
		Select(unit.tilePos, unit.tilePos, table);
		for (size_t i = 0; i != table.size(); ++i) {
			if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) {
				CommandStopUnit(*table[i]); //always stop the raft if a new command is issued
			}
		}
	}
	//Wyrmgus end

	COrderPtr *order;

	//Wyrmgus start
//	if (!unit.Type->CanAttack) {
	if (!unit.CanAttack()) {
	//Wyrmgus end
		ClearNewAction(unit);
		order = &unit.NewOrder;
	} else {
		order = GetNextOrder(unit, flush);
		if (order == NULL) {
			return;
		}
	}
	if (target && target->IsAlive()) {
		*order = COrder::NewActionAttack(unit, *target);
	} else {
		*order = COrder::NewActionAttack(unit, pos);
	}
	ClearSavedAction(unit);
}
Пример #4
0
bool COrder_Still::AutoAttackStand(CUnit &unit)
{
	//Wyrmgus start
//	if (unit.Type->CanAttack == false) {
	if (unit.CanAttack() == false) {
	//Wyrmgus end
		return false;
	}
	// Removed units can only attack in AttackRange, from bunker
	//Wyrmgus start
	//if unit is in a container which is attacking, and the container has a goal, use that goal (if possible) instead
//	CUnit *autoAttackUnit = AttackUnitsInRange(unit);
	CUnit *autoAttackUnit = unit.Container && unit.Container->CurrentAction() == UnitActionAttack && unit.Container->CurrentOrder()->HasGoal() ? unit.Container->CurrentOrder()->GetGoal() : AttackUnitsInRange(unit);
	//Wyrmgus end

	if (autoAttackUnit == nullptr) {
		return false;
	}
	// If unit is removed, use container's x and y
	const CUnit *firstContainer = unit.GetFirstContainer();
	if (firstContainer->MapDistanceTo(*autoAttackUnit) > unit.GetModifiedVariable(ATTACKRANGE_INDEX)) {
		return false;
	}
	//Wyrmgus start
//	if (GameSettings.Inside && CheckObstaclesBetweenTiles(unit.tilePos, autoAttackUnit->tilePos, MapFieldRocks | MapFieldForest) == false) {
	if (Map.IsLayerUnderground(autoAttackUnit->MapLayer->ID) && unit.GetModifiedVariable(ATTACKRANGE_INDEX) > 1 && CheckObstaclesBetweenTiles(unit.tilePos, autoAttackUnit->tilePos, MapFieldAirUnpassable, autoAttackUnit->MapLayer->ID) == false) {
	//Wyrmgus end
		return false;
	}
	this->State = SUB_STILL_ATTACK; // Mark attacking.
	this->SetGoal(autoAttackUnit);
	//Wyrmgus start
//	UnitHeadingFromDeltaXY(unit, autoAttackUnit->tilePos + autoAttackUnit->Type->GetHalfTileSize() - unit.tilePos);
	UnitHeadingFromDeltaXY(unit, PixelSize(PixelSize(autoAttackUnit->tilePos) * Map.GetMapLayerPixelTileSize(autoAttackUnit->MapLayer->ID)) + autoAttackUnit->GetHalfTilePixelSize() - PixelSize(PixelSize(unit.tilePos) * Map.GetMapLayerPixelTileSize(autoAttackUnit->MapLayer->ID)) - unit.GetHalfTilePixelSize());
	//Wyrmgus end
	return true;
}
Пример #5
0
/* virtual */ void COrder_Follow::Execute(CUnit &unit)
{
	if (unit.Wait) {
		if (!unit.Waiting) {
			unit.Waiting = 1;
			unit.WaitBackup = unit.Anim;
		}
		//Wyrmgus start
//		UnitShowAnimation(unit, unit.Type->Animations->Still);
		UnitShowAnimation(unit, unit.GetAnimations()->Still);
		//Wyrmgus end
		unit.Wait--;
		return;
	}
	if (unit.Waiting) {
		unit.Anim = unit.WaitBackup;
		unit.Waiting = 0;
	}
	CUnit *goal = this->GetGoal();

	// Reached target
	if (this->State == State_TargetReached) {

		if (!goal || !goal->IsVisibleAsGoal(*unit.Player)) {
			DebugPrint("Goal gone\n");
			this->Finished = true;
			return ;
		}

		// Don't follow after immobile units
		if (goal && goal->CanMove() == false) {
			this->Finished = true;
			return;
		}

		//Wyrmgus start
//		if (goal->tilePos == this->goalPos) {
		if (goal->tilePos == this->goalPos && goal->MapLayer == this->MapLayer) {
		//Wyrmgus end
			// Move to the next order
			if (unit.Orders.size() > 1) {
				this->Finished = true;
				return ;
			}

			unit.Wait = 10;
			if (this->Range > 1) {
				this->Range = 1;
				this->State = State_Init;
			}
			return ;
		}
		this->State = State_Init;
	}
	if (this->State == State_Init) { // first entry
		this->State = State_Initialized;
	}
	switch (DoActionMove(unit)) { // reached end-point?
		case PF_UNREACHABLE:
			//Wyrmgus start
			if ((Map.Field(unit.tilePos, unit.MapLayer)->Flags & MapFieldBridge) && !unit.Type->BoolFlag[BRIDGE_INDEX].value && unit.Type->UnitType == UnitTypeLand) {
				std::vector<CUnit *> table;
				Select(unit.tilePos, unit.tilePos, table, unit.MapLayer);
				for (size_t i = 0; i != table.size(); ++i) {
					if (!table[i]->Removed && table[i]->Type->BoolFlag[BRIDGE_INDEX].value && table[i]->CanMove()) {
						if (table[i]->CurrentAction() == UnitActionStill) {
							CommandStopUnit(*table[i]);
							CommandMove(*table[i], this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, FlushCommands, this->HasGoal() ? this->GetGoal()->MapLayer : this->MapLayer);
						}
						return;
					}
				}
			}
			//Wyrmgus end
			// Some tries to reach the goal
			this->Range++;
			break;
		case PF_REACHED: {
			if (!goal) { // goal has died
				this->Finished = true;
				return ;
			}
			// Handle Teleporter Units
			// FIXME: BAD HACK
			// goal shouldn't be busy and portal should be alive
			if (goal->Type->BoolFlag[TELEPORTER_INDEX].value && goal->Goal && goal->Goal->IsAlive() && unit.MapDistanceTo(*goal) <= 1) {
				if (!goal->IsIdle()) { // wait
					unit.Wait = 10;
					return;
				}
				// Check if we have enough mana
				if (goal->Goal->Type->TeleportCost > goal->Variable[MANA_INDEX].Value) {
					this->Finished = true;
					return;
				} else {
					goal->Variable[MANA_INDEX].Value -= goal->Goal->Type->TeleportCost;
				}
				// Everything is OK, now teleport the unit
				unit.Remove(NULL);
				if (goal->Type->TeleportEffectIn) {
					goal->Type->TeleportEffectIn->pushPreamble();
					goal->Type->TeleportEffectIn->pushInteger(UnitNumber(unit));
					goal->Type->TeleportEffectIn->pushInteger(UnitNumber(*goal));
					goal->Type->TeleportEffectIn->pushInteger(unit.GetMapPixelPosCenter().x);
					goal->Type->TeleportEffectIn->pushInteger(unit.GetMapPixelPosCenter().y);
					goal->Type->TeleportEffectIn->run();
				}
				unit.tilePos = goal->Goal->tilePos;
				//Wyrmgus start
				unit.MapLayer = goal->Goal->MapLayer;
				//Wyrmgus end
				DropOutOnSide(unit, unit.Direction, NULL);

				// FIXME: we must check if the units supports the new order.
				CUnit &dest = *goal->Goal;
				if (dest.Type->TeleportEffectOut) {
					dest.Type->TeleportEffectOut->pushPreamble();
					dest.Type->TeleportEffectOut->pushInteger(UnitNumber(unit));
					dest.Type->TeleportEffectOut->pushInteger(UnitNumber(dest));
					dest.Type->TeleportEffectOut->pushInteger(unit.GetMapPixelPosCenter().x);
					dest.Type->TeleportEffectOut->pushInteger(unit.GetMapPixelPosCenter().y);
					dest.Type->TeleportEffectOut->run();
				}

				if (dest.NewOrder == NULL
					|| (dest.NewOrder->Action == UnitActionResource && !unit.Type->BoolFlag[HARVESTER_INDEX].value)
					//Wyrmgus start
//					|| (dest.NewOrder->Action == UnitActionAttack && !unit.Type->CanAttack)
					|| (dest.NewOrder->Action == UnitActionAttack && !unit.CanAttack(true))
					//Wyrmgus end
					|| (dest.NewOrder->Action == UnitActionBoard && unit.Type->UnitType != UnitTypeLand)) {
					this->Finished = true;
					return ;
				} else {
					if (dest.NewOrder->HasGoal()) {
						if (dest.NewOrder->GetGoal()->Destroyed) {
							delete dest.NewOrder;
							dest.NewOrder = NULL;
							this->Finished = true;
							return ;
						}
						unit.Orders.insert(unit.Orders.begin() + 1, dest.NewOrder->Clone());
						this->Finished = true;
						return ;
					}
				}
			}
			this->goalPos = goal->tilePos;
			//Wyrmgus start
			this->MapLayer = goal->MapLayer;
			//Wyrmgus end
			this->State = State_TargetReached;
		}
		// FALL THROUGH
		default:
			break;
	}

	// Target destroyed?
	if (goal && !goal->IsVisibleAsGoal(*unit.Player)) {
		DebugPrint("Goal gone\n");
		this->goalPos = goal->tilePos + goal->Type->GetHalfTileSize();
		//Wyrmgus start
		this->MapLayer = goal->MapLayer;
		//Wyrmgus end
		this->ClearGoal();
		goal = NULL;
	}

	if (unit.Anim.Unbreakable) {
		return ;
	}
	// If our leader is dead or stops or attacks:
	// Attack any enemy in reaction range.
	// If don't set the goal, the unit can than choose a
	//  better goal if moving nearer to enemy.
	//Wyrmgus start
//	if (unit.Type->CanAttack
	if (unit.CanAttack()
	//Wyrmgus end
		&& (!goal || goal->CurrentAction() == UnitActionAttack || goal->CurrentAction() == UnitActionStill)) {
		CUnit *target = AttackUnitsInReactRange(unit);
		if (target) {
			// Save current command to come back.
			COrder *savedOrder = NULL;
			if (unit.CanStoreOrder(unit.CurrentOrder())) {
				savedOrder = this->Clone();
			}

			this->Finished = true;
			//Wyrmgus start
//			unit.Orders.insert(unit.Orders.begin() + 1, COrder::NewActionAttack(unit, target->tilePos));
			unit.Orders.insert(unit.Orders.begin() + 1, COrder::NewActionAttack(unit, target->tilePos, target->MapLayer));
			//Wyrmgus end

			if (savedOrder != NULL) {
				unit.SavedOrder = savedOrder;
			}
		}
	}
}