Пример #1
0
bool CBuilderCAI::FindCaptureTargetAndCapture(const float3& pos, float radius,
                                              unsigned char options,
											  bool healthyOnly)
{
	const std::vector<CUnit*> &cu = quadField->GetUnits(pos, radius);
	std::vector<CUnit*>::const_iterator ui;

	const CUnit* best = NULL;
	float bestDist = 1.0e30f;
	bool stationary = false;

	for (ui = cu.begin(); ui != cu.end(); ++ui) {
		CUnit* unit = *ui;

		if ((((options & CONTROL_KEY) && owner->team != unit->team) ||
			!teamHandler->Ally(owner->allyteam, unit->allyteam)) && (unit != owner) &&
			(unit->losStatus[owner->allyteam] & (LOS_INRADAR|LOS_INLOS)) &&
			!unit->beingBuilt && unit->unitDef->capturable) {
			if(unit->IsMoving() && stationary) { // capture stationary targets first
				continue;
			}
			if(healthyOnly && unit->health < unit->maxHealth && unit->captureProgress <= 0.0f) {
				continue;
			}
			const float dist = f3SqDist(unit->pos, owner->pos);
			if (dist < bestDist || (!stationary && !unit->IsMoving())) {
				if (!owner->unitDef->canmove && !IsInBuildRange(unit)) {
					continue;
				}
				if(!stationary && !unit->IsMoving()) {
					stationary = true;
				}
				bestDist = dist;
				best = unit;
			}
		}
	}

	if (best) {
		Command nc(CMD_CAPTURE, options | INTERNAL_ORDER, best->id);
		commandQue.push_front(nc);
		return true;
	}

	return false;
}
Пример #2
0
void CBuilderCAI::ExecuteCapture(Command& c)
{
	// not all builders are capture-capable by default
	if (!owner->unitDef->canCapture)
		return;

	if (c.params.size() == 1 || c.params.size() == 5) {
		// capture unit
		CUnit* unit = unitHandler->GetUnit(c.params[0]);

		if (unit == NULL) {
			FinishCommand();
			return;
		}

		if (c.params.size() == 5) {
			const float3& pos = c.GetPos(1);
			const float radius = c.params[4] + 100; // do not walk too far outside capture area

			if (((pos - unit->pos).SqLength2D() > (radius * radius) ||
				(ownerBuilder->curCapture == unit && unit->IsMoving() && !IsInBuildRange(unit)))) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		if (unit->unitDef->capturable && unit->team != owner->team && UpdateTargetLostTimer(unit->id)) {
			if (MoveInBuildRange(unit)) {
				ownerBuilder->SetCaptureTarget(unit);
			}
		} else {
			StopMove();
			FinishCommand();
		}
	} else if (c.params.size() == 4) {
		// area capture
		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];

		ownerBuilder->StopBuild();

		if (FindCaptureTargetAndCapture(pos, radius, c.options, (c.options & META_KEY))) {
			inCommand = false;
			SlowUpdate();
			return;
		}
		if (!(c.options & ALT_KEY)) {
			FinishCommand();
		}
	} else {
		FinishCommand();
	}
}
Пример #3
0
void CBuilderCAI::ExecuteReclaim(Command& c)
{
	// not all builders are reclaim-capable by default
	if (!owner->unitDef->canReclaim)
		return;

	if (c.params.size() == 1 || c.params.size() == 5) {
		const int signedId = (int) c.params[0];

		if (signedId < 0) {
			LOG_L(L_WARNING, "Trying to reclaim unit or feature with id < 0 (%i), aborting.", signedId);
			return;
		}

		const unsigned int uid = signedId;

		const bool checkForBetterTarget = ((++randomCounter % 5) == 0);
		if (checkForBetterTarget && (c.options & INTERNAL_ORDER) && (c.params.size() >= 5)) {
			// regular check if there is a closer reclaim target
			CSolidObject* obj;
			if (uid >= unitHandler->MaxUnits()) {
				obj = featureHandler->GetFeature(uid - unitHandler->MaxUnits());
			} else {
				obj = unitHandler->GetUnit(uid);
			}
			if (obj) {
				const float3& pos = c.GetPos(1);
				const float radius = c.params[4];
				const float curdist = pos.SqDistance2D(obj->pos);

				const bool recUnits = !!(c.options & META_KEY);
				const bool recEnemyOnly = (c.options & META_KEY) && (c.options & CONTROL_KEY);
				const bool recSpecial = !!(c.options & CONTROL_KEY);

				ReclaimOption recopt = REC_NORESCHECK;
				if (recUnits)     recopt |= REC_UNITS;
				if (recEnemyOnly) recopt |= REC_ENEMYONLY;
				if (recSpecial)   recopt |= REC_SPECIAL;

				const int rid = FindReclaimTarget(pos, radius, c.options, recopt, curdist);
				if ((rid > 0) && (rid != uid)) {
					FinishCommand();
					RemoveUnitFromReclaimers(owner);
					RemoveUnitFromFeatureReclaimers(owner);
					return;
				}
			}
		}

		if (uid >= unitHandler->MaxUnits()) { // reclaim feature
			CFeature* feature = featureHandler->GetFeature(uid - unitHandler->MaxUnits());

			if (feature != NULL) {
				bool featureBeingResurrected = IsFeatureBeingResurrected(feature->id, owner);
				featureBeingResurrected &= (c.options & INTERNAL_ORDER) && !(c.options & CONTROL_KEY);

				if (featureBeingResurrected || !ReclaimObject(feature)) {
					StopMove();
					FinishCommand();
					RemoveUnitFromFeatureReclaimers(owner);
				} else {
					AddUnitToFeatureReclaimers(owner);
				}
			} else {
				StopMove();
				FinishCommand();
				RemoveUnitFromFeatureReclaimers(owner);
			}

			RemoveUnitFromReclaimers(owner);
		} else { // reclaim unit
			CUnit* unit = unitHandler->GetUnit(uid);

			if (unit != NULL && c.params.size() == 5) {
				const float3& pos = c.GetPos(1);
				const float radius = c.params[4] + 100.0f; // do not walk too far outside reclaim area

				const bool outOfReclaimRange =
					(pos.SqDistance2D(unit->pos) > radius * radius) ||
					(ownerBuilder->curReclaim == unit && unit->IsMoving() && !IsInBuildRange(unit));
				const bool busyAlliedBuilder =
					unit->unitDef->builder &&
					!unit->commandAI->commandQue.empty() &&
					teamHandler->Ally(owner->allyteam, unit->allyteam);

				if (outOfReclaimRange || busyAlliedBuilder) {
					StopMove();
					RemoveUnitFromReclaimers(owner);
					FinishCommand();
					RemoveUnitFromFeatureReclaimers(owner);
					return;
				}
			}

			if (unit != NULL && unit != owner && unit->unitDef->reclaimable && UpdateTargetLostTimer(unit->id) && unit->AllowedReclaim(owner)) {
				if (!ReclaimObject(unit)) {
					StopMove();
					FinishCommand();
				} else {
					AddUnitToReclaimers(owner);
				}
			} else {
				RemoveUnitFromReclaimers(owner);
				FinishCommand();
			}

			RemoveUnitFromFeatureReclaimers(owner);
		}
	} else if (c.params.size() == 4) {
		// area reclaim
		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];
		const bool recUnits = !!(c.options & META_KEY);
		const bool recEnemyOnly = (c.options & META_KEY) && (c.options & CONTROL_KEY);
		const bool recSpecial = !!(c.options & CONTROL_KEY);

		RemoveUnitFromReclaimers(owner);
		RemoveUnitFromFeatureReclaimers(owner);
		ownerBuilder->StopBuild();

		ReclaimOption recopt = REC_NORESCHECK;
		if (recUnits)     recopt |= REC_UNITS;
		if (recEnemyOnly) recopt |= REC_ENEMYONLY;
		if (recSpecial)   recopt |= REC_SPECIAL;

		if (FindReclaimTargetAndReclaim(pos, radius, c.options, recopt)) {
			inCommand = false;
			SlowUpdate();
			return;
		}
		if(!(c.options & ALT_KEY)){
			FinishCommand();
		}
	} else {
		// wrong number of parameters
		RemoveUnitFromReclaimers(owner);
		RemoveUnitFromFeatureReclaimers(owner);
		FinishCommand();
	}
}
Пример #4
0
void CBuilderCAI::ExecuteRepair(Command& c)
{
	// not all builders are repair-capable by default
	if (!owner->unitDef->canRepair)
		return;

	if (c.params.size() == 1 || c.params.size() == 5) {
		// repair unit
		CUnit* unit = unitHandler->GetUnit(c.params[0]);

		if (unit == NULL) {
			FinishCommand();
			return;
		}

		if (tempOrder && owner->moveState <= MOVESTATE_MANEUVER) {
			// limit how far away we go when not roaming
			if (LinePointDist(commandPos1, commandPos2, unit->pos) > std::max(500.0f, GetBuildRange(unit->radius))) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		if (c.params.size() == 5) {
			const float3& pos = c.GetPos(1);
			const float radius = c.params[4] + 100.0f; // do not walk too far outside repair area

			if ((pos - unit->pos).SqLength2D() > radius * radius ||
				(unit->IsMoving() && (((c.options & INTERNAL_ORDER) && !TargetInterceptable(unit, unit->speed.Length2D())) || ownerBuilder->curBuild == unit)
				&& !IsInBuildRange(unit))) {
				StopMove();
				FinishCommand();
				return;
			}
		}

		// do not consider units under construction irreparable
		// even if they can be repaired
		bool canRepairUnit = true;
		canRepairUnit &= ((unit->beingBuilt) || (unit->unitDef->repairable && (unit->health < unit->maxHealth)));
		canRepairUnit &= ((unit != owner) || owner->unitDef->canSelfRepair);
		canRepairUnit &= (!unit->soloBuilder || (unit->soloBuilder == owner));
		canRepairUnit &= (!(c.options & INTERNAL_ORDER) || (c.options & CONTROL_KEY) || !IsUnitBeingReclaimed(unit, owner));
		canRepairUnit &= (UpdateTargetLostTimer(unit->id) != 0);

		if (canRepairUnit) {
			if (MoveInBuildRange(unit)) {
				ownerBuilder->SetRepairTarget(unit);
			}
		} else {
			StopMove();
			FinishCommand();
		}
	} else if (c.params.size() == 4) {
		// area repair
		const float3 pos = c.GetPos(0);
		const float radius = c.params[3];

		ownerBuilder->StopBuild();
		if (FindRepairTargetAndRepair(pos, radius, c.options, false, (c.options & META_KEY))) {
			inCommand = false;
			SlowUpdate();
			return;
		}
		if (!(c.options & ALT_KEY)) {
			FinishCommand();
		}
	} else {
		FinishCommand();
	}
}