void CThreatMap::EnemyEnterLOS(CEnemyUnit* enemy) { // Possible cases: // (1) Unknown enemy that has been detected for the first time // (2) Unknown enemy that was only in radar enters LOS // (3) Known enemy that already was in LOS enters again enemy->SetInLOS(); if (enemy->GetDPS() < 0.1f) { if (enemy->GetThreat() > .0f) { // (2) // threat prediction failed when enemy was unknown if (enemy->IsHidden()) { enemy->ClearHidden(); } else { DelEnemyUnitAll(enemy); } hostileUnits.erase(enemy->GetId()); peaceUnits[enemy->GetId()] = enemy; enemy->SetThreat(.0f); enemy->SetRange(0); enemy->SetDecloakRange(GetCloakRange(enemy)); } else if (peaceUnits.find(enemy->GetId()) == peaceUnits.end()) { peaceUnits[enemy->GetId()] = enemy; enemy->SetDecloakRange(GetCloakRange(enemy)); } else if (enemy->IsHidden()) { enemy->ClearHidden(); } else { DelDecloaker(enemy); } AIFloat3 pos = enemy->GetUnit()->GetPos(); circuit->GetTerrainManager()->CorrectPosition(pos); enemy->SetPos(pos); enemy->SetKnown(); AddDecloaker(enemy); return; } if (hostileUnits.find(enemy->GetId()) == hostileUnits.end()) { hostileUnits[enemy->GetId()] = enemy; } else if (enemy->IsHidden()) { enemy->ClearHidden(); } else if (enemy->IsKnown()) { DelEnemyUnit(enemy); } else { DelEnemyUnitAll(enemy); } AIFloat3 pos = enemy->GetUnit()->GetPos(); circuit->GetTerrainManager()->CorrectPosition(pos); enemy->SetPos(pos); enemy->SetRange(GetEnemyUnitRange(enemy)); enemy->SetDecloakRange(GetCloakRange(enemy)); enemy->SetThreat(GetEnemyUnitThreat(enemy)); enemy->SetKnown(); AddEnemyUnit(enemy); }
void CThreatMap::EnemyDamaged(CEnemyUnit* enemy) { auto it = hostileUnits.find(enemy->GetId()); if ((it == hostileUnits.end()) || !enemy->IsInLOS()) { return; } DelEnemyUnit(enemy); enemy->SetThreat(GetEnemyUnitThreat(enemy)); AddEnemyUnit(enemy); }
void CThreatMap::EnemyDamaged(int enemyUnitID, int) { std::map<int, EnemyUnit>::iterator it = enemyUnits.find(enemyUnitID); if (it != enemyUnits.end()) { EnemyUnit& enemyUnit = it->second; DelEnemyUnit(enemyUnit); enemyUnit.threat = GetEnemyUnitThreat(enemyUnit); AddEnemyUnit(enemyUnit, 1.0f); } }
void CThreatMap::EnemyCreated(int enemyUnitID) { const UnitDef* ud = ai->ccb->GetUnitDef(enemyUnitID); EnemyUnit enemyUnit; enemyUnit.id = enemyUnitID; enemyUnit.pos = ai->ccb->GetUnitPos(enemyUnitID); enemyUnit.threat = GetEnemyUnitThreat(enemyUnit); enemyUnit.range = (ai->ut->GetMaxRange(ud) + 100.0f) / (SQUARE_SIZE * THREATRES); enemyUnits[enemyUnitID] = enemyUnit; AddEnemyUnit(enemyUnit, 1.0f); }
void CThreatMap::EnemyCreated(int enemyUnitID) { assert(!threatCellsRaw.empty()); assert(ai->ccb->GetUnitDef(enemyUnitID) != NULL); EnemyUnit enemyUnit; enemyUnit.id = enemyUnitID; enemyUnit.pos = ai->ccb->GetUnitPos(enemyUnitID); enemyUnit.threat = GetEnemyUnitThreat(enemyUnit); enemyUnit.range = (ai->ut->GetMaxRange(ai->ccb->GetUnitDef(enemyUnitID)) + 100.0f) / (SQUARE_SIZE * THREATRES); enemyUnits[enemyUnitID] = enemyUnit; AddEnemyUnit(enemyUnit, 1.0f); }
void CThreatMap::Update() { currMaxThreat = 0.0f; // account for moving units for (std::map<int, EnemyUnit>::iterator it = enemyUnits.begin(); it != enemyUnits.end(); ++it) { EnemyUnit& e = it->second; DelEnemyUnit(e); e.pos = ai->ccb->GetUnitPos(e.id); e.threat = GetEnemyUnitThreat(e); AddEnemyUnit(e, 1.0f); currMaxThreat = std::max(currMaxThreat, e.threat); } // TODO: staggered updates if (threatMapTexID >= 0) { if (currMaxThreat > 0.0f) { for (int i = 0; i < area; i++) { threatCellsVis[i] = (threatCellsRaw[i] - THREATVAL_BASE) / currMaxThreat; } ai->cb->DebugDrawerUpdateOverlayTexture(threatMapTexID, &threatCellsVis[0], 0, 0, width, height); } } #if (LUA_THREATMAP_DEBUG == 1) { std::string luaDataStr; std::stringstream luaDataStream; luaDataStream << "local threatMapArray = GG.AIThreatMap;\n"; // just copy the entire map for (int i = 0; i < area; i++) { luaDataStream << "threatMapArray[" << i << "]"; luaDataStream << " = "; luaDataStream << (threatCellsRaw[i] - THREATVAL_BASE); luaDataStream << " / "; luaDataStream << currMaxThreat; luaDataStream << ";\n"; } luaDataStr = luaDataStream.str(); ai->cb->CallLuaRules("[AI::KAIK::ThreatMap::Update]", -1, NULL); ai->cb->CallLuaRules(luaDataStr.c_str(), -1, NULL); } #endif }
void CThreatMap::Update() { // reset every frame currMaxThreat = 0.0f; // account for moving units for (std::map<int, EnemyUnit>::iterator it = enemyUnits.begin(); it != enemyUnits.end(); ++it) { EnemyUnit& e = it->second; DelEnemyUnit(e); e.pos = ai->ccb->GetUnitPos(e.id); e.threat = GetEnemyUnitThreat(e); AddEnemyUnit(e, 1.0f); currMaxThreat = std::max(currMaxThreat, e.threat); } #if (LUA_THREATMAP_DEBUG == 1) std::string luaDataStr; std::stringstream luaDataStream; luaDataStream << "local threatMapArray = GG.AIThreatMap;\n"; #endif // just copy the entire map for (int i = 0; i < area; i++) { #if (LUA_THREATMAP_DEBUG == 1) luaDataStream << "threatMapArray[" << i << "]"; luaDataStream << " = "; luaDataStream << threatCells[i]; luaDataStream << " / "; luaDataStream << currMaxThreat; luaDataStream << ";\n"; #endif } #if (LUA_THREATMAP_DEBUG == 1) luaDataStr = luaDataStream.str(); ai->cb->CallLuaRules("[AI::KAIK::ThreatMap::Update]", -1, NULL); ai->cb->CallLuaRules(luaDataStr.c_str(), -1, NULL); #endif }