示例#1
0
void CSReclaimTask::Update()
{
	CCircuitAI* circuit = manager->GetCircuit();
	if (circuit->GetEconomyManager()->IsMetalFull()) {
		manager->AbortTask(this);
	} else if ((++updCount % 4 == 0) && !units.empty()) {
		// Check for damaged units
		CBuilderManager* builderManager = circuit->GetBuilderManager();
		CAllyUnit* repairTarget = nullptr;
		circuit->UpdateFriendlyUnits();
		auto us = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, radius * 0.9f));
		for (Unit* u : us) {
			CAllyUnit* candUnit = circuit->GetFriendlyUnit(u);
			if ((candUnit == nullptr) || builderManager->IsReclaimed(candUnit)) {
				continue;
			}
			if (!u->IsBeingBuilt() && (u->GetHealth() < u->GetMaxHealth())) {
				repairTarget = candUnit;
				break;
			}
		}
		utils::free_clear(us);
		if (repairTarget != nullptr) {
			// Repair task
			IBuilderTask* task = circuit->GetFactoryManager()->EnqueueRepair(IBuilderTask::Priority::NORMAL, repairTarget);
			decltype(units) tmpUnits = units;
			for (CCircuitUnit* unit : tmpUnits) {
				manager->AssignTask(unit, task);
			}
			manager->AbortTask(this);
		}
	}
}
示例#2
0
void IBuilderTask::Update()
{
	CCircuitAI* circuit = manager->GetCircuit();
//	for (auto unit : units) {
//		IUnitAction* action = static_cast<IUnitAction*>(unit->Begin());
//		if (action->GetType() == IUnitAction::Type::PRE_BUILD) {
//			Unit* u = unit->GetUnit();
//			const AIFloat3& vel = u->GetVel();
//			Resource* metal = circuit->GetEconomyManager()->GetMetalRes();
//			if ((vel == ZeroVector) && (u->GetResourceUse(metal) <= 0)) {
//				// TODO: Something is on build site, get standing units in radius and push them.
//			}
//		}
//	}

	// FIXME: Replace const 1000.0f with build time?
	if ((cost > 1000.0f) && (circuit->GetEconomyManager()->GetAvgMetalIncome() < savedIncome * 0.6f)) {
		manager->AbortTask(this);
	}
}
示例#3
0
IBuilderTask::IBuilderTask(ITaskManager* mgr, Priority priority,
		CCircuitDef* buildDef, const AIFloat3& position,
		BuildType type, float cost, bool isShake, int timeout)
				: IUnitTask(mgr, priority, Type::BUILDER)
				, position(position)
				, isShake(isShake)
				, buildDef(buildDef)
				, buildType(type)
				, buildPower(.0f)
				, cost(cost)
				, target(nullptr)
				, buildPos(-RgtVector)
				, facing(UNIT_COMMAND_BUILD_NO_FACING)
				, nextTask(nullptr)
				, timeout(timeout)
				, buildFails(0)
{
	CCircuitAI* circuit = manager->GetCircuit();
	lastTouched = circuit->GetLastFrame();
	savedIncome = circuit->GetEconomyManager()->GetAvgMetalIncome();
}
示例#4
0
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);
		}
	}
}