void IFighterTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker) { CCircuitAI* circuit = manager->GetCircuit(); int frame = circuit->GetLastFrame(); CCircuitDef* cdef = unit->GetCircuitDef(); Unit* u = unit->GetUnit(); const float healthPerc = u->GetHealth() / u->GetMaxHealth(); if (unit->GetShield() != nullptr) { const float minShield = circuit->GetSetupManager()->GetEmptyShield(); if ((healthPerc > cdef->GetRetreat()) && unit->IsShieldCharged(minShield)) { if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) { circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit); } return; } } else if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) { if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) { circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit); } return; } else if (healthPerc < 0.2f) { // stuck units workaround: they don't shoot and don't see distant threat CRetreatTask* task = manager->GetCircuit()->GetMilitaryManager()->EnqueueRetreat(); manager->AssignTask(unit, task); return; } CThreatMap* threatMap = circuit->GetThreatMap(); const float range = cdef->GetMaxRange(); if ((target == nullptr) || !target->IsInLOS()) { CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat(); manager->AssignTask(unit, task); return; } const AIFloat3& pos = unit->GetPos(frame); if ((target->GetPos().SqDistance2D(pos) > SQUARE(range)) || (threatMap->GetThreatAt(unit, pos) * 2 > threatMap->GetUnitThreat(unit))) { CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat(); manager->AssignTask(unit, task); return; } cowards.insert(unit); }
void IFighterTask::Update() { CCircuitAI* circuit = manager->GetCircuit(); CMilitaryManager* militaryManager = circuit->GetMilitaryManager(); const float minShield = circuit->GetSetupManager()->GetEmptyShield(); decltype(units) tmpUnits = shields; for (CCircuitUnit* unit : tmpUnits) { if (!unit->IsShieldCharged(minShield)) { CRetreatTask* task = militaryManager->EnqueueRetreat(); manager->AssignTask(unit, task); } } }