void CRetreatTask::OnUnitIdle(CCircuitUnit* unit) { CCircuitAI* circuit = manager->GetCircuit(); int frame = circuit->GetLastFrame(); CFactoryManager* factoryManager = circuit->GetFactoryManager(); AIFloat3 haven = (repairer != nullptr) ? repairer->GetPos(frame) : factoryManager->GetClosestHaven(unit); if (haven == -RgtVector) { haven = circuit->GetSetupManager()->GetBasePos(); } if (unit->GetCircuitDef()->IsPlane()) { // force rearm/repair | CMD_FIND_PAD unit->GetUnit()->Fight(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60); return; } const float maxDist = factoryManager->GetAssistDef()->GetBuildDistance(); const AIFloat3& unitPos = unit->GetPos(frame); if (unitPos.SqDistance2D(haven) > maxDist * maxDist) { // TODO: push MoveAction into unit? to avoid enemy fire unit->GetUnit()->MoveTo(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 1); // TODO: Add fail counter? } else { // TODO: push WaitAction into unit // unit->GetUnit()->ExecuteCustomCommand(CMD_PRIORITY, {0.0f}); AIFloat3 pos = unitPos; const float size = SQUARE_SIZE * 16; CTerrainManager* terrainManager = circuit->GetTerrainManager(); float centerX = terrainManager->GetTerrainWidth() / 2; float centerZ = terrainManager->GetTerrainHeight() / 2; pos.x += (pos.x > centerX) ? size : -size; pos.z += (pos.z > centerZ) ? size : -size; AIFloat3 oldPos = pos; terrainManager->CorrectPosition(pos); if (oldPos.SqDistance2D(pos) > SQUARE_SIZE * SQUARE_SIZE) { pos = unitPos; pos.x += (pos.x > centerX) ? -size : size; pos.z += (pos.z > centerZ) ? -size : size; } CTerrainManager::TerrainPredicate predicate = [unitPos](const AIFloat3& p) { return unitPos.SqDistance2D(p) > SQUARE(SQUARE_SIZE * 8); }; pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, maxDist, UNIT_COMMAND_BUILD_NO_FACING, predicate); unit->GetUnit()->PatrolTo(pos); IUnitAction* act = static_cast<IUnitAction*>(unit->End()); if (act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) { static_cast<ITravelAction*>(act)->SetFinished(true); } } }
void CDefendTask::Execute(CCircuitUnit* unit) { CCircuitAI* circuit = manager->GetCircuit(); CTerrainManager* terrainManager = circuit->GetTerrainManager(); AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32); terrainManager->CorrectPosition(pos); pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, 300.0f, UNIT_COMMAND_BUILD_NO_FACING); TRY_UNIT(circuit, unit, unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, circuit->GetLastFrame() + FRAMES_PER_SEC * 60); unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED); ) }
void IBuilderTask::FindBuildSite(CCircuitUnit* builder, const AIFloat3& pos, float searchRadius) { CTerrainManager* terrainManager = manager->GetCircuit()->GetTerrainManager(); // facing = UNIT_COMMAND_BUILD_NO_FACING; float terWidth = terrainManager->GetTerrainWidth(); float terHeight = terrainManager->GetTerrainHeight(); if (math::fabs(terWidth - 2 * pos.x) > math::fabs(terHeight - 2 * pos.z)) { facing = (2 * pos.x > terWidth) ? UNIT_FACING_WEST : UNIT_FACING_EAST; } else { facing = (2 * pos.z > terHeight) ? UNIT_FACING_NORTH : UNIT_FACING_SOUTH; } CTerrainManager::TerrainPredicate predicate = [terrainManager, builder](const AIFloat3& p) { return terrainManager->CanBuildAt(builder, p); }; buildPos = terrainManager->FindBuildSite(buildDef, pos, searchRadius, facing, predicate); }