示例#1
0
void IReclaimTask::Execute(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	Unit* u = unit->GetUnit();
	TRY_UNIT(circuit, unit,
		u->ExecuteCustomCommand(CMD_PRIORITY, {ClampPriority()});
	)
示例#2
0
void CBPatrolTask::Execute(CCircuitUnit* unit)
{
	CCircuitAI* circuit = manager->GetCircuit();
	Unit* u = unit->GetUnit();
	TRY_UNIT(circuit, unit,
		u->ExecuteCustomCommand(CMD_PRIORITY, {0.0f});

		const float size = SQUARE_SIZE * 100;
		CTerrainManager* terrainManager = circuit->GetTerrainManager();
		AIFloat3 pos = position;
		pos.x += (pos.x > terrainManager->GetTerrainWidth() / 2) ? -size : size;
		pos.z += (pos.z > terrainManager->GetTerrainHeight() / 2) ? -size : size;
		u->PatrolTo(pos);
	)
}
示例#3
0
void CBRepairTask::Execute(CCircuitUnit* unit)
{
	if (targetId == -1) {
		CCircuitUnit* target = FindUnitToAssist(unit);
		if (target == nullptr) {
			manager->FallbackTask(unit);
			return;
		}
		cost = target->GetCircuitDef()->GetCost();
		targetId = target->GetId();
	}

	CCircuitUnit* target = manager->GetCircuit()->GetFriendlyUnit(targetId);
	if (target != nullptr) {
		Unit* u = unit->GetUnit();
		u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)});
		u->Repair(target->GetUnit(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, FRAMES_PER_SEC * 60);
	} else {
		manager->AbortTask(this);
	}
}
示例#4
0
void IBuilderTask::Execute(CCircuitUnit* unit)
{
	Unit* u = unit->GetUnit();
	u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)});

	CCircuitAI* circuit = manager->GetCircuit();
	if (target != nullptr) {
		Unit* tu = target->GetUnit();
		u->Build(target->GetCircuitDef()->GetUnitDef(), tu->GetPos(), tu->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
		return;
	}
	CTerrainManager* terrainManager = circuit->GetTerrainManager();
	UnitDef* buildUDef = buildDef->GetUnitDef();
	if (buildPos != -RgtVector) {
		if (circuit->GetMap()->IsPossibleToBuildAt(buildUDef, buildPos, facing)) {
			u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
			return;
		} else {
			terrainManager->RemoveBlocker(buildDef, buildPos, facing);
			// FIXME: If enemy blocked position then reset will have no effect
//			terrain->ResetBuildFrame();
		}
	}

	circuit->GetThreatMap()->SetThreatType(unit);
	// FIXME: Replace const 999.0f with build time?
	if (circuit->IsAllyAware() && (cost > 999.0f)) {
//		circuit->UpdateFriendlyUnits();
		auto friendlies = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, cost));
		for (Unit* au : friendlies) {
			CCircuitUnit* alu = circuit->GetFriendlyUnit(au);
			if (alu == nullptr) {
				continue;
			}
			if ((*alu->GetCircuitDef() == *buildDef) && au->IsBeingBuilt()) {
				const AIFloat3& pos = au->GetPos();
				if (terrainManager->CanBuildAt(unit, pos)) {
					u->Build(buildUDef, pos, au->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
					utils::free_clear(friendlies);
					return;
				}
			}
		}
		utils::free_clear(friendlies);
	}

	// Alter/randomize position
	AIFloat3 pos;
	if (isShake) {
		AIFloat3 offset((float)rand() / RAND_MAX - 0.5f, 0.0f, (float)rand() / RAND_MAX - 0.5f);
		pos = position + offset * SQUARE_SIZE * 16;
	} else {
		pos = position;
	}

	const float searchRadius = 200.0f * SQUARE_SIZE;
	FindBuildSite(unit, pos, searchRadius);

	if (buildPos != -RgtVector) {
		terrainManager->AddBlocker(buildDef, buildPos, facing);
		u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
	} else {
		// TODO: Select new proper BasePos, like near metal cluster.
		int terWidth = terrainManager->GetTerrainWidth();
		int terHeight = terrainManager->GetTerrainHeight();
		float x = terWidth / 4 + rand() % (int)(terWidth / 2 + 1);
		float z = terHeight / 4 + rand() % (int)(terHeight / 2 + 1);
		AIFloat3 pos(x, circuit->GetMap()->GetElevationAt(x, z), z);
		circuit->GetSetupManager()->SetBasePos(pos);

		// Fallback to Guard/Assist/Patrol
		manager->FallbackTask(unit);
	}
}