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Unit.cpp
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#include "IncCREG.h"
#include "IncEngine.h"
#include "IncExternAI.h"
#include "IncGlobalAI.h"
CR_BIND(CUNIT, )
CR_REG_METADATA(CUNIT, (
CR_MEMBER(uid),
CR_MEMBER(isDead),
CR_MEMBER(groupID),
CR_MEMBER(stuckCounter),
CR_MEMBER(maneuverCounter),
CR_MEMBER(ai),
CR_RESERVED(8),
CR_POSTLOAD(PostLoad)
))
CUNIT::CUNIT(void) {
ai = NULL;
isDead = true;
// added for attackgroup usage
groupID = -1;
stuckCounter = 0;
earlierPosition = float3(0, 0, 0);
maneuverCounter = 0;
}
CUNIT::CUNIT(AIClasses* _ai) {
*this = CUNIT();
ai = _ai;
}
CUNIT::~CUNIT() {
isDead = true;
}
void CUNIT::PostLoad(void) {
// TODO
}
bool CUNIT::isHub(void) const {
// look up the type of this unit via its unitdef ID,
// then check if it has been flagged as a hub or not
return (ai->ut->unitTypes[this->def()->id]).isHub;
}
const UnitDef* CUNIT::def() const {
return ai->cb->GetUnitDef(uid);
}
float3 CUNIT::pos() const {
return ai->cb->GetUnitPos(uid);
}
// 0: mine, 1: allied, 2: enemy -1: non-existant
int CUNIT::owner() const {
if (ai->ccb->GetUnitDef(uid)) {
if (def()) {
if (ai->cb->GetUnitTeam(uid) == ai->cb->GetMyTeam()) {
return 0;
}
if (ai->cb->GetUnitAllyTeam(uid) == ai->cb->GetMyAllyTeam()) {
return 1;
}
return 2;
}
}
return -1;
}
float CUNIT::Health() const { return ai->cb->GetUnitHealth(uid); }
UnitCategory CUNIT::category() const { return GCAT(uid); }
bool CUNIT::CanAttack(int otherUnit) const {
// currently doesn't see if sending me vs. other
// is a good idea or not, like peewee vs bomber
const UnitDef* ud_mine = ai->cb->GetUnitDef(this->uid);
const UnitDef* ud_other = ai->ccb->GetUnitDef(otherUnit);
if (ud_mine != NULL && ud_other != NULL) {
assert(otherUnit != 0);
return (ai->ut->unitTypes[ud_mine->id].DPSvsUnit[ud_other->id] > 5.0f);
}
// might be a false negative
return false;
}
bool CUNIT::CanAttackMe(int /*otherUnit*/) const {
// TODO: the function above, in reverse
return true;
}
// tell a nuke-silo to build a missile
// TODO: use this for mobile units too
bool CUNIT::NukeSiloBuild(void) const {
if (!def()->stockpileWeaponDef)
return false;
Command c(CMD_STOCKPILE);
ai->ct->GiveOrder(uid, &c);
return true;
}
int CUNIT::GetBestBuildFacing(const float3& pos) const {
int frame = (ai->cb)->GetCurrentFrame();
int mapWidth = (ai->cb)->GetMapWidth() * 8;
int mapHeight = (ai->cb)->GetMapHeight() * 8;
int mapQuadrant = -1;
int facing = -1;
if (pos.x < (mapWidth >> 1)) {
// left half of map
if (pos.z < (mapHeight >> 1)) {
mapQuadrant = QUADRANT_TOP_LEFT;
} else {
mapQuadrant = QUADRANT_BOT_LEFT;
}
}
else {
// right half of map
if (pos.z < (mapHeight >> 1)) {
mapQuadrant = QUADRANT_TOP_RIGHT;
} else {
mapQuadrant = QUADRANT_BOT_RIGHT;
}
}
switch (mapQuadrant) {
case QUADRANT_TOP_LEFT: {
facing = (frame & 1)? FACING_DOWN: FACING_RIGHT;
} break;
case QUADRANT_TOP_RIGHT: {
facing = (frame & 1)? FACING_DOWN: FACING_LEFT;
} break;
case QUADRANT_BOT_RIGHT: {
facing = (frame & 1)? FACING_UP: FACING_LEFT;
} break;
case QUADRANT_BOT_LEFT: {
facing = (frame & 1)? FACING_UP: FACING_RIGHT;
} break;
}
return facing;
}
// called for mobile construction units
bool CUNIT::Build_ClosestSite(const UnitDef* def, const float3& bpos, int separation, float radius) {
const int buildFacing = GetBestBuildFacing(bpos);
const float3 cpos = ai->cb->ClosestBuildSite(def, bpos, radius, separation, buildFacing);
if (cpos.x != -1.0f) {
Build(cpos, def, buildFacing);
return true;
}
Move(ai->math->F3Randomize(pos(), 300));
return false;
}
// tell a factory to build something
bool CUNIT::FactoryBuild(const UnitDef* toBuild) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c(-(toBuild->id));
// avoid param-count assert in UnitHandler::DecodeOrder
c.PushPos(pos());
ai->ct->GiveOrder(uid, &c);
ai->uh->IdleUnitRemove(uid);
return true;
}
// tell a hub to build something
// note: hubs themselves should not be built
// within range of each other, or the newer
// ones may fail to construct anything
bool CUNIT::HubBuild(const UnitDef* toBuild) const {
int hub = uid;
assert(ai->cb->GetUnitDef(hub) != NULL);
float3 hubPos = ai->cb->GetUnitPos(hub);
float3 buildPos = ZeroVector;
float maxRadius = ai->cb->GetUnitDef(hub)->buildDistance;
float minRadius = 40.0f;
int facing = GetBestBuildFacing(hubPos);
// CPU usage reduction hack, force
// a hub to stay idle if the area
// around it is too crowded
int numFriends = ai->cb->GetFriendlyUnits(&ai->unitIDs[0], hubPos, maxRadius * 0.5f);
if (numFriends > 8)
return false;
// note: this can still go wrong if there is another
// hub or open factory anywhere inside build radius
// (due to the blocking-map issue)
for (float radius = maxRadius; radius >= minRadius; radius -= 5.0f) {
for (float angle = 0.0f; angle < 360.0f; angle += 45.0f) {
buildPos.x = hubPos.x + (radius * cos(angle * DEG2RAD));
buildPos.y = hubPos.y;
buildPos.z = hubPos.z + (radius * sin(angle * DEG2RAD));
float3 closestPos = ai->cb->ClosestBuildSite(toBuild, buildPos, minRadius, 4, facing);
if (closestPos.x >= 0.0f) {
Command c(-(toBuild->id));
c.PushPos(closestPos);
c.PushParam(facing);
ai->ct->GiveOrder(hub, &c);
ai->uh->IdleUnitRemove(hub);
return true;
}
}
}
return false;
}
bool CUNIT::ReclaimBestFeature(bool metal, float radius) {
int featureIDs[1000] = {0};
int numFeatures = ai->cb->GetFeatures(featureIDs, 1000, pos(), radius);
int bestFeatureID = -1;
float bestScore = 0.0f;
float bestDist = 1e30f;
const MoveData* moveData = def()->movedata;
if (metal) {
for (int i = 0; i < numFeatures; i++) {
const FeatureDef* fDef = ai->cb->GetFeatureDef(featureIDs[i]);
const float3& fPos = ai->cb->GetFeaturePos(featureIDs[i]);
const float fDist = fPos.distance2D(ai->cb->GetUnitPos(uid));
const float fThreat = ai->thm->ThreatAtThisPoint(fPos);
if (fDef == 0)
continue;
// not entirely correct, might still be able to get within reclaim-range
if (!ai->pather->IsPositionReachable(moveData, fPos)) {
continue;
}
if (fDef->metal > bestScore && fThreat <= ai->thm->GetAverageThreat()) {
bestScore = fDef->metal;
bestFeatureID = featureIDs[i];
}
else if (bestScore == fDef->metal && fThreat <= ai->thm->GetAverageThreat()) {
if (fDist < bestDist) {
bestFeatureID = featureIDs[i];
bestDist = fDist;
}
}
}
} else {
for (int i = 0; i < numFeatures;i++) {
const FeatureDef* fDef = ai->cb->GetFeatureDef(featureIDs[i]);
const float3& fPos = ai->cb->GetFeaturePos(featureIDs[i]);
const float fDist = fPos.distance2D(ai->cb->GetUnitPos(uid));
const float fThreat = ai->thm->ThreatAtThisPoint(fPos);
if (fDef == 0)
continue;
if (!ai->pather->IsPositionReachable(moveData, fPos)) {
continue;
}
if (fDef->energy > bestScore && fThreat < ai->thm->GetAverageThreat()) {
bestScore = fDef->energy;
bestFeatureID = featureIDs[i];
}
else if (bestScore == fDef->energy && fThreat < ai->thm->GetAverageThreat()) {
if (fDist < bestDist) {
bestFeatureID = featureIDs[i];
bestDist = fDist;
}
}
}
}
if (bestScore > 0) {
Reclaim(ai->cb->GetFeaturePos(bestFeatureID), 128);
return true;
}
return false;
}
Command CUNIT::MakePosCommand(int id, float3 pos, float radius, int facing) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
if (pos.x > ai->cb->GetMapWidth() * 8)
pos.x = ai->cb->GetMapWidth() * 8;
if (pos.z > ai->cb->GetMapHeight() * 8)
pos.z = ai->cb->GetMapHeight() * 8;
if (pos.x < 0)
pos.x = 0;
if (pos.y < 0)
pos.y = 0;
Command c(id);
c.PushPos(pos);
// for build commands
if (facing >= 0)
c.PushParam(facing);
if (radius > 0.0f)
c.PushParam(radius);
ai->uh->IdleUnitRemove(uid);
return c;
}
Command CUNIT::MakeIntCommand(int cmdID, int param) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c(cmdID);
c.PushParam(param);
ai->uh->IdleUnitRemove(uid);
return c;
}
// Target-based Abilities
bool CUNIT::Attack(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_ATTACK, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Capture(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_CAPTURE, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Guard(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_GUARD, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Load(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_LOAD_UNITS, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Reclaim(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_RECLAIM, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
ai->uh->BuilderReclaimOrder(uid, ai->cb->GetUnitPos(target));
return true;
}
return false;
}
bool CUNIT::Repair(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_REPAIR, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Ressurect(int target) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_RESURRECT, target);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
// Location Point Abilities
bool CUNIT::Build(float3 pos, const UnitDef* unit, int facing) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(-(unit->id), pos, -1.0f, facing);
if (c.GetID() != 0) {
// c.SetOpts(SHIFT_KEY);
ai->ct->GiveOrder(uid, &c);
ai->uh->TaskPlanCreate(uid, pos, unit);
return true;
}
return false;
}
bool CUNIT::Move(float3 pos) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_MOVE, pos);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::MoveShift(float3 pos) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_MOVE, pos);
if (c.GetID() != 0) {
c.SetOpts(SHIFT_KEY);
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Patrol(float3 pos) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_PATROL, pos);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::PatrolShift(float3 pos) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_PATROL, pos);
if (c.GetID() != 0) {
c.SetOpts(SHIFT_KEY);
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
// Radius Abilities
bool CUNIT::Attack(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_ATTACK, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Ressurect(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_RESURRECT, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Reclaim(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_RECLAIM, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
ai->uh->BuilderReclaimOrder(uid, pos);
return true;
}
return false;
}
bool CUNIT::Capture(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_CAPTURE, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Restore(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_RESTORE, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Load(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_LOAD_UNITS, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Unload(float3 pos, float radius) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakePosCommand(CMD_UNLOAD_UNITS, pos, radius);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
// Toggable Abilities
bool CUNIT::Cloaking(bool on) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_CLOAK, on);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::OnOff(bool on) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_ONOFF, on);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
// Special Abilities
bool CUNIT::SelfDestruct() const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c(CMD_SELFD);
ai->ct->GiveOrder(uid, &c);
return true;
}
// state can be 0: hold fire, 1: return fire, 2: fire at will
bool CUNIT::SetFireState(int state) const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c = MakeIntCommand(CMD_FIRE_STATE, state);
if (c.GetID() != 0) {
ai->ct->GiveOrder(uid, &c);
return true;
}
return false;
}
bool CUNIT::Stop() const {
assert(ai->cb->GetUnitDef(uid) != NULL);
Command c(CMD_STOP);
ai->ct->GiveOrder(uid, &c);
return true;
}
bool CUNIT::IsCommander(const UnitDef* udef)
{
assert(udef != NULL);
auto search = udef->customParams.find("iscommander");
if (search != udef->customParams.end()) {
return search->second == "1";
}
return false;
}