[+] AI improvement: it can now gather all units close to enemy, after that it attacks
[-] Fixed missing file in previous commit [-] Fixed bug when player cancels a building. [-] Fixed bug with speedup variables in CclGetPlayerData and CclSetPlayerData
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c0e3fe74f3
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57ecef96a2
7 changed files with 176 additions and 44 deletions
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@ -180,6 +180,7 @@ source_group(map FILES ${map_SRCS})
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set(missile_SRCS
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src/missile/missile.cpp
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src/missile/missile_cliptotarget.cpp
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src/missile/missile_continuous.cpp
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src/missile/missile_cycleonce.cpp
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src/missile/missile_deathcoil.cpp
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src/missile/missile_fire.cpp
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@ -259,7 +259,6 @@ static void Finish(COrder_Built &order, CUnit &unit)
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DebugPrint("%d: %s canceled.\n" _C_ unit.Player->Index _C_ unit.Type->Name.c_str());
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CancelBuilt(*this, unit);
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this->Finished = true;
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return ;
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}
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@ -285,8 +285,58 @@ void AiForce::RemoveDeadUnit()
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}
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}
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class AiForceRallyPointFinder
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{
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public:
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AiForceRallyPointFinder(const CUnit &startUnit, const int distance, const Vec2i &startPos,
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Vec2i *resultPos) :
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startUnit(startUnit), distance(distance), startPos(startPos), resultPos(resultPos),
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movemask(startUnit.Type->MovementMask & ~(MapFieldLandUnit | MapFieldAirUnit | MapFieldSeaUnit | MapFieldBuilding)) {}
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VisitResult Visit(TerrainTraversal &terrainTraversal, const Vec2i &pos, const Vec2i &from);
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private:
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const CUnit &startUnit;
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const int distance;
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const Vec2i startPos;
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const int movemask;
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Vec2i *resultPos;
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};
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VisitResult AiForceRallyPointFinder::Visit(TerrainTraversal &terrainTraversal, const Vec2i &pos, const Vec2i &from)
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{
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if (AiEnemyUnitsInDistance(*startUnit.Player, NULL, pos, 20) == false
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&& Distance(pos, startPos) <= distance) {
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*resultPos = pos;
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return VisitResult_Finished;
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}
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if (CanMoveToMask(pos, movemask)) { // reachable
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return VisitResult_Ok;
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} else { // unreachable
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return VisitResult_DeadEnd;
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}
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}
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bool AiForce::NewRallyPoint(const Vec2i &startPos, Vec2i *resultPos)
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{
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Assert(this->Units.size() > 0);
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const CUnit &leader = *(this->Units[0]);
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const int distance = leader.MapDistanceTo(startPos);
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TerrainTraversal terrainTraversal;
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terrainTraversal.SetSize(Map.Info.MapWidth, Map.Info.MapHeight);
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terrainTraversal.Init();
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Assert(Map.Info.IsPointOnMap(startPos));
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terrainTraversal.PushPos(startPos);
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AiForceRallyPointFinder aiForceRallyPointFinder(leader, distance, startPos, resultPos);
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return terrainTraversal.Run(aiForceRallyPointFinder);
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}
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void AiForce::Attack(const Vec2i &pos)
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{
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bool isDefenceForce = false;
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RemoveDeadUnit();
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if (Units.size() == 0) {
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@ -311,8 +361,9 @@ void AiForce::Attack(const Vec2i &pos)
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if (enemy) {
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goalPos = enemy->tilePos;
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}
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} else {
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isDefenceForce = true;
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}
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this->GoalPos = goalPos;
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if (Map.Info.IsPointOnMap(goalPos) == false) {
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DebugPrint("%d: Need to plan an attack with transporter\n" _C_ AiPlayer->Player->Index);
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if (State == AiForceAttackingState_Waiting && !PlanAttack()) {
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@ -321,8 +372,17 @@ void AiForce::Attack(const Vec2i &pos)
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}
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return;
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}
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// Send all units in the force to enemy.
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if (this->State == AiForceAttackingState_Waiting && isDefenceForce == false) {
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Vec2i resultPos;
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NewRallyPoint(goalPos, &resultPos);
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this->GoalPos = resultPos;
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this->State = AiForceAttackingState_GoingToRallyPoint;
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} else {
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this->GoalPos = goalPos;
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this->State = AiForceAttackingState_Attacking;
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}
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// Send all units in the force to enemy.
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for (size_t i = 0; i != this->Units.size(); ++i) {
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CUnit *const unit = this->Units[i];
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@ -331,9 +391,9 @@ void AiForce::Attack(const Vec2i &pos)
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unit->Wait = delay;
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if (unit->Type->CanAttack) {
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CommandAttack(*unit, goalPos, NULL, FlushCommands);
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CommandAttack(*unit, this->GoalPos, NULL, FlushCommands);
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} else {
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CommandMove(*unit, goalPos, FlushCommands);
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CommandMove(*unit, this->GoalPos, FlushCommands);
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}
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}
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}
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@ -679,6 +739,7 @@ static void AiGroupAttackerForTransport(AiForce &aiForce)
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*/
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void AiForce::Update()
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{
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Assert(Defending == false);
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if (Size() == 0) {
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Attacking = false;
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if (!Defending && State > AiForceAttackingState_Waiting) {
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@ -722,33 +783,66 @@ void AiForce::Update()
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return ;
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}
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Assert(Map.Info.IsPointOnMap(GoalPos));
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std::vector<CUnit *> idleUnits;
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const CUnit *leader = NULL;
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for (unsigned int i = 0; i != Size(); ++i) {
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CUnit &aiunit = *Units[i];
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if (aiunit.IsIdle()) {
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if (aiunit.IsAliveOnMap()) {
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if (aiunit.IsIdle() && aiunit.IsAliveOnMap()) {
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idleUnits.push_back(&aiunit);
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}
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} else if (leader == NULL && aiunit.CurrentAction() == UnitActionAttack) {
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const COrder_Attack &order = *static_cast<COrder_Attack *>(aiunit.CurrentOrder());
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}
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if (order.HasGoal() && order.IsValid()) {
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leader = &aiunit;
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}
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}
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}
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if (idleUnits.empty()) {
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return ;
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return;
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}
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if (leader == NULL) {
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Assert(Map.Info.IsPointOnMap(GoalPos));
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if (State == AiForceAttackingState_GoingToRallyPoint) {
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// Check if we are near the goalpos
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if (Units[0]->MapDistanceTo(GoalPos) <= 20) {
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const CUnit *unit = NULL;
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AiForceEnemyFinder<AIATTACK_BUILDING>(*this, &unit);
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if (!unit) {
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// No enemy found, give up
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// FIXME: should the force go home or keep trying to attack?
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DebugPrint("%d: Attack force #%lu can't find a target, giving up\n"
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_C_ AiPlayer->Player->Index _C_(long unsigned int)(this - & (AiPlayer->Force[0])));
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Attacking = false;
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State = AiForceAttackingState_Waiting;
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return;
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}
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this->GoalPos = unit->tilePos;
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State = AiForceAttackingState_Attacking;
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}
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}
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for (size_t i = 0; i != idleUnits.size(); ++i) {
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CUnit &aiunit = *idleUnits[i];
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const int delay = i / 5; // To avoid lot of CPU consuption, send them with a small time difference.
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aiunit.Wait = delay;
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if (aiunit.Type->CanAttack) {
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CommandAttack(aiunit, this->GoalPos, NULL, FlushCommands);
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} else if (aiunit.Type->CanTransport()) {
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if (aiunit.BoardCount != 0) {
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CommandUnload(aiunit, this->GoalPos, NULL, FlushCommands);
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} else {
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// FIXME : Retrieve unit blocked (transport previously full)
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CommandMove(aiunit, aiunit.Player->StartPos, FlushCommands);
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this->Remove(aiunit);
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}
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} else {
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CommandMove(aiunit, this->GoalPos, FlushCommands);
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}
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}
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if (State == AiForceAttackingState_Attacking) {
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const int thresholdDist = 5; // Hard coded value
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int maxDist = 0;
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for (size_t i = 0; i != idleUnits.size(); ++i) {
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maxDist = std::max(maxDist, idleUnits[i]->MapDistanceTo(this->GoalPos));
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for (size_t i = 0; i != Size(); ++i) {
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maxDist = std::max(maxDist, Units[i]->MapDistanceTo(this->GoalPos));
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}
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if (maxDist < thresholdDist) {
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const CUnit *unit = NULL;
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@ -762,28 +856,12 @@ void AiForce::Update()
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Attacking = false;
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State = AiForceAttackingState_Waiting;
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return;
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}
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GoalPos = unit->tilePos;
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}
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}
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const Vec2i pos = leader != NULL ? leader->tilePos : this->GoalPos;
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for (size_t i = 0; i != idleUnits.size(); ++i) {
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CUnit &aiunit = *idleUnits[i];
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const int delay = i / 5; // To avoid lot of CPU consuption, send them with a small time difference.
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aiunit.Wait = delay;
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if (aiunit.Type->CanAttack) {
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CommandAttack(aiunit, pos, NULL, FlushCommands);
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} else if (aiunit.Type->CanTransport()) {
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if (aiunit.BoardCount != 0) {
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CommandUnload(aiunit, pos, NULL, FlushCommands);
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} else {
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// FIXME : Retrieve unit blocked (transport previously full)
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CommandMove(aiunit, aiunit.Player->StartPos, FlushCommands);
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this->Remove(aiunit);
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Vec2i resultPos;
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NewRallyPoint(unit->tilePos, &resultPos);
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this->GoalPos = resultPos;
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this->State = AiForceAttackingState_GoingToRallyPoint;
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}
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} else {
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CommandMove(aiunit, pos, FlushCommands);
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}
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}
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}
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@ -102,6 +102,7 @@ enum AiForceAttackingState {
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AiForceAttackingState_Free = -1,
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AiForceAttackingState_Waiting = 0,
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AiForceAttackingState_Boarding,
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AiForceAttackingState_GoingToRallyPoint,
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AiForceAttackingState_AttackingWithTransporter,
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AiForceAttackingState_Attacking,
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};
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@ -153,6 +154,7 @@ public:
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int PlanAttack();
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void ReturnToHome();
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bool NewRallyPoint(const Vec2i &startPos, Vec2i *resultPos);
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private:
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void CountTypes(unsigned int *counter, const size_t len);
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52
src/missile/missile_continuous.cpp
Normal file
52
src/missile/missile_continuous.cpp
Normal file
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@ -0,0 +1,52 @@
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// _________ __ __
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// / _____// |_____________ _/ |______ ____ __ __ ______
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// \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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// / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ |
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// /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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// \/ \/ \//_____/ \/
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// ______________________ ______________________
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// T H E W A R B E G I N S
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// Stratagus - A free fantasy real time strategy game engine
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//
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/**@name missile_continuous.cpp - The missile Continuous. */
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//
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// (c) Copyright 2012 by cybermind
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; only version 2 of the License.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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//@{
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/*----------------------------------------------------------------------------
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-- Includes
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----------------------------------------------------------------------------*/
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#include "stratagus.h"
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#include "missile.h"
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/**
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** Missile don't move, than disappears when TTL is 0
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*/
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void MissileContinious::Action()
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{
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this->Wait = this->Type->Sleep;
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this->MissileHit();
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if (this->NextMissileFrame(1, 0)) {
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this->SpriteFrame = 0;
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}
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}
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//@}
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@ -60,7 +60,7 @@ static int TracerMissile(Missile &missile)
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Assert(missile.Type != NULL);
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Assert(missile.TotalStep != 0);
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if (missile.TargetUnit) {
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missile.destination = missile.TargetUnit->GetMapPixelPosCenter();
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missile.destination = missile.TargetUnit->GetMapPixelPosTopLeft();
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}
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const PixelPos diff = (missile.destination - missile.source);
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@ -876,13 +876,13 @@ static int CclSetPlayerData(lua_State *l)
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} else if (!strcmp(data, "TotalKills")) {
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p->TotalKills = LuaToNumber(l, 3);
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} else if (!strcmp(data, "SpeedResourcesHarvest")) {
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LuaCheckArgs(l, 3);
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LuaCheckArgs(l, 4);
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const std::string res = LuaToString(l, 3);
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const int resId = GetResourceIdByName(l, res.c_str());
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p->SpeedResourcesHarvest[resId] = LuaToNumber(l, 4);
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} else if (!strcmp(data, "SpeedResourcesReturn")) {
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LuaCheckArgs(l, 3);
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LuaCheckArgs(l, 4);
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const std::string res = LuaToString(l, 3);
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const int resId = GetResourceIdByName(l, res.c_str());
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