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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#include "AAIAttack.h"
#include "AAI.h"
#include "AAIAttackManager.h"
#include "AAIMap.h"
#include "AAIGroup.h"
#include "LegacyCpp/IAICallback.h"
using namespace springLegacyAI;
AAIAttack::AAIAttack(AAI *ai):
dest(NULL),
lastAttack(0),
land(false),
water(false)
{
this->ai = ai;
}
AAIAttack::~AAIAttack(void)
{
for(set<AAIGroup*>::iterator group = combat_groups.begin(); group != combat_groups.end(); ++group)
(*group)->attack = 0;
for(set<AAIGroup*>::iterator group = aa_groups.begin(); group != aa_groups.end(); ++group)
(*group)->attack = 0;
for(set<AAIGroup*>::iterator group = arty_groups.begin(); group != arty_groups.end(); ++group)
(*group)->attack = 0;
}
bool AAIAttack::Failed()
{
if(!combat_groups.empty())
{
// check if still enough power to attack target sector
if(ai->Getam()->SufficientAttackPowerVS(dest, &combat_groups, 1.3f))
{
// check if sufficient power to combat enemy units
float3 pos = (*combat_groups.begin())->GetGroupPos();
AAISector *sector = ai->Getmap()->GetSectorOfPos(&pos);
if(sector && ai->Getam()->SufficientCombatPowerAt(sector, &combat_groups, 2))
return false;
}
}
return true;
}
void AAIAttack::StopAttack()
{
float3 pos;
// AAISector *sector;
for(set<AAIGroup*>::iterator group = combat_groups.begin(); group != combat_groups.end(); ++group)
{
// get rally point somewhere between current pos an base
pos = (*group)->GetGroupPos();
// sector = ai->Getmap()->GetSectorOfPos(&pos);
(*group)->GetNewRallyPoint();
/*if(sector)
{
int max_dist = sector->distance_to_base/2;
int min_dist = max_dist - 1;
if(min_dist < 1)
min_dist = 1;
pos = ai->execute->GetRallyPointCloseTo((*group)->category, (*group)->group_movement_type, ((*group)->GetGroupPos() + ai->brain->base_center) / 2.0f, min_dist, max_dist);
if(pos.x > 0)
(*group)->rally_point = pos;
}*/
(*group)->Retreat(&(*group)->rally_point);
(*group)->attack = 0;
}
for(set<AAIGroup*>::iterator group = aa_groups.begin(); group != aa_groups.end(); ++group)
{
// get rally point somewhere between current pos an base
pos = (*group)->GetGroupPos();
// sector = ai->Getmap()->GetSectorOfPos(&pos);
(*group)->GetNewRallyPoint();
/*if(sector)
{
int max_dist = sector->distance_to_base/2;
int min_dist = max_dist - 1;
if(min_dist < 1)
min_dist = 1;
(*group)->GetNewRallyPoint();
}*/
(*group)->Retreat(&(*group)->rally_point);
(*group)->attack = 0;
}
for(set<AAIGroup*>::iterator group = arty_groups.begin(); group != arty_groups.end(); ++group)
{
// todo
}
combat_groups.clear();
aa_groups.clear();
arty_groups.clear();
}
void AAIAttack::AttackSector(AAISector *sector)
{
int unit;
float importance = 110;
dest = sector;
lastAttack = ai->Getcb()->GetCurrentFrame();
for(set<AAIGroup*>::iterator group = combat_groups.begin(); group != combat_groups.end(); ++group)
{
(*group)->AttackSector(dest, importance);
}
// order aa groups to guard combat units
if(!combat_groups.empty())
{
for(set<AAIGroup*>::iterator group = aa_groups.begin(); group != aa_groups.end(); ++group)
{
unit = (*combat_groups.begin())->GetRandomUnit();
if(unit >= 0)
{
Command c;
c.id = CMD_GUARD;
c.params.push_back(unit);
(*group)->GiveOrder(&c, 110, GUARDING, "Group::AttackSector");
}
}
}
for(set<AAIGroup*>::iterator group = arty_groups.begin(); group != arty_groups.end(); ++group)
{
(*group)->AttackSector(dest, importance);
}
}
void AAIAttack::AddGroup(AAIGroup *group)
{
if(group->group_unit_type == ASSAULT_UNIT)
{
combat_groups.insert(group);
group->attack = this;
}
else if(group->group_unit_type == ANTI_AIR_UNIT)
{
aa_groups.insert(group);
group->attack = this;
}
else
{
arty_groups.insert(group);
group->attack = this;
}
}
void AAIAttack::RemoveGroup(AAIGroup *group)
{
if(group->group_unit_type == ASSAULT_UNIT)
{
combat_groups.erase(group);
}
else if(group->group_unit_type == ANTI_AIR_UNIT)
{
aa_groups.erase(group);
}
else
{
arty_groups.erase(group);
}
ai->Getam()->CheckAttack(this);
}
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