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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _BUILDER_CAI_H_
#define _BUILDER_CAI_H_
#include "MobileCAI.h"
#include "Sim/Units/BuildInfo.h"
#include "System/Misc/BitwiseEnum.h"
#include "System/UnorderedSet.hpp"
#include <vector>
class CUnit;
class CBuilder;
class CFeature;
class CSolidObject;
class CWorldObject;
struct Command;
struct UnitDef;
class CBuilderCAI : public CMobileCAI
{
public:
CR_DECLARE_DERIVED(CBuilderCAI)
CBuilderCAI(CUnit* owner);
CBuilderCAI();
~CBuilderCAI();
static void InitStatic();
void PostLoad();
int GetDefaultCmd(const CUnit* unit, const CFeature* feature) override;
void SlowUpdate() override;
void FinishCommand() override;
void GiveCommandReal(const Command& c, bool fromSynced = true) override;
void BuggerOff(const float3& pos, float radius) override;
bool TargetInterceptable(const CUnit* unit, float uspeed);
void ExecuteBuildCmd(Command& c);
void ExecutePatrol(Command& c) override;
void ExecuteFight(Command& c) override;
void ExecuteGuard(Command& c) override;
void ExecuteStop(Command& c) override;
virtual void ExecuteRepair(Command& c);
virtual void ExecuteCapture(Command& c);
virtual void ExecuteReclaim(Command& c);
virtual void ExecuteResurrect(Command& c);
virtual void ExecuteRestore(Command& c);
bool ReclaimObject(CSolidObject* o);
bool ResurrectObject(CFeature* feature);
/**
* Checks if a unit is being reclaimed by a friendly con.
*/
static bool IsUnitBeingReclaimed(const CUnit* unit, const CUnit* friendUnit = nullptr);
static bool IsFeatureBeingReclaimed(int featureId, const CUnit* friendUnit = nullptr);
static bool IsFeatureBeingResurrected(int featureId, const CUnit* friendUnit = nullptr);
bool IsInBuildRange(const CWorldObject* obj) const;
bool IsInBuildRange(const float3& pos, const float radius) const;
public:
spring::unordered_set<int> buildOptions;
static spring::unordered_set<int> reclaimers;
static spring::unordered_set<int> featureReclaimers;
static spring::unordered_set<int> resurrecters;
static std::vector<int> removees;
private:
enum ReclaimOptions {
REC_NORESCHECK = 1<<0,
REC_UNITS = 1<<1,
REC_NONREZ = 1<<2,
REC_ENEMY = 1<<3,
REC_ENEMYONLY = 1<<4,
REC_SPECIAL = 1<<5
};
typedef Bitwise::BitwiseEnum<ReclaimOptions> ReclaimOption;
private:
/**
* @param pos position where to reclaim
* @param radius radius to search for objects to reclaim
* @param cmdopts command options
* @param recoptions reclaim optioons
*/
bool FindReclaimTargetAndReclaim(const float3& pos, float radius, unsigned char cmdopt, ReclaimOption recoptions);
/**
* @param freshOnly reclaims only corpses that have rez progress or all the metal left
*/
bool FindResurrectableFeatureAndResurrect(const float3& pos, float radius, unsigned char options, bool freshOnly);
/**
* @param builtOnly skips units that are under construction
*/
bool FindRepairTargetAndRepair(const float3& pos, float radius, unsigned char options, bool attackEnemy, bool builtOnly);
/**
* @param pos position where to search for units to capture
* @param radius radius in which are searched units to capture
* @param options command options
* @param healthyOnly only capture units with capture progress or 100% health remaining
*/
bool FindCaptureTargetAndCapture(const float3& pos, float radius, unsigned char options, bool healthyOnly);
int FindReclaimTarget(const float3& pos, float radius, unsigned char cmdopt, ReclaimOption recoptions, float bestStartDist = 1.0e30f) const;
float GetBuildRange(const float targetRadius) const;
bool MoveInBuildRange(const CWorldObject* obj, const bool checkMoveTypeForFailed = false);
bool MoveInBuildRange(const float3& pos, float radius, const bool checkMoveTypeForFailed = false);
bool IsBuildPosBlocked(const BuildInfo& bi, const CUnit** nanoFrame) const;
bool IsBuildPosBlocked(const BuildInfo& bi) const {
const CUnit* u = nullptr;
return IsBuildPosBlocked(build, &u);
}
void CancelRestrictedUnit();
bool OutOfImmobileRange(const Command& cmd) const;
/// add a command to reclaim a feature that is blocking our build-site
void ReclaimFeature(CFeature* f);
/// fix for patrolling cons repairing/resurrecting stuff that's being reclaimed
static void AddUnitToReclaimers(CUnit*);
static void RemoveUnitFromReclaimers(CUnit*);
/// fix for cons wandering away from their target circle
static void AddUnitToFeatureReclaimers(CUnit*);
static void RemoveUnitFromFeatureReclaimers(CUnit*);
/// fix for patrolling cons reclaiming stuff that is being resurrected
static void AddUnitToResurrecters(CUnit*);
static void RemoveUnitFromResurrecters(CUnit*);
inline float f3Dist(const float3& a, const float3& b) const {
return range3D ? a.distance(b) : a.distance2D(b);
}
inline float f3SqDist(const float3& a, const float3& b) const {
return range3D ? a.SqDistance(b) : a.SqDistance2D(b);
}
//inline float f3Len(const float3& a) const {
// return range3D ? a.Length() : a.Length2D();
//}
//inline float f3SqLen(const float3& a) const {
// return range3D ? a.SqLength() : a.SqLength2D();
//}
float GetBuildOptionRadius(const UnitDef* unitdef, int cmdId);
private:
CBuilder* ownerBuilder;
bool building;
BuildInfo build;
int cachedRadiusId;
float cachedRadius;
int buildRetries;
int randomCounter; ///< used to balance intervals of time intensive ai optimizations
int lastPC1; ///< helps avoid infinite loops
int lastPC2;
int lastPC3;
bool range3D;
};
#endif // _BUILDER_CAI_H_
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