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#include "IncCREG.h"
#include "IncExternAI.h"
#include "IncGlobalAI.h"
#define UNIT_STUCK_MOVE_DISTANCE 2.0f
// not moving for 5 * 60 frames = stuck
#define UNIT_STUCK_COUNTER_MANEUVER_LIMIT 5
// gives it (STUCK_COUNTER_LIMIT - STUCK_COUNTER_MANEUVER_LIMIT) * 60 seconds to move (longer than UNIT_STUCK_MOVE_DISTANCE (7 sec))
#define UNIT_STUCK_COUNTER_LIMIT 15
// stuck maneuver distance should be the movement map res since threat is not really relevant when maneuvering from a stuck pos
#define UNIT_STUCK_MANEUVER_DISTANCE (THREATRES * SQUARE_SIZE)
// the max amount of difference in height there may be at the position to maneuver to (don't retreat into a hole)
#define UNIT_MAX_MANEUVER_HEIGHT_DIFFERENCE_UP 20
// minimum of offset between my maxrange and the enemys position before considering moving
#define UNIT_MIN_MANEUVER_RANGE_DELTA (THREATRES * SQUARE_SIZE)
// minimum amount to maneuver when getting to max range
#define UNIT_MIN_MANEUVER_DISTANCE (THREATRES * 4)
// second requirement, minimum percentage of my range to move when getting to max range (too stop slow long range from dancing around)
#define UNIT_MIN_MANEUVER_RANGE_PERCENTAGE 0.2f
// minimum time to maneuver (frames), used for setting maneuvercounter (in case the speed / dist formula is weird)
#define UNIT_MIN_MANEUVER_TIME 15
#define UNIT_DESTINATION_SLACK (THREATRES * 4.0f * 1.4f)
#define GROUP_DESTINATION_SLACK THREATRES * SQUARE_SIZE
#define GROUP_MEDIAN_UNIT_SELECTION_SLACK 10.0f
CR_BIND(CAttackGroup, (NULL, 0))
CR_REG_METADATA(CAttackGroup, (
CR_MEMBER(ai),
CR_MEMBER(units),
CR_MEMBER(groupID),
CR_MEMBER(isMoving),
CR_MEMBER(pathIterator),
CR_MEMBER(lowestAttackRange),
CR_MEMBER(highestAttackRange),
CR_MEMBER(isShooting),
CR_MEMBER(movementCounterForStuckChecking),
CR_RESERVED(16)
))
CAttackGroup::CAttackGroup() {
this->ai = NULL;
this->groupID = 0;
this->pathIterator = 0;
this->lowestAttackRange = 100000;
this->highestAttackRange = 1;
this->movementCounterForStuckChecking = 0;
this->defending = false;
this->isMoving = false;
this->isShooting = false;
this->attackPosition = ZeroVector;
this->attackRadius = 1;
}
CAttackGroup::CAttackGroup(AIClasses* ai, int groupID_in) {
this->ai = ai;
this->groupID = groupID_in;
this->pathIterator = 0;
this->lowestAttackRange = 100000;
this->highestAttackRange = 1;
this->movementCounterForStuckChecking = 0;
this->defending = false;
this->isMoving = false;
this->isShooting = false;
this->attackPosition = ZeroVector;
this->attackRadius = 1;
}
CAttackGroup::~CAttackGroup() {
}
void CAttackGroup::Log() {
}
void CAttackGroup::AddUnit(int unitID) {
if (ai->cb->GetUnitDef(unitID)) {
// add to my structure
units.push_back(unitID);
// set its group ID:
ai->GetUnit(unitID)->groupID = groupID;
// update the attack range properties of this group
lowestAttackRange = std::min(lowestAttackRange, ai->ut->GetMaxRange(ai->cb->GetUnitDef(unitID)));
highestAttackRange = std::max(highestAttackRange, ai->ut->GetMaxRange(ai->cb->GetUnitDef(unitID)));
} else {
assert(false);
}
}
bool CAttackGroup::RemoveUnit(int unitID) {
bool found = false;
std::vector<int>::iterator it;
for (it = units.begin(); it != units.end(); it++) {
if (*it == unitID) {
found = true;
break;
}
}
if (found) {
units.erase(it);
// attempt to reset the group ID of a removed unit
// for debugging, check unit->stuckCounter
if (ai->cb->GetUnitDef(unitID) != NULL) {
ai->GetUnit(unitID)->groupID = 0;
}
}
assert(found);
// update lowestAttackRange and highestAttackRange
this->lowestAttackRange = 10000.0f;
this->highestAttackRange = 1.0f;
for (unsigned int i = 0; i < units.size(); i++) {
int unitID = units[i];
if (ai->cb->GetUnitDef(unitID) != NULL) {
this->lowestAttackRange = std::min(this->lowestAttackRange, this->ai->ut->GetMaxRange(ai->cb->GetUnitDef(unitID)));
this->highestAttackRange = std::max(this->highestAttackRange, this->ai->ut->GetMaxRange(ai->cb->GetUnitDef(unitID)));
}
}
return found;
}
void CAttackGroup::MoveTo(float3 newPosition) {
newPosition = newPosition;
}
int CAttackGroup::Size() {
// LONG DEAD-UNIT TEST
int unitCounter = 0;
int numUnits = units.size();
//int invalid = -2;
for (int i = 0; i < numUnits; i++) {
int unit = units[i];
if (ai->cb->GetUnitDef(unit) != NULL) {
unitCounter++;
}
else {
//invalid = unit;
}
}
if (numUnits != unitCounter) {
// size mismatch in group
}
return units.size();
}
int CAttackGroup::GetGroupID() {
return groupID;
}
int CAttackGroup::GetWorstMoveType() {
return PATHTOUSE;
}
std::vector<int>* CAttackGroup::GetAllUnits() {
return &(this->units);
}
// combined unit power of the group
float CAttackGroup::Power() {
float sum = 0.00001f;
for (std::vector<int>::iterator it = units.begin(); it != units.end(); it++) {
if (ai->cb->GetUnitDef(*it) != NULL) {
sum += ai->cb->GetUnitPower(*it);
}
}
return sum;
}
int CAttackGroup::PopStuckUnit() {
// removes a stuck unit from the group if there is one, and puts a marker on the map
for (std::vector<int>::iterator it = units.begin(); it != units.end(); it++) {
CUNIT* unit = ai->GetUnit(*it);
if (unit->stuckCounter > UNIT_STUCK_COUNTER_LIMIT) {
unit->stuckCounter = 0;
units.erase(it);
return unit->uid;
}
}
return -1;
}
bool CAttackGroup::CloakedFix(int enemy) {
const UnitDef* ud = ai->ccb->GetUnitDef(enemy);
return ((ud != NULL) && !(ud->canCloak && ud->startCloaked && (ai->cb->GetUnitPos(enemy) == ZeroVector)));
}
float3 CAttackGroup::GetGroupPos() {
// what's the group's position (for distance checking when selecting targets)
int unitCounter = 0;
float3 groupPosition = float3(0, 0, 0);
int numUnits = units.size();
for (int i = 0; i < numUnits; i++) {
int unit = units[i];
if (ai->cb->GetUnitDef(unit) != NULL) {
unitCounter++;
groupPosition += ai->cb->GetUnitPos(unit);
}
}
if (unitCounter > 0) {
groupPosition /= unitCounter;
// find the unit closest to the center (since the actual center might be on a hill or something)
float closestSoFar = MY_FLT_MAX;
int closestUnitID = -1;
float temp;
int unit;
for (int i = 0; i < numUnits; i++) {
unit = units[i];
// is it closer. consider also low unit counts, then the first will be used since it's < and not <= (assuming sufficient float accuracy)
if (ai->cb->GetUnitDef(unit) != NULL && (temp = groupPosition.distance2D(ai->cb->GetUnitPos(unit))) < closestSoFar - GROUP_MEDIAN_UNIT_SELECTION_SLACK) {
closestSoFar = temp;
closestUnitID = unit;
}
}
assert(closestUnitID != -1);
groupPosition = ai->cb->GetUnitPos(closestUnitID);
}
else {
// L("AttackGroup: empty attack group when calcing group pos!");
return ERRORVECTOR;
}
return groupPosition;
}
// returns enemies in my attack area
std::list<int> CAttackGroup::GetAssignedEnemies() {
std::list<int> takenEnemies;
if (!defending) {
int numTaken = ai->ccb->GetEnemyUnits(&ai->unitIDs[0], attackPosition, attackRadius);
for (int i = 0; i < numTaken; i++) {
takenEnemies.push_back(ai->unitIDs[i]);
}
}
return takenEnemies;
}
void CAttackGroup::AssignTarget(std::vector<float3> path, float3 position, float radius) {
this->attackPosition = position;
this->attackRadius = radius;
this->pathToTarget = path;
this->isMoving = true;
this->isShooting = false;
this->pathIterator = 0;
this->defending = false;
}
// attack routine (the "find new enemy" part)
void CAttackGroup::FindDefenseTarget(float3 groupPosition, int frameNr) {
// KLOOTNOTE: numEnemies will be zero if no enemies in LOS or radar when
// non-ccb callback used, rely on AttackHandler to pick "global" targets
// and on this function for "local" ones
// int numEnemies = ai->ccb->GetEnemyUnits(unitArray);
int numEnemies = ai->cb->GetEnemyUnitsInRadarAndLos(&ai->unitIDs[0]);
if (numEnemies > 0) {
std::vector<float3> enemyPositions;
enemyPositions.reserve(numEnemies);
// make a vector with the positions of all enemies
for (int i = 0; i < numEnemies; i++) {
if (ai->unitIDs[i] != -1) {
const UnitDef* enemy_ud = ai->ccb->GetUnitDef(ai->unitIDs[i]);
float3 enemyPos = ai->ccb->GetUnitPos(ai->unitIDs[i]);
// store enemy position if unit not cloaked and not an aircraft
if (ai->cb->GetUnitDef(ai->unitIDs[i]) != NULL && CloakedFix(ai->unitIDs[i]) && !enemy_ud->canfly) {
// TODO: remove currently cloaked units
// TODO: remove units not reachable by my unit type and position
enemyPositions.push_back(enemyPos);
}
}
}
// if ALL units are cloaked or aircraft, get their positions anyway
if (enemyPositions.size() == 0) {
for (int i = 0; i < numEnemies; i++) {
if (ai->unitIDs[i] != -1) {
float3 enemyPos = ai->ccb->GetUnitPos(ai->unitIDs[i]);
enemyPositions.push_back(enemyPos);
}
}
}
// find path to general enemy position
pathToTarget.clear();
float costToTarget = ai->pather->FindBestPath(pathToTarget, groupPosition, lowestAttackRange, enemyPositions);
if (costToTarget < 0.001f && pathToTarget.size() <= 2) {
// cost of zero means something is in range, isShooting will take care of it
isMoving = false;
} else {
isMoving = true;
this->pathIterator = 0;
}
} else {
// attempt to path back to base if there are no targets
// KLOOTNOTE: this branch is now purposely never taken
// (might not be the best idea to leave units lingering
// around however)
return;
pathToTarget.clear();
float3 closestBaseSpot = ai->ah->GetClosestBaseSpot(groupPosition);
const float costToTarget = ai->pather->FindBestPathToRadius(pathToTarget, groupPosition, THREATRES * SQUARE_SIZE, closestBaseSpot);
// TODO: GetKBaseMeans() for support of multiple islands/movetypes
// TODO: this doesn't need to be radius
if (costToTarget == 0 && pathToTarget.size() <= 2) {
isMoving = false;
if (ai->ah->DistanceToBase(groupPosition) > 500) {
// we could not path back to closest base spot
}
} else {
isMoving = true;
this->pathIterator = 0;
}
}
if (!isShooting && !isMoving) {
// no accessible enemies and we're idling
}
}
bool CAttackGroup::NeedsNewTarget() {
return (defending && !isShooting && !isMoving);
}
void CAttackGroup::ClearTarget() {
this->isMoving = false;
this->defending = true;
this->attackPosition = ZeroVector;
this->attackRadius = 0.0f;
this->pathToTarget.clear();
// to avoid getting a new target the first frame after arrival
this->isShooting = true;
}
// called from CAttackHandler::Update()
void CAttackGroup::Update(int frameNr) {
int frameSpread = 30;
unsigned int numUnits = units.size();
if (!numUnits) {
// empty attack group, nothing to update
return;
}
float3 groupPosition = GetGroupPos();
if (groupPosition == ERRORVECTOR)
return;
// this part of the code checks for nearby enemies and does focus fire/maneuvering
if ((frameNr % frameSpread) == ((groupID * 4) % frameSpread)) {
isShooting = false;
// get all enemies within attack range
float range = highestAttackRange + 100.0f;
int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0], groupPosition, range);
if (numEnemies > 0) {
// select one of the enemies
int enemySelected = SelectEnemy(numEnemies, groupPosition);
// for every unit, pathfind to enemy perifery (with personal range - 10) then
// if distance to that last point in the path is < 10 or cost is 0, attack
if (enemySelected != -1) {
AttackEnemy(enemySelected, numUnits, range, frameSpread);
}
}
}
if (pathToTarget.size() >= 2) {
// AssignToTarget() was called for this group so
// we have an attack position and path, just move
// (movement may be slow due to spreading of orders)
if (!isShooting && isMoving && (frameNr % 60 == (groupID * 5) % frameSpread)) {
MoveAlongPath(groupPosition, numUnits);
}
} else {
// find something to attack within visual and radar LOS if AssignToTarget() wasn't called
if ((defending && !isShooting && !isMoving) && (frameNr % 60 == groupID % 60)) {
FindDefenseTarget(groupPosition, frameNr);
}
}
}
int CAttackGroup::SelectEnemy(int numEnemies, const float3& groupPos) {
int enemySelected = -1;
float shortestDistanceFound = MY_FLT_MAX;
float temp;
for (int i = 0; i < numEnemies; i++) {
// my range not considered in picking the closest one
// TODO: is it air? is it cloaked?
bool b1 = ((temp = groupPos.distance2D(ai->ccb->GetUnitPos(ai->unitIDs[i]))) < shortestDistanceFound);
bool b2 = (ai->ccb->GetUnitDef(ai->unitIDs[i]) != NULL);
bool b3 = CloakedFix(ai->unitIDs[i]);
bool b4 = ai->ccb->GetUnitDef(ai->unitIDs[i])->canfly;
if (b1 && b2 && b3 && !b4) {
enemySelected = i;
shortestDistanceFound = temp;
}
}
return enemySelected;
}
void CAttackGroup::AttackEnemy(int enemySelected, int numUnits, float range, int frameSpread) {
const float3& enemyPos = ai->ccb->GetUnitPos(ai->unitIDs[enemySelected]);
assert(CloakedFix(ai->unitIDs[enemySelected]));
isShooting = true;
assert(numUnits >= 0);
for (unsigned int i = 0; i < (unsigned int)numUnits; i++) {
CUNIT* unit = ai->GetUnit(units[i]);
const UnitDef* udef = ai->cb->GetUnitDef(unit->uid);
if (udef == NULL || unit->maneuverCounter-- > 0) {
// our unit does not exist (?) or is it currently maneuvering
continue;
}
// TODO: add a routine finding best (not just closest) target
// TODO: in some cases, force-fire on position
// TODO: add canAttack
unit->Attack(ai->unitIDs[enemySelected]);
// TODO: this should be the max-range of the lowest-ranged weapon
// the unit has assuming you want to rush in with the heavy stuff
assert(range >= ai->cb->GetUnitMaxRange(unit->uid));
// SINGLE UNIT MANEUVERING: testing the possibility of retreating to max
// range if target is too close, EXCEPT FOR FLAMETHROWER-EQUIPPED units
float3 myPos = ai->cb->GetUnitPos(unit->uid);
const float maxRange = ai->ut->GetMaxRange(udef);
const float losDiff = (maxRange - udef->losRadius);
// const float myRange = (losDiff > 0.0f)? (maxRange + udef->losRadius) * 0.5f: maxRange;
const float myRange = (losDiff > 0.0f)? maxRange * 0.75f: maxRange;
const bool b6 = (myPos.y < (ai->cb->GetElevation(myPos.x, myPos.z) + 25.0f));
const bool b7 = (myRange - UNIT_MIN_MANEUVER_RANGE_DELTA) > myPos.distance2D(enemyPos);
if (!udef->canfly || (b6 && b7)) {
std::vector<float3> tempPath;
// note 1: we don't need a path, just a position
// note 2: should avoid other immediate friendly units and/or immediate enemy units + radius
// maybe include the height parameter in the search? probably not possible
// doesn't this mean pathing might happen every second? outer limit should harsher than inner
const float3 unitPos = ai->ccb->GetUnitPos(ai->unitIDs[enemySelected]);
//!! TODO:
//!! for deterministic reproduction, should be able to
//!! set the random seed for the RNG's to a fixed value
ai->pather->FindBestPathToRadius(tempPath, myPos, myRange, unitPos);
if (!tempPath.empty()) {
const float3& moveHere = tempPath.back();
const float dist = myPos.distance2D(moveHere);
// TODO: Penetrators are now broken
// is the position between the proposed destination and the
// enemy higher than the average of mine and his height?
const float v1 = ((moveHere.y + enemyPos.y) * 0.5f) + UNIT_MAX_MANEUVER_HEIGHT_DIFFERENCE_UP;
const float v2 = ai->cb->GetElevation((moveHere.x + enemyPos.x) * 0.5f, (moveHere.z + enemyPos.z) * 0.5f);
if (v1 <= v2) {
// nope
continue;
}
const float a = float(UNIT_MIN_MANEUVER_TIME) / frameSpread;
const float b = (dist / unit->def()->speed);
const float c = ceilf(std::max(a, b));
// assume the pathfinder returns correct Y values
// REMEMBER that this will suck for planes
if (dist > std::max((UNIT_MIN_MANEUVER_RANGE_PERCENTAGE * myRange), float(UNIT_MIN_MANEUVER_DISTANCE))) {
unit->maneuverCounter = int(c);
unit->Move(moveHere);
}
}
}
}
}
// give move orders to units along previously generated pathToTarget
void CAttackGroup::MoveAlongPath(float3& groupPosition, int numUnits) {
const int maxStepsAhead = 8;
int pathMaxIndex = (int) pathToTarget.size() - 1;
int step1 = std::min(pathIterator + maxStepsAhead / 2, pathMaxIndex);
int step2 = std::min(pathIterator + maxStepsAhead, pathMaxIndex);
const float3& moveToHereFirst = pathToTarget[step1];
const float3& moveToHere = pathToTarget[step2];
// if we aren't there yet
if (groupPosition.distance2D(pathToTarget[pathMaxIndex]) > GROUP_DESTINATION_SLACK) {
// TODO: give a group the order instead of each unit
assert(numUnits >= 0);
for (unsigned int i = 0; i < (unsigned int)numUnits; i++) {
CUNIT* unit = ai->GetUnit(units[i]);
if (ai->cb->GetUnitDef(unit->uid) != NULL) {
// TODO: when they are near target, change this so they eg. line up
// while some are here and some aren't, there's also something that
// should be done with the units in front that are given the same
// order+shiftorder and skittle around back and forth meanwhile if
// the single unit isn't there yet
if ((unit->pos()).distance2D(pathToTarget[pathMaxIndex]) > UNIT_DESTINATION_SLACK) {
unit->Move(moveToHereFirst);
if (moveToHere != moveToHereFirst) {
unit->MoveShift(moveToHere);
}
}
}
}
// if group is as close as the pathiterator-indicated target
// is to the end of the path, increase pathIterator
pathIterator = 0;
float3 endOfPathPos = pathToTarget[pathMaxIndex];
float groupDistanceToEnemy = groupPosition.distance2D(endOfPathPos);
float pathIteratorTargetDistanceToEnemy = pathToTarget[pathIterator].distance2D(endOfPathPos);
int increment = maxStepsAhead / 2;
while (groupDistanceToEnemy <= pathIteratorTargetDistanceToEnemy && pathIterator < pathMaxIndex) {
pathIterator = std::min(pathIterator + increment, pathMaxIndex);
pathIteratorTargetDistanceToEnemy = pathToTarget[pathIterator].distance2D(endOfPathPos);
}
pathIterator = std::min(pathIterator, pathMaxIndex);
}
else {
// group thinks it has arrived at the destination
this->ClearTarget();
}
}
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