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#ifndef KAIK_UNIT_HDR
#define KAIK_UNIT_HDR
#include "Defines.h"
namespace springLegacyAI {
struct UnitDef;
} // namespace springLegacyAI
struct AIClasses;
struct Command;
class CUNIT {
public:
CR_DECLARE(CUNIT)
CUNIT(void);
CUNIT(AIClasses* ai);
~CUNIT();
void PostLoad();
// misc. info
float3 pos() const;
float Health() const;
UnitCategory category() const;
const UnitDef* def() const;
int uid;
bool isDead;
// the attackgroup that the unit might belong to
// (added to support some AttackHandler/group features)
int groupID;
// 0: mine, 1: allied, 2: enemy -1: non-existant
int owner() const;
bool CanAttack(int otherUnit) const;
bool CanAttackMe(int otherUnit) const;
// used in groups when units don't respond to move orders
int stuckCounter;
float3 earlierPosition;
// used in groups to microcontrol units to their max range of the chosen target
int maneuverCounter;
// specialized
bool ReclaimBestFeature(bool metal, float radius = 2048);
// construction
int GetBestBuildFacing(const float3& pos) const;
bool Build_ClosestSite(const UnitDef* def, const float3& pos, int separation = DEFCBS_SEPARATION, float radius = DEFCBS_RADIUS);
bool FactoryBuild(const UnitDef* built) const;
// nuke- and hub-related functions
bool NukeSiloBuild(void) const;
bool isHub(void) const;
bool HubBuild(const UnitDef* built) const;
// target-based abilities
bool Attack(int target) const;
bool Capture(int target) const;
bool Guard(int target) const;
bool Load(int target) const;
bool Reclaim(int target) const;
bool Repair(int target) const;
bool Ressurect(int target) const;
bool Upgrade(int target, const UnitDef*) const;
// location point abilities
bool Build(float3 pos, const UnitDef* unit, int facing) const;
bool BuildShift(float3 pos, const UnitDef* unit, int facing) const;
bool Move(float3 pos) const;
bool MoveShift(float3 pos) const;
bool Patrol(float3 pos) const;
bool PatrolShift(float3 pos) const;
// radius abilities
bool Attack(float3 pos, float radius) const;
bool Ressurect(float3 pos, float radius) const;
bool Reclaim(float3 pos, float radius) const;
bool Capture(float3 pos, float radius) const;
bool Restore(float3 pos, float radius) const;
bool Load(float3 pos, float radius) const;
bool Unload(float3 pos, float radius) const;
// toggable abilities
bool Cloaking(bool on) const;
bool OnOff(bool on) const;
// special abilities
bool SelfDestruct() const;
bool SetFireState(int state) const;
bool Stop() const;
static bool IsCommander(const UnitDef* udef);
private:
AIClasses* ai;
// command generators
Command MakePosCommand(int cmdID, float3 pos, float radius = -1.0f, int facing = -1) const;
Command MakeIntCommand(int cmdID, int param) const;
};
#endif
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