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#ifndef KAIK_ATTACKGROUP_HDR
#define KAIK_ATTACKGROUP_HDR
#include <list>
#include <vector>
#include "Defines.h"
struct AIClasses;
class CAttackGroup {
public:
CR_DECLARE(CAttackGroup)
CAttackGroup();
CAttackGroup(AIClasses* ai, int groupID_in);
~CAttackGroup();
void AddUnit(int unitID);
void Update(int);
void MoveTo(float3 newPosition);
int Size();
int GetGroupID();
float3 GetGroupPos();
bool RemoveUnit(int unitID);
int PopStuckUnit();
float Power();
void Log();
// hack to fix them suiciding on mexes in EE
bool CloakedFix(int enemy);
bool defending;
float3 attackPosition;
float attackRadius;
std::vector<float3> pathToTarget;
void FindDefenseTarget(float3 groupPosition, int);
int GetWorstMoveType();
// for combining
std::vector<int>* GetAllUnits();
std::list<int> GetAssignedEnemies();
void ClearTarget();
bool NeedsNewTarget();
int SelectEnemy(int, const float3&);
void AttackEnemy(int, int, float, int);
void AssignTarget(std::vector<float3> path, float3 target, float radius);
void MoveAlongPath(float3& groupPosition, int numUnits);
private:
AIClasses* ai;
std::vector<int> units;
int groupID;
bool isMoving;
int pathIterator;
float lowestAttackRange;
float highestAttackRange;
bool isShooting;
int movementCounterForStuckChecking;
};
#endif
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