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MobileCAI.cpp
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MobileCAI.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MobileCAI.h"
#include "ExternalAI/EngineOutHandler.h"
#include "Game/GameHelper.h"
#include "Game/GlobalUnsynced.h"
#include "Game/SelectedUnitsHandler.h"
#include "Map/Ground.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/MoveTypes/AAirMoveType.h"
#include "Sim/MoveTypes/HoverAirMoveType.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Units/Scripts/UnitScript.h"
#include "Sim/Weapons/Weapon.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/Log/ILog.h"
#include "System/EventHandler.h"
#include "System/SpringMath.h"
#include "System/StringUtil.h"
#include <assert.h>
#define AUTO_GENERATE_ATTACK_ORDERS 1
// MobileCAI is not always assigned to aircraft
static AAirMoveType* GetAirMoveType(const CUnit* owner) {
assert(owner->unitDef->IsAirUnit());
if (owner->UsingScriptMoveType())
return static_cast<AAirMoveType*>(owner->prevMoveType);
return static_cast<AAirMoveType*>(owner->moveType);
}
static float CalcTargetRadius(const CUnit* targetUnit, float minRadius, float radiusMult) {
if (targetUnit->unitDef->IsImmobileUnit()) {
const float fpSqRadius = (Square(targetUnit->xsize) + Square(targetUnit->zsize));
const float fpRadius = (math::sqrt(fpSqRadius) * 0.5f) * SQUARE_SIZE;
// 2 * SQUARE_SIZE is a buffer to make sure SetGoal stays on pathable ground
return (std::max(minRadius * radiusMult, fpRadius + 2 * SQUARE_SIZE));
}
return (minRadius * radiusMult);
}
CR_BIND_DERIVED(CMobileCAI ,CCommandAI , )
CR_REG_METADATA(CMobileCAI, (
CR_MEMBER(lastBuggerGoalPos),
CR_MEMBER(lastUserGoal),
CR_MEMBER(commandPos1),
CR_MEMBER(commandPos2),
CR_MEMBER(buggerOffPos),
CR_MEMBER(buggerOffRadius),
CR_MEMBER(repairBelowHealth),
CR_MEMBER(tempOrder),
CR_MEMBER(slowGuard),
CR_MEMBER(moveDir),
CR_MEMBER(buggeringOff),
CR_MEMBER(cancelDistance),
CR_MEMBER(lastCommandFrame),
CR_MEMBER(lastCloseInTry),
CR_MEMBER(numNonMovingCalls),
CR_MEMBER(lastIdleCheck)
))
CMobileCAI::CMobileCAI():
CCommandAI(),
lastBuggerGoalPos(-XZVector),
lastUserGoal(ZeroVector),
buggerOffRadius(0.0f),
repairBelowHealth(0.0f),
tempOrder(false),
slowGuard(false),
moveDir(gsRNG.NextFloat() > 0.5f),
buggeringOff(false)
{}
CMobileCAI::CMobileCAI(CUnit* owner):
CCommandAI(owner),
lastBuggerGoalPos(-XZVector),
lastUserGoal(owner->pos),
buggerOffRadius(0.0f),
repairBelowHealth(0.0f),
tempOrder(false),
slowGuard(false),
moveDir(gsRNG.NextFloat() > 0.5f),
buggeringOff(false)
{
CalculateCancelDistance();
{
SCommandDescription c;
c.id = CMD_LOAD_ONTO;
c.type = CMDTYPE_ICON_UNIT;
c.action = "loadonto";
c.name = "Load units";
c.tooltip = c.name + ": Sets the unit to load itself onto a transport";
c.mouseicon = c.name;
c.hidden = true;
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
if (owner->unitDef->canmove) {
SCommandDescription c;
c.id = CMD_MOVE;
c.type = CMDTYPE_ICON_FRONT;
c.action = "move";
c.name = "Move";
c.tooltip = c.name + ": Order the unit to move to a position";
c.mouseicon = c.name;
c.params.push_back("1000000"); // max distance
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
if (owner->unitDef->canPatrol) {
SCommandDescription c;
c.id = CMD_PATROL;
c.type = CMDTYPE_ICON_MAP;
c.action = "patrol";
c.name = "Patrol";
c.tooltip = c.name + ": Order the unit to patrol to one or more waypoints";
c.mouseicon = c.name;
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
if (owner->unitDef->canFight) {
SCommandDescription c;
c.id = CMD_FIGHT;
c.type = CMDTYPE_ICON_FRONT;
c.action = "fight";
c.name = "Fight";
c.tooltip = c.name + ": Order the unit to take action while moving to a position";
c.mouseicon = c.name;
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
if (owner->unitDef->canGuard) {
SCommandDescription c;
c.id = CMD_GUARD;
c.type = CMDTYPE_ICON_UNIT;
c.action = "guard";
c.name = "Guard";
c.tooltip = c.name + ": Order a unit to guard another unit and attack units attacking it";
c.mouseicon = c.name;
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
if (owner->unitDef->canfly) {
{
SCommandDescription c;
c.id = CMD_AUTOREPAIRLEVEL;
c.type = CMDTYPE_ICON_MODE;
c.action = "autorepairlevel";
c.name = "Repair level";
c.tooltip = c.name + ": Sets at which health level an aircraft will try to find a repair pad";
c.mouseicon = c.name;
c.queueing = false;
c.params.push_back("1");
c.params.push_back("LandAt 0");
c.params.push_back("LandAt 30");
c.params.push_back("LandAt 50");
c.params.push_back("LandAt 80");
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
{
SCommandDescription c;
c.id = CMD_IDLEMODE;
c.type = CMDTYPE_ICON_MODE;
c.action = "idlemode";
c.name = "Land mode";
c.tooltip = c.name + ": Sets what aircraft will do on idle";
c.mouseicon = c.name;
c.queueing = false;
c.params.push_back("1");
c.params.push_back(" Fly ");
c.params.push_back("Land");
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
}
if (owner->unitDef->IsTransportUnit()) {
{
SCommandDescription c;
c.id = CMD_LOAD_UNITS;
c.type = CMDTYPE_ICON_UNIT_OR_AREA;
c.action = "loadunits";
c.name = "Load units";
c.tooltip = c.name + ": Sets the transport to load a unit or units within an area";
c.mouseicon = c.name;
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
{
SCommandDescription c;
c.id = CMD_UNLOAD_UNITS;
c.type = CMDTYPE_ICON_AREA;
c.action = "unloadunits";
c.name = "Unload units";
c.tooltip = c.name + ": Sets the transport to unload units in an area";
c.mouseicon = c.name;
possibleCommands.push_back(commandDescriptionCache.GetPtr(std::move(c)));
}
}
UpdateNonQueueingCommands();
}
CMobileCAI::~CMobileCAI()
{
SetTransportee(nullptr);
}
void CMobileCAI::GiveCommandReal(const Command& c, bool fromSynced)
{
if (!AllowedCommand(c, fromSynced))
return;
if (owner->unitDef->IsAirUnit()) {
AAirMoveType* airMT = GetAirMoveType(owner);
if (c.GetID() == CMD_AUTOREPAIRLEVEL) {
if (c.GetNumParams() == 0)
return;
switch ((int) c.GetParam(0)) {
case 0: { repairBelowHealth = 0.0f; break; }
case 1: { repairBelowHealth = 0.3f; break; }
case 2: { repairBelowHealth = 0.5f; break; }
case 3: { repairBelowHealth = 0.8f; break; }
}
for (unsigned int n = 0; n < possibleCommands.size(); n++) {
if (possibleCommands[n]->id != CMD_AUTOREPAIRLEVEL)
continue;
UpdateCommandDescription(n, c);
break;
}
selectedUnitsHandler.PossibleCommandChange(owner);
return;
}
if (c.GetID() == CMD_IDLEMODE) {
if (c.GetNumParams() == 0)
return;
// toggle between the "land" and "fly" idle-modes
airMT->autoLand = (int(c.GetParam(0)) == 1);
if (!airMT->owner->beingBuilt) {
if (!airMT->autoLand)
airMT->Takeoff();
else
airMT->Land();
}
for (unsigned int n = 0; n < possibleCommands.size(); n++) {
if (possibleCommands[n]->id != CMD_IDLEMODE)
continue;
UpdateCommandDescription(n, c);
break;
}
selectedUnitsHandler.PossibleCommandChange(owner);
return;
}
}
// directly issued queueing commands always cancel temporary (i.e. auto-generated attack) orders
const bool directCmd = ((c.GetOpts() & SHIFT_KEY) == 0);
const bool queingCmd = (nonQueingCommands.find(c.GetID()) == nonQueingCommands.end());
if (directCmd && queingCmd) {
tempOrder = false;
SetTransportee(nullptr);
StopSlowGuard();
}
CCommandAI::GiveAllowedCommand(c);
}
void CMobileCAI::SlowUpdate()
{
if (gs->paused) // Commands issued may invoke SlowUpdate when paused
return;
if (!commandQue.empty() && commandQue.front().GetTimeOut() < gs->frameNum) {
StopMoveAndFinishCommand();
return;
}
if (commandQue.empty()) {
MobileAutoGenerateTarget();
// the attack order could terminate directly and thus cause a loop
if (commandQue.empty() || (commandQue.front()).GetID() == CMD_ATTACK)
return;
}
// when slow-guarding, regulate speed through {Start,Stop}SlowGuard
Execute();
}
/**
* @brief Executes the first command in the commandQue
*/
void CMobileCAI::Execute()
{
Command& c = commandQue.front();
switch (c.GetID()) {
case CMD_MOVE: { ExecuteMove(c); return; }
case CMD_PATROL: { ExecutePatrol(c); return; }
case CMD_FIGHT: { ExecuteFight(c); return; }
case CMD_GUARD: { ExecuteGuard(c); return; }
case CMD_LOAD_ONTO: { ExecuteLoadOnto(c); return; }
}
if (owner->unitDef->IsTransportUnit()) {
switch (c.GetID()) {
case CMD_LOAD_UNITS: { ExecuteLoadUnits(c); return; }
case CMD_UNLOAD_UNITS: { ExecuteUnloadUnits(c); return; }
case CMD_UNLOAD_UNIT: { ExecuteUnloadUnit(c); return; }
}
}
CCommandAI::SlowUpdate();
}
/**
* @brief executes the move command
*/
void CMobileCAI::ExecuteMove(Command& c)
{
const AMoveType* moveType = owner->moveType;
const float3& cmdPos = c.GetPos(0);
const float3& ownPos = owner->pos;
const float sqGoalDist = cmdPos.SqDistance2D(ownPos);
// this check is important to process failed orders properly
// NB: only works if the *non-extended* goal radius is passed
if (!moveType->IsMovingTowards(cmdPos, moveType->GetGoalRadius(0.0f), false))
SetGoal(cmdPos, ownPos);
// compare against the moveType's own (possibly extended)
// goal radius to determine if we can finish the command
if (sqGoalDist < Square(moveType->GetGoalRadius(1.0f))) {
if (!HasMoreMoveCommands())
StopMove();
FinishCommand();
return;
}
if (moveType->progressState == AMoveType::Failed) {
StopMoveAndFinishCommand();
return;
}
// bypass cancel-distance check for internal (BUGGER_OFF) move commands
// (not for internal CMD_FIGHT's created by ExecutePatrol; these should
// get cancelled like regular user fight-commands)
if (sqGoalDist >= cancelDistance || (c.IsInternalOrder() && !c.IsAttackCommand()) || !HasMoreMoveCommands())
return;
// fallback
FinishCommand();
}
void CMobileCAI::ExecuteLoadOnto(Command& c) {
CUnit* transport = unitHandler.GetUnit(c.GetParam(0));
if (transport == nullptr) {
StopMoveAndFinishCommand();
return;
}
// prevent <owner> from chasing after full transports, etc
if (!transport->CanTransport(owner)) {
StopMoveAndFinishCommand();
return;
}
if (!inCommand) {
inCommand = true;
// order transport to load <owner> before resuming its own queue
transport->commandAI->commandQue.push_front(Command(CMD_LOAD_UNITS, INTERNAL_ORDER | SHIFT_KEY, owner->id));
}
if (owner->GetTransporter() == transport) {
// owner already loaded; <c> should still be in front of queue
assert(!commandQue.empty());
StopMoveAndFinishCommand();
return;
}
// owner not loaded yet, stand still or move closer
if ((owner->pos - transport->pos).SqLength2D() < cancelDistance) {
StopMove();
} else {
SetGoal(transport->pos, owner->pos);
}
}
/**
* @brief Executes the Patrol command c
*/
void CMobileCAI::ExecutePatrol(Command& c)
{
assert(owner->unitDef->canPatrol);
if (c.GetNumParams() < 3) {
LOG_L(L_ERROR, "[MobileCAI::%s][f=%d][id=%d][#c.params=%d min=3]", __func__, gs->frameNum, owner->id, c.GetNumParams());
return;
}
Command temp(CMD_FIGHT, c.GetOpts() | INTERNAL_ORDER, c.GetPos(0));
commandQue.push_back(c);
commandQue.pop_front();
commandQue.push_front(temp);
eoh->CommandFinished(*owner, Command(CMD_PATROL));
ExecuteFight(temp);
}
/**
* @brief Executes the Fight command c
*/
void CMobileCAI::ExecuteFight(Command& c)
{
assert(c.IsInternalOrder() || owner->unitDef->canFight);
if (c.GetNumParams() == 1 && !owner->weapons.empty()) {
CWeapon* w = owner->weapons.front();
if ((orderTarget != nullptr) && !w->Attack(SWeaponTarget(orderTarget, false))) {
CUnit* newTarget = CGameHelper::GetClosestValidTarget(owner->pos, owner->maxRange, owner->allyteam, this);
if ((newTarget != nullptr) && w->Attack(SWeaponTarget(newTarget, false))) {
c.SetParam(0, newTarget->id);
inCommand = false;
}
}
ExecuteAttack(c);
return;
}
if (tempOrder) {
inCommand = true;
tempOrder = false;
}
if (c.GetNumParams() < 3) {
LOG_L(L_ERROR, "[MobileCAI::%s][f=%d][id=%d][#c.params=%d min=3]", __func__, gs->frameNum, owner->id, c.GetNumParams());
return;
}
if (c.GetNumParams() >= 6) {
if (!inCommand)
commandPos1 = c.GetPos(3);
} else {
// Some hackery to make sure the line (commandPos1,commandPos2) is NOT
// rotated (only shortened) if we reach this because the previous return
// fight command finished by the 'if((curPos-pos).SqLength2D()<(64*64))'
// condition, but is actually updated correctly if you click somewhere
// outside the area close to the line (for a new command).
commandPos1 = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
if ((owner->pos - commandPos1).SqLength2D() > (96 * 96)) {
commandPos1 = owner->pos;
}
}
float3 cmdPos = c.GetPos(0);
if (!inCommand) {
inCommand = true;
commandPos2 = cmdPos;
lastUserGoal = commandPos2;
}
if (c.GetNumParams() >= 6)
cmdPos = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
if (owner->unitDef->canAttack && owner->fireState >= FIRESTATE_FIREATWILL && !owner->weapons.empty()) {
const float3 curPosOnLine = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
const float leashRadius = 100.0f * owner->moveState * owner->moveState;
const float searchRadius = owner->maxRange + leashRadius;
CUnit* enemy = CGameHelper::GetClosestValidTarget(curPosOnLine, searchRadius, owner->allyteam, this);
if (enemy != nullptr) {
PushOrUpdateReturnFight();
// make the attack-command inherit <c>'s options
// NOTE: see AirCAI::ExecuteFight why we do not set INTERNAL_ORDER
commandQue.push_front(Command(CMD_ATTACK, c.GetOpts(), enemy->id));
inCommand = false;
tempOrder = true;
if (lastCommandFrame == gs->frameNum)
return;
lastCommandFrame = gs->frameNum;
SlowUpdate();
return;
}
}
ExecuteMove(c);
}
bool CMobileCAI::IsValidTarget(const CUnit* enemy, CWeapon* weapon) const {
if (enemy == nullptr)
return false;
if (enemy == owner)
return false;
if (owner->unitDef->noChaseCategory & enemy->category)
return false;
// don't _auto_ chase neutrals
if (enemy->IsNeutral())
return false;
// test if given weapon belonging to owner can target
// the enemy unit; indicates an auto-targeting context
if (weapon != nullptr)
return (weapon->TestTarget(enemy->pos, {enemy}) && (owner->moveState != MOVESTATE_HOLDPOS || weapon->TryTargetRotate(enemy, false, false)));
// test if any of owner's weapons can target the enemy unit
if (owner->weapons.empty())
return false;
for (CWeapon* w: owner->weapons) {
if (w->TestTarget(enemy->pos, SWeaponTarget(enemy)) && (owner->moveState != MOVESTATE_HOLDPOS || w->TryTargetRotate(enemy, false, false)))
return true;
}
return false;
}
/**
* @brief Executes the guard command c
*/
void CMobileCAI::ExecuteGuard(Command& c)
{
assert(owner->unitDef->canGuard);
assert(c.GetNumParams() != 0);
const CUnit* guardee = unitHandler.GetUnit(c.GetParam(0));
if (guardee == nullptr) {
StopMoveAndFinishCommand();
return;
}
if (UpdateTargetLostTimer(guardee->id) == 0) {
StopMoveAndFinishCommand();
return;
}
if (guardee->outOfMapTime > (GAME_SPEED * 5)) {
StopMoveAndFinishCommand();
return;
}
const bool pushAttackCommand =
owner->unitDef->canAttack &&
(guardee->lastAttackFrame + 40 < gs->frameNum) &&
IsValidTarget(guardee->lastAttacker, nullptr);
if (pushAttackCommand) {
commandQue.push_front(Command(CMD_ATTACK, c.GetOpts(), guardee->lastAttacker->id));
StopSlowGuard();
SlowUpdate();
return;
}
const float3 dif = (guardee->pos - owner->pos).SafeNormalize();
const float3 goal = guardee->pos - dif * (guardee->radius + owner->radius + 64.0f);
const bool resetGoal =
((owner->moveType->goalPos - goal).SqLength2D() > 1600.0f) ||
(owner->moveType->goalPos - owner->pos).SqLength2D() < Square(owner->moveType->GetMaxSpeed() * GAME_SPEED + 1 + SQUARE_SIZE * 2);
if (resetGoal)
SetGoal(goal, owner->pos);
if ((goal - owner->pos).SqLength2D() < 6400.0f) {
StartSlowGuard(guardee->moveType->GetMaxSpeed());
if ((goal - owner->pos).SqLength2D() < 1800.0f) {
StopMove();
NonMoving();
}
return;
}
StopSlowGuard();
}
void CMobileCAI::ExecuteStop(Command& c)
{
StopMove();
return CCommandAI::ExecuteStop(c);
}
void CMobileCAI::ExecuteObjectAttack(Command& c)
{
bool tryTargetRotate = false;
bool tryTargetHeading = false;
float edgeFactor = 0.0f; // percent offset to target center
const float3 targetMidPosVec = owner->midPos - orderTarget->midPos;
const float3 targetErrPos = orderTarget->GetErrorPos(owner->allyteam, false);
const float targetGoalDist = targetErrPos.SqDistance2D(owner->moveType->goalPos);
const float targetPosDist = Square(10.0f + orderTarget->pos.distance2D(owner->pos) * 0.2f);
const float minPointingDist = std::min(1.0f * owner->losRadius, owner->maxRange * 0.9f);
// FIXME? targetMidPosMaxDist is 3D, but compared with a 2D value
const float targetMidPosDist2D = targetMidPosVec.Length2D();
// const float targetMidPosMaxDist = owner->maxRange - (Square(orderTarget->speed.w) / owner->unitDef->maxAcc);
if (!owner->weapons.empty()) {
if (!(c.GetOpts() & ALT_KEY) && SkipParalyzeTarget(orderTarget)) {
StopMoveAndFinishCommand();
return;
}
}
// tell weapons about the ordered target-unit
SWeaponTarget orderTgtInfo(orderTarget);
orderTgtInfo.isUserTarget = (!c.IsInternalOrder());
orderTgtInfo.isManualFire = (c.GetID() == CMD_MANUALFIRE);
const short targetHeading = GetHeadingFromVector(-targetMidPosVec.x, -targetMidPosVec.z);
assert(c.GetID() != CMD_MANUALFIRE || (!owner->weapons.empty() && owner->unitDef->canManualFire));
for (CWeapon* w: owner->weapons) {
if (c.GetID() == CMD_MANUALFIRE && !w->weaponDef->manualfire)
continue;
tryTargetRotate = w->TryTargetRotate(orderTgtInfo.unit, orderTgtInfo.isUserTarget, orderTgtInfo.isManualFire);
tryTargetHeading = w->TryTargetHeading(targetHeading, orderTgtInfo);
edgeFactor = math::fabs(w->weaponDef->targetBorder);
if (tryTargetRotate || tryTargetHeading)
break;
}
// if w->AttackUnit() returned true then we are already
// in range with our biggest (?) weapon, so stop moving
// also make sure that we're not locked in close-in/in-range state
// loop due to rotates invoked by in-range or out-of-range states
if (tryTargetRotate) {
const bool canChaseTarget = (!owner->unitDef->stopToAttack) && (owner->moveState != MOVESTATE_HOLDPOS);
const bool targetBehind = (targetMidPosVec.dot(orderTarget->speed) < 0.0f);
if (canChaseTarget && tryTargetHeading && targetBehind && !owner->unitDef->IsHoveringAirUnit()) {
SetGoal(owner->pos + (orderTarget->speed * 80), owner->pos, SQUARE_SIZE, orderTarget->speed.w * 1.1f);
} else {
StopMove();
if (gs->frameNum > (lastCloseInTry + MAX_CLOSE_IN_RETRY_TICKS))
owner->moveType->KeepPointingTo(orderTarget->midPos, minPointingDist, true);
}
owner->AttackUnit(orderTgtInfo.unit, orderTgtInfo.isUserTarget, orderTgtInfo.isManualFire);
return;
}
// if we are on hold-position in a *temporary* order, then none of the
// close-in code below should run, and the attack command is cancelled
// (units executing an *area* fight-command and set to hold-pos should
// not chase any automatically assigned targets since that would allow
// them to be baited)
if (tempOrder && owner->moveState == MOVESTATE_HOLDPOS) {
StopMoveAndFinishCommand();
return;
}
// target is probably close enough
if (targetMidPosDist2D < (owner->maxRange * 0.9f)) {
if (owner->unitDef->IsHoveringAirUnit() || (targetMidPosVec.SqLength2D() < 1024)) {
StopMove();
owner->moveType->KeepPointingTo(orderTarget->midPos, minPointingDist, true);
return;
}
// move sideways (i.e. strafe) to get a shot
// note that the close-enough assumption is flawed:
// unit may be aiming or otherwise unable to shoot
if (owner->unitDef->strafeToAttack) {
const int dirSign = Sign(int(moveDir ^= (owner->moveType->progressState == AMoveType::Failed)));
constexpr float sin = 0.6f;
constexpr float cos = 0.8f;
float3 goalDiff;
goalDiff.x = targetMidPosVec.dot(float3(cos , 0.0f, -sin * dirSign));
goalDiff.z = targetMidPosVec.dot(float3(sin * dirSign, 0.0f, cos ));
goalDiff *= (targetMidPosDist2D < (owner->maxRange * 0.3f)) ? 1.0f / cos : cos;
goalDiff += orderTarget->pos;
SetGoal(goalDiff, owner->pos);
}
return;
}
// not a temporary order or not on hold-position; close in on target more
assert(!tempOrder || owner->moveState != MOVESTATE_HOLDPOS);
if (targetGoalDist > targetPosDist) {
const float3 norm = (targetErrPos - owner->pos).Normalize();
// if the target is outside LOS, this goes to its approximate position (errPos != pos)
// otherwise it will move us to the exact target position which should fix issues with
// low-range (mainly melee) weapons
SetGoal(targetErrPos - norm * CalcTargetRadius(orderTarget, orderTarget->radius, edgeFactor * 0.8f), owner->pos);
if (lastCloseInTry < (gs->frameNum + MAX_CLOSE_IN_RETRY_TICKS))
lastCloseInTry = gs->frameNum;
}
}
void CMobileCAI::ExecuteGroundAttack(Command& c)
{
const float3 attackPos = c.GetPos(0);
const float3 attackVec = attackPos - owner->pos;
const short attackHeading = GetHeadingFromVector(attackVec.x, attackVec.z);
const SWeaponTarget attackTgtInfo(attackPos, !c.IsInternalOrder());
if (c.GetID() == CMD_MANUALFIRE) {
assert(owner->unitDef->canManualFire);
if (owner->AttackGround(attackTgtInfo.groundPos, attackTgtInfo.isUserTarget, true)) {
// StopMoveAndKeepPointing calls StopMove before KeepPointingTo
// but we want to call it *after* KeepPointingTo to prevent 4131
owner->moveType->KeepPointingTo(attackPos, owner->maxRange * 0.9f, true);
StopMove();
}
return;
}
for (CWeapon* w: owner->weapons) {
// NOTE:
// we call TryTargetHeading which is less restrictive than TryTarget
// (eg. the former succeeds even if the unit has not already aligned
// itself with <attackVec>)
if (!w->TryTargetHeading(attackHeading, attackTgtInfo))
continue;
if (owner->AttackGround(attackTgtInfo.groundPos, attackTgtInfo.isUserTarget, false)) {
StopMoveAndKeepPointing(attackTgtInfo.groundPos, owner->maxRange * 0.9f, true);
return;
}
// for gunships, this pitches the nose down such that
// TryTargetRotate (which also checks range for itself)
// has a bigger chance of succeeding
//
// hence it must be called as soon as we get in range
// and may not depend on what TryTargetRotate returns
// (otherwise we might never get a firing solution)
owner->moveType->KeepPointingTo(attackTgtInfo.groundPos, owner->maxRange * 0.9f, true);
}
if (attackVec.SqLength2D() >= Square(owner->maxRange * 0.9f))
return;
owner->AttackGround(attackTgtInfo.groundPos, attackTgtInfo.isUserTarget, false);
StopMoveAndKeepPointing(attackPos, owner->maxRange * 0.9f, true);
}
void CMobileCAI::ExecuteAttack(Command& c)
{
assert(owner->unitDef->canAttack);
// limit how far away we fly based on our movestate
if (tempOrder && orderTarget != nullptr) {
const float3& closestPos = ClosestPointOnLine(commandPos1, commandPos2, owner->pos);
const float curTargetDist = LinePointDist(closestPos, commandPos2, orderTarget->pos);
const float maxTargetDist = (owner->moveType->GetManeuverLeash() * owner->moveState + owner->maxRange);
if (owner->moveState < MOVESTATE_ROAM && curTargetDist > maxTargetDist) {
StopMoveAndFinishCommand();
return;
}
}
if (!inCommand) {
switch (c.GetNumParams()) {
case 0: {
} break;
case 1: {
CUnit* targetUnit = unitHandler.GetUnit(c.GetParam(0));
// check if we have valid target parameter and that we aren't attacking ourselves
if (targetUnit == nullptr) {
StopMoveAndFinishCommand();
return;
}
if (targetUnit == owner) {
StopMoveAndFinishCommand();
return;
}
if (targetUnit->GetTransporter() != nullptr && !modInfo.targetableTransportedUnits) {
StopMoveAndFinishCommand();
return;
}
const float3 tgtErrPos = targetUnit->GetErrorPos(owner->allyteam, false);
const float3 tgtPosDir = (tgtErrPos - owner->pos).Normalize();
// FIXME: don't call SetGoal() if target is already in range of some weapon?
SetGoal(tgtErrPos - tgtPosDir * CalcTargetRadius(targetUnit, targetUnit->radius, 1.0f), owner->pos);
SetOrderTarget(targetUnit);
owner->AttackUnit(targetUnit, !c.IsInternalOrder(), c.GetID() == CMD_MANUALFIRE);
inCommand = true;
} break;
case 2: {
} break;
default: {
// user gave force-fire attack command
SetGoal(c.GetPos(0), owner->pos);
inCommand = true;
} break;
}
}
// if our target is dead or we lost it then stop attacking
// NOTE: unit should actually just continue to target area!
if (targetDied || (c.GetNumParams() == 1 && UpdateTargetLostTimer(int(c.GetParam(0))) == 0)) {
// cancel keeppointingto
StopMoveAndFinishCommand();
return;
}
// user clicked on enemy unit; either stop and attack or turn/move toward it
if (orderTarget != nullptr) {
ExecuteObjectAttack(c);
return;
}
// user wants to attack the ground
if (c.GetNumParams() >= 3) {
ExecuteGroundAttack(c);
return;
}
}
int CMobileCAI::GetDefaultCmd(const CUnit* pointed, const CFeature*)
{
if (pointed == nullptr)
return CMD_MOVE;
if (!teamHandler.Ally(gu->myAllyTeam, pointed->allyteam)) {
if (owner->unitDef->canAttack)
return CMD_ATTACK;
if (owner->CanTransport(pointed))
return CMD_LOAD_UNITS;
return CMD_MOVE;
}
if (owner->CanTransport(pointed))
return CMD_LOAD_UNITS;
if (pointed->CanTransport(owner))
return CMD_LOAD_ONTO;
if (owner->unitDef->canGuard)
return CMD_GUARD;
return CMD_MOVE;
}
void CMobileCAI::SetGoal(const float3& pos, const float3& /*curPos*/, float goalRadius)
{
// check if owner already has a move order to this position with the same radius
if (owner->moveType->IsMovingTowards(pos, goalRadius, true))
return;
// give new move order
owner->moveType->StartMoving(pos, goalRadius);
}
void CMobileCAI::SetGoal(const float3& pos, const float3& /*curPos*/, float goalRadius, float speed)
{
// check if owner already has a move order to this position with the same radius
if (owner->moveType->IsMovingTowards(pos, goalRadius, true))
return;
// give new move order
owner->moveType->StartMoving(pos, goalRadius, speed);
}
bool CMobileCAI::SetFrontMoveCommandPos(const float3& pos)
{
if (commandQue.empty())
return false;
if ((commandQue.front()).GetID() != CMD_MOVE)
return false;
(commandQue.front()).SetPos(0, pos);
return true;
}
void CMobileCAI::StopMove()
{
owner->moveType->StopMoving();
}
void CMobileCAI::StopMoveAndKeepPointing(const float3& p, const float r, bool b)
{
StopMove();
owner->moveType->KeepPointingTo(p, std::max(r, 10.f), b);
}
void CMobileCAI::BuggerOff(const float3& pos, float radius)
{
if (radius < 0.0f) {
// AttachUnit call
return;
}
// numNonMovingCalls = 0;