Beispiel #1
0
        bool InactiveFindTask()
        {
            if (initialWeapons.Count == 0)
            {
                return(false);
            }

            RTSUnit controlledObj = ControlledObject;

            if (controlledObj == null)
            {
                return(false);
            }

            Dynamic newTaskAttack        = null;
            float   attackObjectPriority = 0;

            Vec3  controlledObjPos = controlledObj.Position;
            float radius           = controlledObj./*Type.*/ ViewRadius;

            Map.Instance.GetObjects(new Sphere(controlledObjPos, radius),
                                    GameFilterGroups.UnitFilterGroup, delegate(MapObject mapObject)
            {
                Unit obj = (Unit)mapObject;

                Vec3 objPos = obj.Position;

                //check distance
                Vec3 diff         = objPos - controlledObjPos;
                float objDistance = diff.LengthFast();
                if (objDistance > radius)
                {
                    return;
                }

                float priority = GetAttackObjectPriority(obj);
                if (priority != 0 && priority > attackObjectPriority)
                {
                    attackObjectPriority = priority;
                    newTaskAttack        = obj;
                }
            });

            if (newTaskAttack != null)
            {
                //RTSConstructor specific
                if (ControlledObject.Type.Name == "RTSConstructor")
                {
                    DoTask(new Task(Task.Types.BreakableRepair, newTaskAttack), false);
                }
                else
                {
                    DoTask(new Task(Task.Types.BreakableAttack, newTaskAttack), false);
                }

                return(true);
            }

            return(false);
        }
Beispiel #2
0
        void UpdateInitialWeapons()
        {
            RTSUnit controlledObj = ControlledObject;

            initialWeapons = new List <Weapon>();

            foreach (MapObjectAttachedObject attachedObject in controlledObj.AttachedObjects)
            {
                MapObjectAttachedMapObject attachedMapObject = attachedObject as MapObjectAttachedMapObject;
                if (attachedMapObject != null)
                {
                    Weapon weapon = attachedMapObject.MapObject as Weapon;
                    if (weapon != null)
                    {
                        initialWeapons.Add(weapon);
                    }
                }
            }
        }
Beispiel #3
0
        void CreateProductedUnit()
        {
            RTSUnit unit = (RTSUnit)Entities.Instance.Create(productUnitType, Map.Instance);

            RTSCharacter character = unit as RTSCharacter;

            if (character == null)
            {
                Log.Fatal("RTSBuilding: CreateProductedUnit: character == null");
            }

            Vec2 p = GridPathFindSystem.Instance.GetNearestFreePosition(Position.ToVec2(),
                                                                        character.Type.Radius * 2);

            unit.Position = new Vec3(p.X, p.Y, GridPathFindSystem.Instance.GetMotionMapHeight(p) +
                                     character.Type.Height * .5f);

            if (Intellect != null)
            {
                unit.InitialFaction = Intellect.Faction;
            }

            unit.PostCreate();
        }
Beispiel #4
0
        protected virtual void TickTasks()
        {
            RTSUnit controlledObj = ControlledObject;

            if (controlledObj == null)
            {
                return;
            }

            switch (currentTask.Type)
            {
            //Stop
            case Task.Types.Stop:
                controlledObj.Stop();
                break;

            //Move
            case Task.Types.Move:
            case Task.Types.BreakableMove:
                if (currentTask.Entity != null)
                {
                    controlledObj.Move(currentTask.Entity.Position);
                }
                else
                {
                    Vec3 pos = currentTask.Position;

                    if ((controlledObj.Position.ToVec2() - pos.ToVec2()).LengthFast() < 1.5f &&
                        Math.Abs(controlledObj.Position.Z - pos.Z) < 3.0f)
                    {
                        //get to
                        DoNextTask();
                    }
                    else
                    {
                        controlledObj.Move(pos);
                    }
                }
                break;

            //Attack, Repair
            case Task.Types.Attack:
            case Task.Types.BreakableAttack:
            case Task.Types.Repair:
            case Task.Types.BreakableRepair:
            {
                //healed
                if ((currentTask.Type == Task.Types.Repair ||
                     currentTask.Type == Task.Types.BreakableRepair) &&
                    currentTask.Entity != null)
                {
                    if (currentTask.Entity.Life == currentTask.Entity.Type.LifeMax)
                    {
                        DoNextTask();
                        break;
                    }
                }

                float needDistance = controlledObj.Type.OptimalAttackDistanceRange.Maximum;

                Vec3 targetPos;
                if (currentTask.Entity != null)
                {
                    targetPos = currentTask.Entity.Position;
                }
                else
                {
                    targetPos = currentTask.Position;
                }

                float distance = (controlledObj.Position - targetPos).LengthFast();

                if (distance != 0)
                {
                    bool lineVisibility = false;
                    {
                        if (distance < needDistance)
                        {
                            lineVisibility = true;

                            //direct line visibility check

                            Vec3 start = initialWeapons[0].Position;
                            Ray  ray   = new Ray(start, targetPos - start);

                            RayCastResult[] piercingResult = PhysicsWorld.Instance.RayCastPiercing(
                                ray, (int)ContactGroup.CastOnlyContact);

                            foreach (RayCastResult result in piercingResult)
                            {
                                MapObject obj = MapSystemWorld.GetMapObjectByBody(result.Shape.Body);

                                if (obj != null && obj == currentTask.Entity)
                                {
                                    break;
                                }

                                if (obj != controlledObj)
                                {
                                    lineVisibility = false;
                                    break;
                                }
                            }
                        }
                    }

                    //movement control
                    if (lineVisibility)
                    {
                        //stop
                        controlledObj.Stop();

                        RTSCharacter character = controlledObj as RTSCharacter;
                        if (character != null)
                        {
                            character.SetLookDirection(targetPos);
                        }
                    }
                    else
                    {
                        //move to target
                        controlledObj.Move(targetPos);
                    }

                    //weapons control
                    if (lineVisibility)
                    {
                        foreach (Weapon weapon in initialWeapons)
                        {
                            Vec3 pos = targetPos;
                            Gun  gun = weapon as Gun;
                            if (gun != null && currentTask.Entity != null)
                            {
                                gun.GetAdvanceAttackTargetPosition(false, currentTask.Entity, false, out pos);
                            }
                            weapon.SetForceFireRotationLookTo(pos);

                            if (weapon.Ready)
                            {
                                Range range;

                                range = weapon.Type.WeaponNormalMode.UseDistanceRange;
                                if (distance >= range.Minimum && distance <= range.Maximum)
                                {
                                    weapon.TryFire(false);
                                }

                                range = weapon.Type.WeaponAlternativeMode.UseDistanceRange;
                                if (distance >= range.Minimum && distance <= range.Maximum)
                                {
                                    weapon.TryFire(true);
                                }
                            }
                        }
                    }
                }
            }
            break;

            //BuildBuilding
            case Task.Types.BuildBuilding:
            {
                float needDistance = controlledObj.Type.OptimalAttackDistanceRange.Maximum;

                Vec3 targetPos = currentTask.Position;

                float distance = (controlledObj.Position - targetPos).LengthFast();

                if (distance < needDistance)
                {
                    controlledObj.Stop();

                    //get to

                    //check free area for build
                    bool free;
                    {
                        Bounds bounds;
                        {
                            PhysicsModel physicsModel = PhysicsWorld.Instance.LoadPhysicsModel(
                                currentTask.EntityType.PhysicsModel);
                            if (physicsModel == null)
                            {
                                Log.Fatal(string.Format("No physics model for \"{0}\"",
                                                        currentTask.EntityType.ToString()));
                            }
                            bounds = physicsModel.GetGlobalBounds();

                            bounds += targetPos;
                        }

                        Rect rect = new Rect(bounds.Minimum.ToVec2(), bounds.Maximum.ToVec2());
                        free = GridPathFindSystem.Instance.IsFreeInMapMotion(rect);
                    }

                    if (!free)
                    {
                        //not free
                        DoNextTask();
                        break;
                    }

                    //check cost
                    RTSFactionManager.FactionItem factionItem = RTSFactionManager.Instance.GetFactionItemByType(Faction);
                    if (factionItem != null)
                    {
                        float cost = ((RTSBuildingType)currentTask.EntityType).BuildCost;

                        if (factionItem.Money - cost < 0)
                        {
                            //No money
                            DoNextTask();
                            break;
                        }

                        factionItem.Money -= cost;
                    }


                    RTSBuilding building = (RTSBuilding)Entities.Instance.Create(currentTask.EntityType, Map.Instance);
                    building.Position = currentTask.Position;

                    building.InitialFaction = Faction;

                    building.PostCreate();
                    building.BuildedProgress = 0;
                    building.Life            = 1;

                    //Repair
                    DoTaskInternal(new Task(Task.Types.Repair, building));
                }
                else
                {
                    controlledObj.Move(targetPos);
                }
            }
            break;
            }
        }