Example #1
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()).Length() < 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.Health == currentTask.Entity.Type.HealthMax)
                    {
                        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).Length();

                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).Length();

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

                    //get to

                    //check free area for build
                    bool free;
                    {
                        Bounds bounds;
                        {
                            PhysicsModel physicsModel = PhysicsWorld.Instance.LoadPhysicsModel(
                                currentTask.EntityType.GetPhysicsModelFullPath());
                            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 = GridBasedNavigationSystem.Instances[0].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.Health          = 1;

                    //Repair
                    DoTaskInternal(new Task(Task.Types.Repair, building));
                }
                else
                {
                    controlledObj.Move(targetPos);
                }
            }
            break;
            }
        }
Example #2
0
            protected override void OnTick()
            {
                base.OnTick();

                MechUnitAI controlledObj = Owner.ControlledObject;

                if (IsAllowUpdateControlledObject() && controlledObj.GetElapsedTimeSinceLastGroundContact() < .3f)//IsOnGround() )
                {
                    float targetDistance = (GetTargetPosition() - controlledObj.Position).Length();

                    //movement
                    {
                        Vec3 rayCastFrom;
                        if (Owner.weapons.Length != 0)
                        {
                            rayCastFrom = Owner.weapons[0].Position;
                        }
                        else
                        {
                            rayCastFrom = controlledObj.Position;
                        }

                        Range optimalAttackDistanceRange = controlledObj.Type.OptimalAttackDistanceRange;
                        if (targetDistance < optimalAttackDistanceRange.Maximum &&
                            CheckDirectVisibilityByRayCast(rayCastFrom, GetTargetPosition(), TaskEntity))
                        {
                            //destination target is visible
                            controlledObj.SetTurnToPosition(GetTargetPosition());

                            if (targetDistance < optimalAttackDistanceRange.Minimum)
                            {
                                //move backward
                                Vec2 direction = GetTargetPosition().ToVec2() - controlledObj.Position.ToVec2();
                                if (direction != Vec2.Zero)
                                {
                                    direction = -direction.GetNormalize();
                                }
                                controlledObj.SetForceMoveVector(direction);
                            }
                            else
                            {
                                //sees the target and stay on optimal attack distance
                                controlledObj.SetForceMoveVector(Vec2.Zero);
                            }
                        }
                        else
                        {
                            //need move

                            //update path controller
                            Owner.pathController.Update(Entity.TickDelta, controlledObj.Position,
                                                        GetTargetPosition(), false);

                            //update character
                            Vec3 nextPointPosition;
                            if (Owner.pathController.GetNextPointPosition(out nextPointPosition))
                            {
                                Vec2 vector = nextPointPosition.ToVec2() - controlledObj.Position.ToVec2();
                                if (vector != Vec2.Zero)
                                {
                                    vector.Normalize();
                                }

                                controlledObj.SetTurnToPosition(nextPointPosition);
                                controlledObj.SetForceMoveVector(vector);
                            }
                            else
                            {
                                controlledObj.SetForceMoveVector(Vec2.Zero);
                            }
                        }
                    }

                    //shot
                    foreach (Weapon weapon in Owner.weapons)
                    {
                        if (weapon.Ready)
                        {
                            Range normalRange   = weapon.Type.WeaponNormalMode.UseDistanceRange;
                            bool  normalInRange = targetDistance >= normalRange.Minimum &&
                                                  targetDistance <= normalRange.Maximum;

                            Range alternativeRange   = weapon.Type.WeaponAlternativeMode.UseDistanceRange;
                            bool  alternativeInRange = targetDistance >= alternativeRange.Minimum &&
                                                       targetDistance <= alternativeRange.Maximum;

                            if ((normalInRange || alternativeInRange) &&
                                CheckDirectVisibilityByRayCast(weapon.Position, GetTargetPosition(), TaskEntity))
                            {
                                //update weapon fire orientation
                                {
                                    Vec3 pos = GetTargetPosition();
                                    Gun  gun = weapon as Gun;
                                    if (gun != null)
                                    {
                                        gun.GetAdvanceAttackTargetPosition(false, TaskEntity, false, out pos);
                                    }
                                    weapon.SetForceFireRotationLookTo(pos);
                                }

                                controlledObj.SetTurnToPosition(GetTargetPosition());
                                if (normalInRange)
                                {
                                    weapon.TryFire(false);
                                }
                                if (alternativeInRange)
                                {
                                    weapon.TryFire(true);
                                }
                            }
                        }
                    }
                }
                else
                {
                    controlledObj.SetForceMoveVector(Vec2.Zero);
                }
            }