public void Update(DDDServerConnection serverConnection, DMView dmView) { if (m_done) { return; } SimObject me = dmView.AllObjects[m_thisID]; LocationValue myLocation = me.Location; SimObject track = dmView.AllObjects[m_targetID]; LocationValue trackLocation = track.Location; if (!m_attackInProcess) // start the attack { // start with weapons if (me.DockedWeapons.Count > 0) { m_attackWeaponID = me.DockedWeapons[0]; serverConnection.SendWeaponLaunchRequest(m_thisID, m_attackWeaponID, m_targetID); m_attackEndTime = dmView.SimTime + 12000; // give a two minute time window to start, AttackUpdate will modify this m_attackInProcess = true; m_attackIsWeapon = true; } else // use native capabilities { // figure out capability/vulnerability match up String cap = DetermineCapability(me.CapabilityList, track.VulnerabilityList); if (cap != String.Empty) { serverConnection.SendAttackObjectRequest(m_thisID, m_targetID, cap); m_attackInProcess = true; m_attackIsWeapon = false; m_attackEndTime = dmView.SimTime + 12000; } else // I don't have the right capabilities, finish up { ResetAttack(); m_done = true; } } } else // check to see if the attack was succesful { // if we are still in attack mode 2 seconds after attack was supposed to end // start another attack if (dmView.SimTime > m_attackEndTime + 2000) { ResetAttack(); } } }
public void Update(DDDServerConnection serverConnection, DMView dmView) { if (m_done) { return; } SimObject me = dmView.AllObjects[m_thisID]; LocationValue myLocation = me.Location; SimObject track = dmView.AllObjects[m_targetID]; LocationValue trackLocation = track.Location; m_absoluteLoiterPattern = m_relativeLoiterPattern.ToAbsolute(trackLocation); switch (m_engagementState) { case EngagementState.Tracking: if (ShouldTrack(serverConnection, dmView)) { serverConnection.SendMoveObjectRequest(m_thisID, trackLocation, 1); } else { m_engagementState = EngagementState.Attacking; StartLoiter(serverConnection, dmView); } break; case EngagementState.Attacking: ContinueLoiter(serverConnection, dmView); if (!m_attackInProcess) // start the attack { // start with weapons if (me.DockedWeapons.Count > 0) { m_attackWeaponID = me.DockedWeapons[0]; serverConnection.SendWeaponLaunchRequest(m_thisID, m_attackWeaponID, m_targetID); m_attackEndTime = dmView.SimTime + 12000; // give a two minute time window to start, AttackUpdate will modify this m_attackInProcess = true; m_attackIsWeapon = true; } else // use native capabilities { // figure out capability/vulnerability match up String cap = DetermineCapability(me.CapabilityList, track.VulnerabilityList); if (cap != String.Empty) { serverConnection.SendAttackObjectRequest(m_thisID, m_targetID, cap); m_attackInProcess = true; m_attackIsWeapon = false; m_attackEndTime = dmView.SimTime + 12000; } else // I don't have the right capabilities, finish up { ResetAttack(); if (m_returnAfter) { m_engagementState = EngagementState.Returning; m_dddServer.SendMoveObjectRequest(m_thisID, m_originalLocation, 1); } else { m_done = true; } } } } else // check to see if the attack was succesful { // if we are still in attack mode 2 seconds after attack was supposed to end // start another attack if (dmView.SimTime > m_attackEndTime + 2000) { ResetAttack(); } } break; case EngagementState.Returning: if (BehaviorHelper.Distance(myLocation, m_originalLocation) < 1) { m_done = true; } break; } }