//VB protected virtual bool InTaskRange(float needDistance = 3.5f) { Vec3 targetPos; if (currentTask.Entity != null) { targetPos = currentTask.Entity.Position; } else { targetPos = currentTask.Position; } float distance = (ControlledObject.Position - targetPos).Length(); if (distance != 0) { Range range = new Range(0, needDistance); if (currentTask.Type == Task.Types.Attack) { MultipleActionItem itm = (ControlledObject as VBCharacter).ActiveHeldItem as MultipleActionItem; if (itm != null) { range = itm.GetCurActionMode().UseDistanceRange; } } if (distance >= range.Minimum && distance <= range.Maximum) { //stop ControlledObject.Stop(); RTSCharacter character = ControlledObject as RTSCharacter; if (character != null) { character.SetLookDirection(targetPos); } return(true); } else { //move to target ControlledObject.Move(targetPos); return(false); } } return(true); }
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; //Reload case Task.Types.Reload: VBWeaponItem wpn = (controlledObj as VBCharacter).ActiveHeldItem as VBWeaponItem; if (wpn != null) { wpn.TryReload(); DoNextTask(); } break; //Pickup case Task.Types.PickUp: if (InTaskRange()) { if (currentTask.Entity as VBItem != null) { (controlledObj as VBCharacter).TakeItem(currentTask.Entity as VBItem); } DoNextTask(); } break; //Use case Task.Types.Use: if (InTaskRange()) { InteractableObject itm = currentTask.Entity as InteractableObject; if (itm != null) { itm.Interact(controlledObj); } DoNextTask(); } break; //Talk case Task.Types.Talk: if (InTaskRange()) { EngineConsole.Instance.ExecuteString("createWindow chat"); DoNextTask(); } break; //preuse case Task.Types.PreUse: 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; MultipleActionItem itm = (controlledObj as VBCharacter).ActiveHeldItem as MultipleActionItem; if (itm != null) { needDistance = itm.GetCurActionMode().UseDistanceRange.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 = ControlledObject.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) { (ControlledObject as VBCharacter).BaseAttack(currentTask.Entity, null); DoNextTask(); /* * 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; } }
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; } }