1 #include "CombatManager.h"
2 #include "LegacyCpp/WeaponDef.h"
3 #include "LegacyCpp/CommandQueue.h"
4
cCombatManager(IAICallback * callback,cRAI * Global)5 cCombatManager::cCombatManager(IAICallback* callback, cRAI* Global)
6 {
7 cb=callback;
8 G=Global;
9 l=G->l;
10 }
11
~cCombatManager()12 cCombatManager::~cCombatManager()
13 {
14 }
15
UnitIdle(const int & unit,UnitInfo * U)16 void cCombatManager::UnitIdle(const int& unit, UnitInfo *U)
17 {
18 //*l<<"(cui) -eID="<<U->enemyID;
19 if( ValidateEnemy(unit,U) && CanAttack(U,U->E,GetEnemyPosition(U->enemyID,U->E)) == 0 )
20 U->enemyID=-1;
21 float3 fPos=cb->GetUnitPos(unit);
22 if( U->enemyID == -1 )
23 while( (U->enemyID=GetClosestEnemy(fPos,U)) > 0 && !ValidateEnemy(unit,U) ) {}
24 float distance = -1;
25 if( U->enemyID >= 0 )
26 {
27 distance = fPos.distance(GetEnemyPosition(U->enemyID,U->E));
28 if( distance == 0 )
29 distance = 1;
30 }
31 if( U->enemyID == -1 || (U->udrBL->task != TASK_ASSAULT && distance > 2.5*8*U->ud->losRadius) )
32 {
33 U->inCombat=false;
34 G->UpdateEventAdd(1,0,unit,U);
35 return;
36 }
37 else if( CommandDGun(unit,U) )
38 return;
39 else if( U->enemyEff == 0 || (U->udrBL->task != TASK_ASSAULT && distance > 1.75*U->enemyEff->BestRange ) || (U->ud->isCommander && cb->GetUnitHealth(unit)/U->ud->health <= 0.66 ) ) // || G->Enemies.find(U->enemyID)->second.ud->kamikazeDist > distance
40 {
41 float3 EPos = GetEnemyPosition(U->enemyID,U->E);
42 CommandRun(unit,U,EPos);
43 return;
44 }
45 else if( CommandCapture(unit,U,distance) || CommandManeuver(unit,U,distance) )
46 return;
47 else
48 {
49 float3 EPos = GetEnemyPosition(U->enemyID,U->E);
50 Command c;
51 if( U->ud->canAttack && (U->E->inLOS || U->E->inRadar) )
52 {
53 c.id = CMD_ATTACK;
54 c.params.push_back(U->enemyID);
55 }
56 else if( U->ud->canAttack && (U->udr->IsBomber && U->E->posLocked) )
57 {
58 c.id = CMD_ATTACK;
59 c.params.push_back(EPos.x);
60 c.params.push_back(EPos.y);
61 c.params.push_back(EPos.z);
62 }
63 else // cant see enemy or Mod Workaround: Combat Lords - cant be given attack orders
64 {
65 c.id = CMD_MOVE;
66 EPos.x += -100.0 +rand()%201;
67 EPos.z += -100.0 +rand()%201;
68 G->CorrectPosition(EPos);
69 c.params.push_back(EPos.x);
70 c.params.push_back(EPos.y);
71 c.params.push_back(EPos.z);
72 }
73
74 cb->GiveOrder(unit, &c);
75 G->UpdateEventAdd(1,int(GetNextUpdate(distance,U)),unit,U);
76 }
77 }
78
UnitDamaged(const int & unitID,UnitInfo * U,const int & attackerID,EnemyInfo * A,float3 & dir)79 void cCombatManager::UnitDamaged(const int& unitID, UnitInfo* U, const int& attackerID, EnemyInfo* A, float3& dir)
80 {
81 ValidateEnemy(unitID,U,false);
82 if( attackerID >= 0 && attackerID != U->enemyID )
83 {
84 float3 Pos = cb->GetUnitPos(unitID);
85 float3 APos = GetEnemyPosition(attackerID,A);
86 if( U->enemyID == -1 || Pos.distance(APos) < Pos.distance(GetEnemyPosition(U->enemyID,U->E)) )
87 if( CanAttack(U, A, APos) != 0 && (U->group == 0 || U->group->Enemies.find(attackerID) != U->group->Enemies.end()) )
88 {
89 U->enemyID=attackerID;
90 U->E = A;
91 U->enemyEff = CanAttack(U, A, APos);
92 }
93 }
94 if( U->inCombat )
95 {
96 if( U->ud->isCommander )
97 {
98 if( int(cb->GetCurrentUnitCommands(unitID)->size()) == 0 )
99 UnitIdle(unitID,U);
100 else if( cb->GetCurrentUnitCommands(unitID)->front().id != CMD_MOVE )
101 {
102 if( cb->GetUnitHealth(unitID)/U->ud->health <= 0.66 ||
103 (cb->GetUnitHealth(unitID)/U->ud->health <= 0.9 && cb->GetCurrentUnitCommands(unitID)->front().id == CMD_CAPTURE) )
104 UnitIdle(unitID,U);
105 }
106 }
107 return;
108 }
109 if( U->BuildQ != 0 && U->BuildQ->RS != 0 )
110 U->BuildQ->tryCount = 4; // If the project is destroyed too many times, give up on it
111 U->inCombat=true;
112 if( U->enemyID == -1 )
113 {
114 if( attackerID >= 0 )
115 {
116 float3 APos = GetEnemyPosition(attackerID,A);
117 CommandRun(unitID,U,APos);
118 }
119 else
120 {
121 float3 EPos = cb->GetUnitPos(unitID);
122 EPos.x += dir.x*700;
123 EPos.z += dir.z*700;
124 EPos.y = cb->GetElevation(EPos.x,EPos.z);
125 CommandRun(unitID,U,EPos);
126 }
127 }
128 else
129 UnitIdle(unitID,U);
130 }
131
CommandDGun(const int & unitID,UnitInfo * U)132 bool cCombatManager::CommandDGun(const int& unitID, UnitInfo *U)
133 {
134 if( U->udr->DGun == 0 || cb->GetEnergy() < U->udr->DGun->energycost )
135 return false;
136
137 float3 EPos = GetEnemyPosition(U->enemyID,U->E);
138 float EDis = EPos.distance(cb->GetUnitPos(unitID));
139 if( EDis > 1.05*U->udr->DGun->range )
140 return false;
141
142 if( U->ud->isCommander )
143 {
144 if( U->E->ud != 0 && U->E->ud->isCommander )
145 {
146 CommandRun(unitID,U,EPos);
147 return true;
148 }
149 }
150 Command c;
151 c.id=CMD_DGUN;
152 c.params.push_back(EPos.x);
153 c.params.push_back(EPos.y);
154 c.params.push_back(EPos.z);
155 cb->GiveOrder(unitID, &c);
156 G->UpdateEventAdd(1,cb->GetCurrentFrame()+5,unitID,U);
157 return true;
158 }
159
CommandCapture(const int & unitID,UnitInfo * U,const float & EDis)160 bool cCombatManager::CommandCapture(const int& unitID, UnitInfo* U, const float& EDis)
161 {
162 if( !U->ud->canCapture ) //|| EDis > 1.5*U->ud->buildDistance )
163 return false;
164
165 if( U->ud->isCommander && cb->GetUnitHealth(unitID)/U->ud->health <= 0.9 )
166 return false;
167
168 if( !U->E->inLOS || (!cb->IsUnitParalyzed(U->enemyID) && 1.5*U->ud->speed < U->E->ud->speed) )
169 return false;
170
171 Command c;
172 c.id = CMD_CAPTURE;
173 c.params.push_back(U->enemyID);
174 cb->GiveOrder(unitID, &c);
175 return true;
176 }
177 /*
178 bool cCombatManager::CommandTrap(const int& unitID, UnitInfo* U, const float& EDis)
179 {
180 if( !U->E->inLOS || U->ud->transportMass < U->E->ud->mass )
181 return false;
182 if( U->ud->transportCapacity == 0 )
183 return false;
184
185 Command c;
186 c.id = CMD_LOAD_UNITS;
187 c.params.push_back(U->enemyID);
188 cb->GiveOrder(unitID, &c);
189 return true;
190 }
191 */
CommandManeuver(const int & unitID,UnitInfo * U,const float & EDis)192 bool cCombatManager::CommandManeuver(const int& unitID, UnitInfo *U, const float& EDis)
193 {
194 if( U->ud->canfly || U->E->ud == 0 || !U->E->inLOS || U->enemyEff->BestRange <= 1.15*cb->GetUnitMaxRange(U->enemyID) || EDis > 3500.0 || int(G->UMobile.size()) > 60 )
195 return false;
196
197 float3 Pos=cb->GetUnitPos(unitID);
198 float3 EPos=GetEnemyPosition(U->enemyID,U->E);
199
200 if( U->ud->minWaterDepth < 0 && Pos.y <= 0 && U->udr->WeaponSeaEff.BestRange == 0 )
201 {
202 int iS=G->TM->GetSectorIndex(EPos);
203 if( G->TM->IsSectorValid(iS) )
204 {
205 Pos = G->TM->GetClosestSector(G->TM->landSectorType,iS)->position;
206 Pos.x+=128-rand()%256;
207 Pos.z+=128-rand()%256;
208 G->CorrectPosition(Pos);
209 Command c;
210 c.id = CMD_MOVE;
211 c.params.push_back(Pos.x);
212 c.params.push_back(Pos.y);
213 c.params.push_back(Pos.z);
214 cb->GiveOrder(unitID, &c);
215 G->UpdateEventAdd(1,int(GetNextUpdate(EDis,U)),unitID,U);
216 return true;
217 }
218 }
219 if( EDis < 0.70*U->enemyEff->BestRange || EDis > U->enemyEff->BestRange )
220 {
221 float distanceAway=(0.87*U->enemyEff->BestRange-EDis);
222 Pos.x+=(Pos.x-EPos.x)*(distanceAway/EDis);
223 Pos.z+=(Pos.z-EPos.z)*(distanceAway/EDis);
224 G->CorrectPosition(Pos);
225
226 if( !G->TM->CanMoveToPos(U->area,Pos) )
227 return false;
228
229 Command c;
230 c.id = CMD_MOVE;
231 c.params.push_back(Pos.x);
232 c.params.push_back(cb->GetElevation(Pos.x,Pos.z));
233 c.params.push_back(Pos.z);
234 cb->GiveOrder(unitID, &c);
235 G->UpdateEventAdd(1,int(GetNextUpdate(EDis,U)),unitID,U);
236 return true;
237 }
238 return false;
239 }
240
CommandRun(const int & unitID,UnitInfo * U,float3 & EPos)241 void cCombatManager::CommandRun(const int& unitID, UnitInfo *U, float3& EPos)
242 {
243 float3 Pos=cb->GetUnitPos(unitID);
244 Pos.x+=Pos.x-EPos.x;
245 Pos.z+=Pos.z-EPos.z;
246 G->CorrectPosition(Pos);
247 Command c;
248 c.id = CMD_MOVE;
249 c.params.push_back(Pos.x);
250 c.params.push_back(Pos.y);
251 c.params.push_back(Pos.z);
252 cb->GiveOrder(unitID, &c);
253 G->UpdateEventAdd(1,cb->GetCurrentFrame()+210,unitID,U);
254 }
255
GetClosestEnemy(float3 Pos,UnitInfo * U)256 int cCombatManager::GetClosestEnemy(float3 Pos, UnitInfo* U)
257 {
258 U->enemyID=-1;
259 // these two function need improvement, for now I'll just use a short cut
260 if( !G->UM->ActiveAttackOrders() && U->udrBL->task != TASK_SUICIDE )
261 return GetClosestThreat(Pos, U);
262 sWeaponEfficiency* weTemp;
263 float distance,fTemp;
264 float3 fE;
265 distance=0.0f;
266 for( map<int,EnemyInfo>::iterator E=G->Enemies.begin(); E!=G->Enemies.end(); ++E )
267 {
268 fE=GetEnemyPosition(E->first,&E->second);
269 if( (weTemp = CanAttack(U,&E->second,fE)) != 0 )
270 {
271 fTemp=Pos.distance(fE);
272 if( U->enemyID == -1 || fTemp < distance )
273 {
274 U->enemyID=E->first;
275 U->E = &E->second;
276 U->enemyEff = weTemp;
277 distance=fTemp;
278 }
279 }
280 }
281 if( U->enemyID != -1 && U->group != 0 )
282 G->UM->GroupAddEnemy(U->enemyID,U->E,U->group);
283 return U->enemyID;
284 }
285
GetClosestThreat(float3 Pos,UnitInfo * U)286 int cCombatManager::GetClosestThreat(float3 Pos, UnitInfo* U)
287 {
288 sWeaponEfficiency* weTemp;
289 float distance,fTemp;
290 distance=0.0f;
291 float3 fE;
292 set<int> deletion;
293 for( map<int,EnemyInfo*>::iterator E=G->EThreat.begin(); E!=G->EThreat.end(); ++E )
294 {
295 fE=GetEnemyPosition(E->first,E->second);
296 if( E->second->baseThreatFrame > cb->GetCurrentFrame()+3600 ||
297 (E->second->baseThreatFrame > cb->GetCurrentFrame()+1200 && G->UImmobile.find(E->second->baseThreatID) == G->UImmobile.end() ) ||
298 (E->second->ud != 0 && G->UImmobile.find(E->second->baseThreatID) != G->UImmobile.end() && 1.3*E->second->ud->maxWeaponRange < fE.distance(cb->GetUnitPos(E->second->baseThreatID)) ) )
299 {
300 E->second->baseThreatID = -1;
301 E->second->baseThreatFrame = -1;
302 deletion.insert(E->first);
303 }
304 else if( (weTemp = CanAttack(U,E->second,fE)) != 0 )
305 {
306 fTemp=Pos.distance(fE);
307 if( U->enemyID == -1 || fTemp < distance )
308 {
309 U->enemyID=E->first;
310 U->E = E->second;
311 U->enemyEff = weTemp;
312 distance=fTemp;
313 }
314 }
315 }
316 while( int(deletion.size()) > 0 )
317 {
318 if( !G->UM->ActiveAttackOrders() )
319 {
320 EnemyInfo* E = G->EThreat.find(*deletion.begin())->second;
321 while( int(E->attackGroups.size()) > 0 )
322 G->UM->GroupRemoveEnemy(*deletion.begin(),E,*E->attackGroups.begin());
323 }
324 G->EThreat.erase(*deletion.begin());
325 deletion.erase(*deletion.begin());
326 }
327 if( U->enemyID != -1 && U->group != 0 )
328 G->UM->GroupAddEnemy(U->enemyID,U->E,U->group);
329 return U->enemyID;
330 }
331
GetEnemyPosition(const int & enemyID,EnemyInfo * E)332 float3 cCombatManager::GetEnemyPosition(const int& enemyID, EnemyInfo* E)
333 {
334 if( E->posLocked || (!E->inLOS && !E->inRadar) )
335 return E->position;
336 return cb->GetUnitPos(enemyID);
337 }
338
GetNextUpdate(const float & Distance,UnitInfo * U)339 float cCombatManager::GetNextUpdate(const float &Distance, UnitInfo* U)
340 {
341 if( U->ud->speed == 0.0 )
342 return cb->GetCurrentFrame()+90.0;
343 float fFrame=30.0*((Distance-U->enemyEff->BestRange)/(5.0*U->ud->speed));
344 if( int(G->UMobile.size()) > 45 )
345 fFrame*=3;
346 if( fFrame > 90.0 )
347 return cb->GetCurrentFrame()+fFrame;
348 return cb->GetCurrentFrame()+90.0;
349 }
350
CanAttack(UnitInfo * U,EnemyInfo * E,const float3 & EPos)351 sWeaponEfficiency* cCombatManager::CanAttack(UnitInfo* U, EnemyInfo *E, const float3& EPos)
352 {
353 if( !G->TM->CanMoveToPos(U->area,EPos) )
354 return 0;
355 float fElevation=cb->GetElevation(EPos.x,EPos.z);
356 if( EPos.y < 0.0 && U->udr->WeaponSeaEff.BestRange > 0 )
357 return &U->udr->WeaponSeaEff;
358 if( EPos.y-fElevation>50.0 && U->udr->WeaponAirEff.BestRange > 0 )
359 return &U->udr->WeaponAirEff;
360 if( EPos.y-fElevation<=50.0 && EPos.y >= -15.0 && U->udr->WeaponLandEff.BestRange > 0 )
361 return &U->udr->WeaponLandEff;
362 return 0;
363 }
364
ValidateEnemy(const int & unitID,UnitInfo * U,bool IdleIfInvalid)365 bool cCombatManager::ValidateEnemy(const int& unitID, UnitInfo* U, bool IdleIfInvalid)
366 {
367 if( U->enemyID == -1 || G->Enemies.find(U->enemyID) == G->Enemies.end() )
368 { // old enemy target that doesn't exist
369 U->enemyID=-1;
370 if( IdleIfInvalid )
371 G->UpdateEventAdd(1,cb->GetCurrentFrame()+90,unitID,U);
372 return false;
373 }
374 float3 EPos = cb->GetUnitPos(U->enemyID);
375 if( U->group == 0 )
376 { // keeping variables up-to-date, this is event-driven for groups
377 U->E = &G->Enemies.find(U->enemyID)->second;
378 U->enemyEff = CanAttack(U,U->E,EPos);
379 }
380 if( cb->GetUnitDef(U->enemyID) != 0 && cb->GetUnitAllyTeam(unitID) == cb->GetUnitAllyTeam(U->enemyID) )
381 { // an enemy ID was reused by an ally team
382 if( U->E->inLOS || U->E->inRadar ) // ! Work Around: Spring-Version(v0.72b1-0.76b1)
383 { // OR an ally captures an enemy unit & no events were sent
384 *l<<"\nWARNING: ValidateEnemy(eID="<<U->enemyID<<"): an ally has captured an enemy unit";
385 }
386 G->EnemyDestroyed(U->enemyID,-1);
387 U->enemyID=-1;
388 return false;
389 }
390 if( EPos.x > 0 || EPos.z > 0 || EPos.y > 0 ) // Position is valid
391 {
392 if( !U->E->inLOS && !U->E->inRadar ) // ! Work Around: Spring-Version(v0.72b1-0.76b1)
393 {
394 if( cb->GetUnitDef(U->enemyID) != 0 )
395 {
396 *l<<"\nWARNING: ValidateEnemy(eID="<<U->enemyID<<"): incorrect LOS status";
397 G->EnemyEnterLOS(U->enemyID);
398 }
399 else
400 {
401 *l<<"\nWARNING: ValidateEnemy(eID="<<U->enemyID<<"): incorrect radar status";
402 G->EnemyEnterRadar(U->enemyID);
403 }
404 }
405 return true;
406 }
407 if( !U->E->inLOS && !U->E->inRadar && cb->GetUnitPos(unitID).distance2D(U->E->position) > 300.0f )
408 return true;
409 G->EnemyRemove(U->enemyID,U->E);
410 U->enemyID=-1;
411 if( IdleIfInvalid )
412 G->UpdateEventAdd(1,cb->GetCurrentFrame()+90,unitID,U);
413 return false;
414 }
415