transportcai.cpp

来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 973 行 · 第 1/2 页

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			dropSpots.clear();
			startingDropPos = pos;

			approachVector = startingDropPos-owner->pos;
			approachVector.Normalize();
			canUnload = FindEmptyDropSpots(pos, pos + approachVector*max(16.0f,radius), dropSpots);

		} else if (!dropSpots.empty() ) {
			//make sure we check current spot infront of us each unload
			pos = dropSpots.back(); //take last landing pos as new start spot
			canUnload = dropSpots.size() > 0;
		}

		if( canUnload ){
			if(SpotIsClear(dropSpots.back(),((CTransportUnit*)owner)->transported.front().unit)) {
				float3 pos = dropSpots.back();
				Command c2;
				c2.id=CMD_UNLOAD_UNIT;
				c2.params.push_back(pos.x);
				c2.params.push_back(pos.y);
				c2.params.push_back(pos.z);
				c2.options=c.options | INTERNAL_ORDER;
				commandQue.push_front(c2);

				SlowUpdate();
				isFirstIteration = false;
				return;
			} else {
				dropSpots.pop_back();
			}
		} else {

			startingDropPos = float3(-1,-1,-1);
			isFirstIteration=true;
			dropSpots.clear();
			FinishCommand();
		}
}
void CTransportCAI::UnloadUnits_CrashFlood(Command& c, CTransportUnit* transport) {
	//TODO - fly into the ground, doing damage to units at landing pos, then unload.
	//needs heavy modification of TAAirMoveType
}
void CTransportCAI::UnloadUnits_LandFlood(Command& c, CTransportUnit* transport) {
	if(lastCall==gs->frameNum)	//avoid infinite loops
		return;
	lastCall=gs->frameNum;
	if(((CTransportUnit*)owner)->transported.empty()){
	FinishCommand();
		return;
	}
	float3 pos(c.params[0],c.params[1],c.params[2]);
	float radius=c.params[3];
	float3 found;
	//((CTransportUnit*)owner)->transported

	bool canUnload=FindEmptySpot(pos,max(16.0f,radius),((CTransportUnit*)owner)->transported.front().unit->radius  * ((CTransportUnit*)owner)->unitDef->unloadSpread,
								found,((CTransportUnit*)owner)->transported.front().unit);
	if(canUnload){

		Command c2;
		c2.id=CMD_UNLOAD_UNIT;
		c2.params.push_back(found.x);
		c2.params.push_back(found.y);
		c2.params.push_back(found.z);
		c2.options=c.options | INTERNAL_ORDER;
		commandQue.push_front(c2);

		if (isFirstIteration )	{
			Command c1;
			c1.id=CMD_MOVE;
			c1.params.push_back(pos.x);
			c1.params.push_back(pos.y);
			c1.params.push_back(pos.z);
			c1.options=c.options | INTERNAL_ORDER;
			commandQue.push_front(c1);
			startingDropPos = pos;
		}

		SlowUpdate();
		return;
	} else {
		FinishCommand();
	}
	return;

}


//
void CTransportCAI::UnloadLand(Command& c) {
	//default unload
	CTransportUnit* transport = (CTransportUnit*)owner;
	if (inCommand) {
			if (!owner->cob->busy) {
		//			if(scriptReady)
				FinishCommand();
			}
	} else {
		const std::list<CTransportUnit::TransportedUnit>& transList =
		  transport->transported;

		if (transList.empty()) {
			FinishCommand();
			return;
		}

		float3 pos(c.params[0], c.params[1], c.params[2]);
		if(goalPos.distance2D(pos) > 20){
			SetGoal(pos, owner->pos);
		}

		CUnit* unit = NULL;
		if (c.params.size() < 4) {
			unit = transList.front().unit;
		} else {
			const int unitID = (int)c.params[3];
			std::list<CTransportUnit::TransportedUnit>::const_iterator it;
			for (it = transList.begin(); it != transList.end(); ++it) {
				CUnit* carried = it->unit;
				if (unitID == carried->id) {
					unit = carried;
					break;
				}
			}
			if (unit == NULL) {
				FinishCommand();
				return;
			}
		}

		if (pos.distance2D(owner->pos) < (owner->unitDef->loadingRadius * 0.9f)) {
			CTAAirMoveType* am = dynamic_cast<CTAAirMoveType*>(owner->moveType);
			if (am != NULL) {
				// handle air transports differently
				pos.y = ground->GetHeight(pos.x, pos.z);
				const float3 wantedPos = pos + UpVector * unit->model->height;
				SetGoal(wantedPos, owner->pos);
				am->SetWantedAltitude(unit->model->height);
				am->maxDrift = 1;
				if ((owner->pos.distance(wantedPos) < 8) &&
					(owner->updir.dot(UpVector) > 0.99f)) {
					transport->DetachUnit(unit);
					if (transport->transported.empty()) {
						am->dontLand = false;
						owner->cob->Call("EndTransport");
					}
					const float3 fix = owner->pos + owner->frontdir * 20;
					SetGoal(fix, owner->pos);		//move the transport away slightly
					FinishCommand();
				}
			} else {
				inCommand = true;
				scriptReady = false;
				StopMove();
				std::vector<int> args;
				args.push_back(transList.front().unit->id);
				args.push_back(PACKXZ(pos.x, pos.z));
				owner->cob->Call("TransportDrop", args, ScriptCallback, this, 0);
			}
		}
	}
	return;

}
void CTransportCAI::UnloadDrop(Command& c) {

	//fly over and drop unit
	if(inCommand){
		if(!owner->cob->busy)
			//if(scriptReady)
			FinishCommand();
	} else {
		if(((CTransportUnit*)owner)->transported.empty()){
			FinishCommand();
			return;
		}

		float3 pos(c.params[0],c.params[1],c.params[2]); //head towards goal

		//note that taairmovetype must be modified to allow non stop movement through goals for this to work well
		if(goalPos.distance2D(pos)>20){
			SetGoal(pos,owner->pos);
			lastDropPos = pos;
		}

		if(CTAAirMoveType* am=dynamic_cast<CTAAirMoveType*>(owner->moveType)){

			pos.y=ground->GetHeight(pos.x,pos.z);
			CUnit* unit=((CTransportUnit*)owner)->transported.front().unit;
			am->maxDrift=1;

			//if near target or have past it accidentally- drop unit
			if(owner->pos.distance2D(pos) < 40 || (((pos - owner->pos).Normalize()).distance(owner->frontdir.Normalize()) > 0.5 && owner->pos.distance2D(pos)< 205)) {
				am->dontLand=true;
				owner->cob->Call("EndTransport"); //test
				((CTransportUnit*)owner)->DetachUnitFromAir(unit,pos);
				dropSpots.pop_back();

				if (dropSpots.empty()) {
					float3 fix = owner->pos+owner->frontdir*200;
					SetGoal(fix,owner->pos);//move the transport away after last drop
				}
				FinishCommand();
			}
		} else {
			inCommand=true;
			scriptReady=false;
			StopMove();
			std::vector<int> args;
			args.push_back(((CTransportUnit*)owner)->transported.front().unit->id);
			args.push_back(PACKXZ(pos.x, pos.z));
			owner->cob->Call("TransportDrop",args,ScriptCallback,this,0);
		}
	}
}
void CTransportCAI::UnloadCrashFlood(Command& c) {
	//TODO - will require heavy modification of TAAirMoveType.cpp
}
void CTransportCAI::UnloadLandFlood(Command& c) {
	//land, then release all units at once
	CTransportUnit* transport = (CTransportUnit*)owner;
	if (inCommand) {
			if (!owner->cob->busy) {
			  //if(scriptReady)
				FinishCommand();
			}
	} else {
		const std::list<CTransportUnit::TransportedUnit>& transList =
		  transport->transported;

		if (transList.empty()) {
			FinishCommand();
			return;
		}

		//check units are all carried
		CUnit* unit = NULL;
		if (c.params.size() < 4) {
			unit = transList.front().unit;
		} else {
			const int unitID = (int)c.params[3];
			std::list<CTransportUnit::TransportedUnit>::const_iterator it;
			for (it = transList.begin(); it != transList.end(); ++it) {
				CUnit* carried = it->unit;
				if (unitID == carried->id) {
					unit = carried;
					break;
				}
			}
			if (unit == NULL) {
				FinishCommand();
				return;
			}
		}

		//move to position
		float3 pos(c.params[0], c.params[1], c.params[2]);
		if (isFirstIteration) {
			if(goalPos.distance2D(pos) > 20)
				SetGoal(startingDropPos, owner->pos);
		}

		if (startingDropPos.distance2D(owner->pos) < (owner->unitDef->loadingRadius * 0.9f)) {
			//create aircraft movetype instance
			CTAAirMoveType* am = dynamic_cast<CTAAirMoveType*>(owner->moveType);

			if (am != NULL) {
				//lower to ground

				startingDropPos.y = ground->GetHeight(startingDropPos.x,startingDropPos.z);
				const float3 wantedPos = startingDropPos + UpVector * unit->model->height;
				SetGoal(wantedPos, owner->pos);
				am->SetWantedAltitude(1);
				am->maxDrift = 1;
				am->dontLand = false;

				//when on our way down start animations for unloading gear
				if (isFirstIteration) {
					owner->cob->Call("StartUnload");
				}
				isFirstIteration = false;

				//once at ground
				if (owner->pos.y - ground->GetHeight(wantedPos.x,wantedPos.z) < 8) {

					am->SetState(am->AIRCRAFT_LANDED);//nail it to the ground before it tries jumping up, only to land again...
					std::vector<int> args;
					args.push_back(transList.front().unit->id);
					args.push_back(PACKXZ(pos.x, pos.z));
					owner->cob->Call("TransportDrop", args, ScriptCallback, this, 0); //call this so that other animations such as opening doors may be started
					transport->DetachUnitFromAir(unit,pos);

					FinishCommand();
					if (transport->transported.empty()) {
						am->dontLand = false;
						owner->cob->Call("EndTransport");
						am->UpdateLanded();
					}
				}
			} else {

				//land transports
				inCommand = true;
				scriptReady = false;
				StopMove();
				std::vector<int> args;
				args.push_back(transList.front().unit->id);
				args.push_back(PACKXZ(pos.x, pos.z));
				owner->cob->Call("TransportDrop", args, ScriptCallback, this, 0);
				transport->DetachUnitFromAir(unit,pos);
				isFirstIteration = false;
				FinishCommand();
				if (transport->transported.empty())
					owner->cob->Call("EndTransport");
			}
		}
	}
	return;
}
CUnit* CTransportCAI::FindUnitToTransport(float3 center, float radius)
{
	CUnit* best=0;
	float bestDist=100000000;
	std::vector<CUnit*> units=qf->GetUnitsExact(center,radius);
	for(std::vector<CUnit*>::iterator ui=units.begin();ui!=units.end();++ui){
		CUnit* unit=(*ui);
		float dist=unit->pos.distance2D(owner->pos);
		if(CanTransport(unit) && dist<bestDist && !unit->toBeTransported &&
				 (unit->losStatus[owner->allyteam] & (LOS_INRADAR|LOS_INLOS))){
			bestDist=dist;
			best=unit;
		}
	}
	return best;
}

int CTransportCAI::GetDefaultCmd(CUnit* pointed, CFeature* feature)
{
	if (pointed) {
		if (!gs->Ally(gu->myAllyTeam, pointed->allyteam)) {
			if (owner->unitDef->canAttack) {
				return CMD_ATTACK;
			} else if (CanTransport(pointed)) {
				return CMD_LOAD_UNITS; // comm napping?
			}
		} else {
			if (CanTransport(pointed)) {
				return CMD_LOAD_UNITS;
			} else if (owner->unitDef->canGuard) {
				return CMD_GUARD;
			}
		}
	}
//	if(((CTransportUnit*)owner)->transported.empty())
	if (owner->unitDef->canmove) {
		return CMD_MOVE;
	} else {
		return CMD_STOP;
	}
//	else
//		return CMD_UNLOAD_UNITS;
}

void CTransportCAI::DrawCommands(void)
{
	lineDrawer.StartPath(owner->midPos, cmdColors.start);

	if (owner->selfDCountdown != 0) {
		lineDrawer.DrawIconAtLastPos(CMD_SELFD);
	}

	CCommandQueue::iterator ci;
	for(ci=commandQue.begin();ci!=commandQue.end();++ci){
		switch(ci->id){
			case CMD_MOVE:{
				const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
				lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.move);
				break;
			}
			case CMD_FIGHT:{
				if (ci->params.size() >= 3) {
					const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
					lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.fight);
				}
				break;
			}
			case CMD_PATROL:{
				const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
				lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.patrol);
				break;
			}
			case CMD_ATTACK:{
				if(ci->params.size()==1){
					const CUnit* unit = uh->units[int(ci->params[0])];
					if((unit != NULL) && isTrackable(unit)) {
						const float3 endPos =
							helper->GetUnitErrorPos(unit, owner->allyteam);
						lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.attack);
					}
				} else {
					const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
					lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.attack);
				}
				break;
			}
			case CMD_GUARD:{
				const CUnit* unit = uh->units[int(ci->params[0])];
				if((unit != NULL) && isTrackable(unit)) {
					const float3 endPos =
						helper->GetUnitErrorPos(unit, owner->allyteam);
					lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.guard);
				}
				break;
			}
			case CMD_LOAD_UNITS:{
				if(ci->params.size()==4){
					const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
					lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.load);
					lineDrawer.Break(endPos, cmdColors.load);
					glSurfaceCircle(endPos, ci->params[3], 20);
					lineDrawer.RestartSameColor();
				} else {
					const CUnit* unit = uh->units[int(ci->params[0])];
					if((unit != NULL) && isTrackable(unit)) {
						const float3 endPos =
							helper->GetUnitErrorPos(unit, owner->allyteam);
						lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.load);
					}
				}
				break;
			}
			case CMD_UNLOAD_UNITS:{
				if(ci->params.size()==4){
					const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
					lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.unload);
					lineDrawer.Break(endPos, cmdColors.unload);
					glSurfaceCircle(endPos, ci->params[3], 20);
					lineDrawer.RestartSameColor();
				}
				break;
			}
			case CMD_UNLOAD_UNIT:{
				const float3 endPos(ci->params[0],ci->params[1],ci->params[2]);
				lineDrawer.DrawLineAndIcon(ci->id, endPos, cmdColors.unload);
				break;
			}
			case CMD_WAIT:{
				DrawWaitIcon(*ci);
				break;
			}
			case CMD_SELFD:{
				lineDrawer.DrawIconAtLastPos(ci->id);
				break;
			}
			default:
				DrawDefaultCommand(*ci);
				break;
		}
	}
	lineDrawer.FinishPath();
}


void CTransportCAI::FinishCommand(void)
{
	if(CTAAirMoveType* am=dynamic_cast<CTAAirMoveType*>(owner->moveType))
		am->dontCheckCol=false;

	if(toBeTransportedUnitId!=-1){
		if(uh->units[toBeTransportedUnitId])
			uh->units[toBeTransportedUnitId]->toBeTransported=false;
		toBeTransportedUnitId=-1;
	}
	CMobileCAI::FinishCommand();
}

bool CTransportCAI::LoadStillValid(CUnit* unit){
	if(commandQue.size() < 2){
		return false;
	}
	Command cmd = commandQue[1];
	return !(cmd.id == CMD_LOAD_UNITS && cmd.params.size() == 4
		&& unit->pos.distance2D(
		float3(cmd.params[0], cmd.params[1], cmd.params[2])) > cmd.params[3]*2);
}

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