📄 aaibuildtask.cpp
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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the TA Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#include "AAIBuildTask.h"
#include "AAI.h"
#include "AAIConstructor.h"
AAIBuildTask::AAIBuildTask(AAI *ai, int unit_id, int def_id, float3 pos, int tick)
{
this->ai = ai;
this->unit_id = unit_id;
this->def_id = def_id;
order_tick = tick;
builder_id = -1;
build_pos = pos;
}
AAIBuildTask::~AAIBuildTask(void)
{
}
void AAIBuildTask::BuilderDestroyed()
{
builder_id = -1;
// com only allowed if buildpos is inside the base
bool commander = false;
int x = build_pos.x / ai->map->xSectorSize;
int y = build_pos.z / ai->map->ySectorSize;
if(x >= 0 && y >= 0 && x < ai->map->xSectors && y < ai->map->ySectors)
{
if(ai->map->sector[x][y].distance_to_base == 0)
commander = true;
}
// look for new builder
AAIConstructor *new_builder;
if(ai->bt->unitList[def_id-1]->minWaterDepth <= 0)
new_builder = ai->ut->FindClosestAssister(build_pos, 10, commander, false, false);
else
new_builder = ai->ut->FindClosestAssister(build_pos, 10, commander, false, ai->bt->unitList[def_id-1]->floater);
if(new_builder)
{
new_builder->TakeOverConstruction(this);
builder_id = new_builder->unit_id;
}
}
void AAIBuildTask::BuildtaskFailed()
{
// cleanup buildmap etc.
ai->execute->ConstructionFailed(build_pos, def_id);
// tell builder to stop construction (and release assisters) (if still alive)
if(builder_id >= 0 && ai->ut->units[builder_id].cons)
ai->ut->units[builder_id].cons->ConstructionFinished();
}
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