/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: AIGuard.cpp /*---------------------------------------------------------------------------*/ /* EA Pacific */ /* Confidential Information */ /* Copyright (C) 2001 - All Rights Reserved */ /* DO NOT DISTRIBUTE */ /*---------------------------------------------------------------------------*/ /* Project: RTS3 */ /* File name: AIGuard.cpp */ /* Created: John K. McDonald, Jr., 3/29/2002 */ /* Desc: // Set up guard states for AI */ /* Revision History: */ /* 3/29/2002 : Initial creation */ /*---------------------------------------------------------------------------*/ #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/PerfTimer.h" #include "Common/Team.h" #include "Common/Xfer.h" #include "GameLogic/AI.h" #include "GameLogic/AIPathfind.h" #include "GameLogic/AIGuard.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Module/BodyModule.h" #include "GameLogic/Module/CollideModule.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/PolygonTrigger.h" const Real CLOSE_ENOUGH = (25.0f); #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif static Bool hasAttackedMeAndICanReturnFire( State *thisState, void* /*userData*/ ) { Object *obj = thisState->getMachineOwner(); BodyModuleInterface *bmi = obj ? obj->getBodyModule() : NULL; if (!(obj && bmi)) { return FALSE; } if (bmi->getClearableLastAttacker() == INVALID_ID) { return FALSE; } // K. It appears we have a valid aggressor. Find it, and determine if we can attack it, etc. Object *target = TheGameLogic->findObjectByID(bmi->getClearableLastAttacker()); bmi->clearLastAttacker(); // We use the clearable last attacker because we should continue attacking the guy. But if he // stops attacking us, then we want our timer to kick us off of him and make us go attack // other units instead. if (!target) { return FALSE; } if (obj->getRelationship(target) != ENEMIES) { return FALSE; } // This is a quick test on the target. It will be duplicated in getAbleToAttackSpecificObject, // but the payoff is worth the duplication. if (target->isEffectivelyDead()) { return FALSE; } //@todo: Get this out of here. Move it into the declaration of calling this function, or figure // out some way to call it less often. if (!obj->isAbleToAttack()) { return FALSE; } CanAttackResult result = obj->getAbleToAttackSpecificObject(ATTACK_NEW_TARGET, target, CMD_FROM_AI); if( result == ATTACKRESULT_POSSIBLE || result == ATTACKRESULT_POSSIBLE_AFTER_MOVING ) { return TRUE; } return FALSE; } //-- ExitConditions ------------------------------------------------------------------------------- /** * This returns true if the conditions specified have been met, false otherwise. */ Bool ExitConditions::shouldExit(const StateMachine* machine) const { if (!machine->getGoalObject()) { if (m_conditionsToConsider & ATTACK_ExitIfNoUnitFound) { return true; } else { return false; } } if (m_conditionsToConsider & ATTACK_ExitIfExpiredDuration) { if (TheGameLogic->getFrame() >= m_attackGiveUpFrame) { return true; } } if (m_conditionsToConsider & ATTACK_ExitIfOutsideRadius) { Coord3D deltaAggressor; Coord3D objPos = *machine->getGoalObject()->getPosition(); deltaAggressor.x = objPos.x - m_center.x; deltaAggressor.y = objPos.y - m_center.y; // deltaAggressor.z = objPos.z - m_center.z; deltaAggressor.z = 0; // BGC - when we search for a target we don't account for Z, so why should we here? // changing this fixed a crash where a GLARebelInfantry would be in GuardReturnState, find // a target that is within range, then not be able to attack because its actually out of range. // then it would look for a new target, get the same one, and proceed in an infinite recursive // loop that eventually blew the stack. if (deltaAggressor.lengthSqr() > m_radiusSqr) { return true; } } return false; } //-- AIGuardMachine ------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- AIGuardMachine::AIGuardMachine( Object *owner ) : StateMachine(owner, "AIGuardMachine"), m_targetToGuard(INVALID_ID), m_areaToGuard(NULL), m_nemesisToAttack(INVALID_ID), m_guardMode(GUARDMODE_NORMAL) { m_positionToGuard.zero(); static const StateConditionInfo attackAggressors[] = { StateConditionInfo(hasAttackedMeAndICanReturnFire, AI_GUARD_ATTACK_AGGRESSOR, NULL), StateConditionInfo(NULL, NULL, NULL) // keep last }; // order matters: first state is the default state. // srj sez: I made "return" the start state, so that if ordered to guard a position // that isn't the unit's current position, it moves to that position first. defineState( AI_GUARD_RETURN, newInstance(AIGuardReturnState)( this ), AI_GUARD_IDLE, AI_GUARD_INNER, attackAggressors ); defineState( AI_GUARD_IDLE, newInstance(AIGuardIdleState)( this ), AI_GUARD_INNER, AI_GUARD_RETURN, attackAggressors ); defineState( AI_GUARD_INNER, newInstance(AIGuardInnerState)( this ), AI_GUARD_OUTER, AI_GUARD_OUTER ); defineState( AI_GUARD_OUTER, newInstance(AIGuardOuterState)( this ), AI_GUARD_GET_CRATE, AI_GUARD_GET_CRATE ); defineState( AI_GUARD_GET_CRATE, newInstance(AIGuardPickUpCrateState)( this ), AI_GUARD_RETURN, AI_GUARD_RETURN ); defineState( AI_GUARD_ATTACK_AGGRESSOR, newInstance(AIGuardAttackAggressorState)( this ), AI_GUARD_RETURN, AI_GUARD_RETURN ); } //-------------------------------------------------------------------------------------- AIGuardMachine::~AIGuardMachine() { } //-------------------------------------------------------------------------------------- /*static*/ Real AIGuardMachine::getStdGuardRange(const Object* obj) { Real visionRange = TheAI->getAdjustedVisionRangeForObject(obj, AI_VISIONFACTOR_OWNERTYPE | AI_VISIONFACTOR_MOOD | AI_VISIONFACTOR_GUARDINNER); return visionRange; } //-------------------------------------------------------------------------------------- Bool AIGuardMachine::lookForInnerTarget(void) { Object* owner = getOwner(); if (!owner->isAbleToAttack()) { return false; // my, that was easy } // Check if team auto targets same victim. Object *teamVictim = NULL; if (owner->getTeam()->getPrototype()->getTemplateInfo()->m_attackCommonTarget) { teamVictim = owner->getTeam()->getTeamTargetObject(); if (teamVictim) { setNemesisID(teamVictim->getID()); return true; // Transitions to AIGuardInnerState. } } Object* targetToGuard = findTargetToGuardByID(); Coord3D pos = targetToGuard ? *targetToGuard->getPosition() : *getPositionToGuard(); const PolygonTrigger* area = getAreaToGuard(); PartitionFilterRelationship f1(owner, PartitionFilterRelationship::ALLOW_ENEMIES); PartitionFilterPossibleToAttack f2(ATTACK_NEW_TARGET, owner, CMD_FROM_AI); PartitionFilterSameMapStatus filterMapStatus(owner); PartitionFilterPolygonTrigger f3(area); PartitionFilterIsFlying f4; PartitionFilter *filters[16]; Int count = 0; filters[count++] = &f1; filters[count++] = &f2; filters[count++] = &filterMapStatus; Real visionRange = AIGuardMachine::getStdGuardRange(owner); if (area) { UnsignedInt checkFrame = TheGameLogic->getFrameObjectsChangedTriggerAreas()+TheAI->getAiData()->m_guardEnemyScanRate; if (TheGameLogic->getFrame()>checkFrame) { return false; } filters[count++] = &f3; visionRange = area->getRadius(); area->getCenterPoint(&pos); } if (getGuardMode() == GUARDMODE_GUARD_FLYING_UNITS_ONLY) { // only consider flying targets filters[count++] = &f4; } filters[count++] = NULL; // SimpleObjectIterator* iter = ThePartitionManager->iterateObjectsInRange( // &pos, visionRange, FROM_CENTER_2D, filters, ITER_SORTED_NEAR_TO_FAR); // MemoryPoolObjectHolder hold(iter); // Object* target = iter->first(); // // srj sez: the above code is stupid and slow. since we only want the closest object, // just ask for that; the above has to find ALL objects in range, but we ignore all // but the first (closest). // Object* target = ThePartitionManager->getClosestObject(&pos, visionRange, FROM_CENTER_2D, filters); if (target) { setNemesisID(target->getID()); return true; // Transitions to AIGuardInnerState. } else { return false; } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AIGuardMachine::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void AIGuardMachine::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 2; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); if (version>=2) { StateMachine::xfer(xfer); // Forgot this in initial implementation. jba. } xfer->xferObjectID(&m_targetToGuard); xfer->xferObjectID(&m_nemesisToAttack); xfer->xferCoord3D(&m_positionToGuard); AsciiString triggerName; if (m_areaToGuard) triggerName = m_areaToGuard->getTriggerName(); xfer->xferAsciiString(&triggerName); if (xfer->getXferMode() == XFER_LOAD) { if (triggerName.isNotEmpty()) { m_areaToGuard = TheTerrainLogic->getTriggerAreaByName(triggerName); } } } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AIGuardMachine::loadPostProcess( void ) { } // end loadPostProcess //-- AIGuardInnerState ---------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AIGuardInnerState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void AIGuardInnerState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AIGuardInnerState::loadPostProcess( void ) { onEnter(); } // end loadPostProcess //-------------------------------------------------------------------------------------- StateReturnType AIGuardInnerState::onEnter( void ) { Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); Coord3D pos = targetToGuard ? *targetToGuard->getPosition() : *getGuardMachine()->getPositionToGuard(); Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ; if (nemesis == NULL) { DEBUG_LOG(("Unexpected NULL nemesis in AIGuardInnerState.\n")); return STATE_SUCCESS; } m_exitConditions.m_center = pos; m_exitConditions.m_radiusSqr = sqr(AIGuardMachine::getStdGuardRange(getMachineOwner())); m_exitConditions.m_conditionsToConsider = (ExitConditions::ATTACK_ExitIfOutsideRadius | ExitConditions::ATTACK_ExitIfNoUnitFound); m_attackState = newInstance(AIAttackState)(getMachine(), false, true, false, &m_exitConditions); m_attackState->getMachine()->setGoalObject(nemesis); StateReturnType returnVal = m_attackState->onEnter(); if (returnVal == STATE_CONTINUE) { return STATE_CONTINUE; } // if we had no one to attack, we were successful, so go to the next state. return STATE_SUCCESS; } //-------------------------------------------------------------------------------------- StateReturnType AIGuardInnerState::update( void ) { if (m_attackState==NULL) return STATE_SUCCESS; // if the position has moved (IE we're guarding an object), move with it. Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); if (targetToGuard) { m_exitConditions.m_center = *targetToGuard->getPosition(); } return m_attackState->update(); } //-------------------------------------------------------------------------------------- void AIGuardInnerState::onExit( StateExitType status ) { Object *obj = getMachineOwner(); if (m_attackState) { m_attackState->onExit(status); m_attackState->deleteInstance(); m_attackState = NULL; } if (obj->getTeam()) { obj->getTeam()->setTeamTargetObject(NULL); // clear the target. } } //-- AIGuardOuterState ---------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AIGuardOuterState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void AIGuardOuterState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AIGuardOuterState::loadPostProcess( void ) { AIGuardOuterState onEnter(); } // end loadPostProcess //-------------------------------------------------------------------------------------- StateReturnType AIGuardOuterState::onEnter( void ) { if (getGuardMachine()->getGuardMode() == GUARDMODE_GUARD_WITHOUT_PURSUIT) { // "patrol" mode does not follow targets outside the guard area. return STATE_SUCCESS; } Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); Coord3D pos = targetToGuard ? *targetToGuard->getPosition() : *getGuardMachine()->getPositionToGuard(); Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ; if (nemesis == NULL) { DEBUG_LOG(("Unexpected NULL nemesis in AIGuardInnerState.\n")); return STATE_SUCCESS; } Object *obj = getMachineOwner(); Real range = TheAI->getAdjustedVisionRangeForObject(obj, AI_VISIONFACTOR_OWNERTYPE | AI_VISIONFACTOR_MOOD); const PolygonTrigger *area = getGuardMachine()->getAreaToGuard(); if (area) { if (range < area->getRadius()) range = area->getRadius(); area->getCenterPoint(&pos); } m_exitConditions.m_center = pos; m_exitConditions.m_radiusSqr = sqr(range); m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames; m_exitConditions.m_conditionsToConsider = (ExitConditions::ATTACK_ExitIfExpiredDuration | ExitConditions::ATTACK_ExitIfOutsideRadius | ExitConditions::ATTACK_ExitIfNoUnitFound); m_attackState = newInstance(AIAttackState)(getMachine(), false, true, false, &m_exitConditions); m_attackState->getMachine()->setGoalObject(nemesis); StateReturnType returnVal = m_attackState->onEnter(); if (returnVal == STATE_CONTINUE) { return STATE_CONTINUE; } // if we had no one to attack, we were successful, so go to the next state. return STATE_SUCCESS; } //-------------------------------------------------------------------------------------- StateReturnType AIGuardOuterState::update( void ) { if (m_attackState==NULL) return STATE_SUCCESS; // if the position has moved (IE we're guarding an object), move with it. Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); if (targetToGuard) { m_exitConditions.m_center = *targetToGuard->getPosition(); } Object* goalObj = m_attackState->getMachineGoalObject(); if (goalObj) { Coord3D deltaAggr; deltaAggr.x = m_exitConditions.m_center.x - goalObj->getPosition()->x; deltaAggr.y = m_exitConditions.m_center.y - goalObj->getPosition()->y; deltaAggr.z = m_exitConditions.m_center.z - goalObj->getPosition()->z; Real visionSqr = sqr(AIGuardMachine::getStdGuardRange(getMachineOwner())); if (deltaAggr.lengthSqr() <= visionSqr) { // reset the counter m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames; } } return m_attackState->update(); } //-------------------------------------------------------------------------------------- void AIGuardOuterState::onExit( StateExitType status ) { if (m_attackState) { m_attackState->onExit(status); m_attackState->deleteInstance(); m_attackState = NULL; } } //-- AIGuardReturnState ---------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AIGuardReturnState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void AIGuardReturnState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); xfer->xferUnsignedInt(&m_nextReturnScanTime); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AIGuardReturnState::loadPostProcess( void ) { } // end loadPostProcess //-------------------------------------------------------------------------------------- StateReturnType AIGuardReturnState::onEnter( void ) { UnsignedInt now = TheGameLogic->getFrame(); m_nextReturnScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyReturnScanRate); // no, no, no, don't do this in onEnter, unless you like really slow maps. (srj) // if (getGuardMachine()->lookForInnerTarget()) // return STATE_FAILURE; // early termination because we found a target. Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); m_goalPosition = targetToGuard ? *targetToGuard->getPosition() : *getGuardMachine()->getPositionToGuard(); const PolygonTrigger *area = getGuardMachine()->getAreaToGuard(); if (area) { area->getCenterPoint(&m_goalPosition); } AIUpdateInterface *ai = getMachineOwner()->getAIUpdateInterface(); if (ai && ai->isDoingGroundMovement()) { TheAI->pathfinder()->adjustDestination(getMachineOwner(), ai->getLocomotorSet(), &m_goalPosition); } setAdjustsDestination(true); return AIInternalMoveToState::onEnter(); } //-------------------------------------------------------------------------------------- StateReturnType AIGuardReturnState::update( void ) { UnsignedInt now = TheGameLogic->getFrame(); if (now >= m_nextReturnScanTime) { m_nextReturnScanTime = now + TheAI->getAiData()->m_guardEnemyReturnScanRate; if (getGuardMachine()->lookForInnerTarget()) return STATE_FAILURE; // early termination because we found a target. } // Just let the return movement finish. return AIInternalMoveToState::update(); } //-------------------------------------------------------------------------------------- void AIGuardReturnState::onExit( StateExitType status ) { AIInternalMoveToState::onExit( status ); } //-- AIGuardIdleState ---------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AIGuardIdleState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void AIGuardIdleState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); xfer->xferUnsignedInt(&m_nextEnemyScanTime); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AIGuardIdleState::loadPostProcess( void ) { } // end loadPostProcess //-------------------------------------------------------------------------------------- StateReturnType AIGuardIdleState::onEnter( void ) { // first time thru, use a random amount so that everyone doesn't scan on the same frame, // to avoid "spikes". UnsignedInt now = TheGameLogic->getFrame(); m_nextEnemyScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyScanRate); return STATE_CONTINUE; } //-------------------------------------------------------------------------------------- StateReturnType AIGuardIdleState::update( void ) { //DEBUG_LOG(("AIGuardIdleState frame %d: %08lx\n",TheGameLogic->getFrame(),getMachineOwner())); UnsignedInt now = TheGameLogic->getFrame(); if (now < m_nextEnemyScanTime) return STATE_SLEEP(m_nextEnemyScanTime - now); m_nextEnemyScanTime = now + TheAI->getAiData()->m_guardEnemyScanRate; #ifdef STATE_MACHINE_DEBUG //getMachine()->setDebugOutput(true); #endif Object *owner = getMachineOwner(); AIUpdateInterface *ai = owner->getAIUpdateInterface(); // Check to see if we have created a crate we need to pick up. if (ai->getCrateID() != INVALID_ID) { getMachine()->setState(AI_GUARD_GET_CRATE); return STATE_SLEEP(m_nextEnemyScanTime - now); } // if anyone is in the inner area, return success. if (getGuardMachine()->lookForInnerTarget()) { return STATE_SUCCESS; // Transitions to AIGuardInnerState. } // See if the object we are guarding moved. Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); if (targetToGuard) { Coord3D pos = *targetToGuard->getPosition(); Real delta = m_guardeePos.x-pos.x; if (delta*delta > 4*PATHFIND_CELL_SIZE_F*PATHFIND_CELL_SIZE_F) { m_guardeePos = pos; return STATE_FAILURE; // goes to AIGuardReturnState. } delta = m_guardeePos.y-pos.y; if (delta*delta > 4*PATHFIND_CELL_SIZE_F*PATHFIND_CELL_SIZE_F) { m_guardeePos = pos; return STATE_FAILURE; // goes to AIGuardReturnState. } } return STATE_SLEEP(m_nextEnemyScanTime - now); } //-------------------------------------------------------------------------------------- void AIGuardIdleState::onExit( StateExitType status ) { } //-- AIGuardPickUpCrateState ---------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- AIGuardPickUpCrateState::AIGuardPickUpCrateState( StateMachine *machine ) : AIPickUpCrateState(machine) { #ifdef STATE_MACHINE_DEBUG setName("AIGuardPickUpCrateState"); #endif } //-------------------------------------------------------------------------------------- StateReturnType AIGuardPickUpCrateState::onEnter( void ) { Object *owner = getMachineOwner(); AIUpdateInterface *ai = owner->getAIUpdateInterface(); // Check to see if we have created a crate we need to pick up. Object* crate = ai->checkForCrateToPickup(); if (crate) { getMachine()->setGoalObject(crate); return AIPickUpCrateState::onEnter(); } return STATE_SUCCESS; // no crate, so we're done. } //-------------------------------------------------------------------------------------- StateReturnType AIGuardPickUpCrateState::update( void ) { return AIPickUpCrateState::update(); } //-------------------------------------------------------------------------------------- void AIGuardPickUpCrateState::onExit( StateExitType status ) { } //-- AIGuardAttackAggressorState ------------------------------------------------------------------ //------------------------------------------------------------------------------------------------- AIGuardAttackAggressorState::AIGuardAttackAggressorState( StateMachine *machine ) : State( machine, "AIGuardAttackAggressorState" ) { m_attackState = NULL; } //------------------------------------------------------------------------------------------------- StateReturnType AIGuardAttackAggressorState::onEnter( void ) { Object *obj = getMachineOwner(); ObjectID nemID = INVALID_ID; if (obj->getBodyModule() && obj->getBodyModule()->getLastDamageInfo()->in.m_sourceID) { nemID = obj->getBodyModule()->getLastDamageInfo()->in.m_sourceID; getGuardMachine()->setNemesisID(nemID); } Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()); if (nemesis == NULL) { DEBUG_LOG(("Unexpected NULL nemesis in AIGuardAttackAggressorState.\n")); return STATE_SUCCESS; } m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames; m_exitConditions.m_conditionsToConsider = (ExitConditions::ATTACK_ExitIfExpiredDuration | ExitConditions::ATTACK_ExitIfNoUnitFound); m_attackState = newInstance(AIAttackState)(getMachine(), true, true, false, &m_exitConditions); m_attackState->getMachine()->setGoalObject(nemesis); StateReturnType returnVal = m_attackState->onEnter(); if (returnVal == STATE_CONTINUE) { return STATE_CONTINUE; } // if we had no one to attack, we were successful, so go to the next state. return STATE_SUCCESS; } //------------------------------------------------------------------------------------------------- StateReturnType AIGuardAttackAggressorState::update( void ) { if (m_attackState==NULL) return STATE_SUCCESS; // if the position has moved (IE we're guarding an object), move with it. Object* targetToGuard = getGuardMachine()->findTargetToGuardByID(); if (targetToGuard) { m_exitConditions.m_center = *targetToGuard->getPosition(); } return m_attackState->update(); } //------------------------------------------------------------------------------------------------- void AIGuardAttackAggressorState::onExit( StateExitType status ) { Object *obj = getMachineOwner(); if (m_attackState) { m_attackState->onExit(status); m_attackState->deleteInstance(); m_attackState = NULL; } if (obj->getTeam()) { obj->getTeam()->setTeamTargetObject(NULL); // clear the target. } } //------------------------------------------------------------------------------------------------- void AIGuardAttackAggressorState::crc( Xfer *xfer ) { } //------------------------------------------------------------------------------------------------- void AIGuardAttackAggressorState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); } //------------------------------------------------------------------------------------------------- void AIGuardAttackAggressorState::loadPostProcess() { onEnter(); }