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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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();
- }
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