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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // DeployStyleAIUpdate.cpp ////////////
- // Author: Kris Morness, August 2002
- // Desc: A standard ai update that also handles units that must deploy to attack and pack before moving.
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Player.h"
- #include "Common/ThingFactory.h"
- #include "Common/ThingTemplate.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/ExperienceTracker.h"
- #include "GameLogic/Locomotor.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Weapon.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/ContainModule.h"
- #include "GameLogic/Module/DeployStyleAIUpdate.h"
- #include "GameLogic/Module/PhysicsUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- DeployStyleAIUpdate::DeployStyleAIUpdate( Thing *thing, const ModuleData* moduleData ) : AIUpdateInterface( thing, moduleData )
- {
- m_hasOutsideCommand = false;
- m_state = READY_TO_MOVE;
- m_frameToWakeForDeploy = 0;
- reset();
- }
- //-------------------------------------------------------------------------------------------------
- DeployStyleAIUpdate::~DeployStyleAIUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- Bool DeployStyleAIUpdate::isIdle() const
- {
- // we need to do this because we enter an idle state during deploy states in these cases,
- // but scripting relies on us never claiming to be "idle"...
- if (m_hasOutsideCommand)
- return false;
- return AIUpdateInterface::isIdle();
- }
- //-------------------------------------------------------------------------------------------------
- void DeployStyleAIUpdate::reset()
- {
- m_designatedTargetID = INVALID_ID;
- m_isAttackMultiple = FALSE;
- m_overriddenAttack = FALSE;
- m_isGuardingPosition = FALSE;
- m_isAttackObject = FALSE;
- m_attackObjectID = INVALID_ID;
- m_isAttackPosition = FALSE;
- m_position.zero();
- }
- //-------------------------------------------------------------------------------------------------
- void DeployStyleAIUpdate::aiDoCommand( const AICommandParms* parms )
- {
- if (!isAllowedToRespondToAiCommands(parms))
- return;
- if( parms->m_cmd != AICMD_IDLE && parms->m_cmd != AICMD_FOLLOW_PATH_APPEND )
- {
- aiIdle( CMD_FROM_AI );
- }
- if( parms->m_cmdSource != CMD_FROM_AI )
- {
- reset();
- if( parms->m_cmd != AICMD_IDLE )
- {
- m_lastOutsideCommand.store( *parms );
- m_hasOutsideCommand = TRUE;
- }
-
- if( m_state != DEPLOY && m_state != UNDEPLOY )
- {
- //Only issue the command if we're not in the process of deploying/undeploying.
- AIUpdateInterface::aiDoCommand( parms );
- }
- switch( parms->m_cmd )
- {
- case AICMD_GUARD_POSITION:
- m_position.set( &parms->m_pos );
- m_isGuardingPosition = TRUE;
- //fall through (no break)
- case AICMD_GUARD_OBJECT:
- case AICMD_GUARD_AREA:
- case AICMD_ATTACKMOVE_TO_POSITION:
- case AICMD_HUNT:
- case AICMD_ATTACKFOLLOW_WAYPOINT_PATH:
- case AICMD_ATTACKFOLLOW_WAYPOINT_PATH_AS_TEAM:
- case AICMD_ATTACK_AREA:
- m_isAttackMultiple = TRUE;
- break;
- case AICMD_ATTACK_OBJECT:
- case AICMD_FORCE_ATTACK_OBJECT:
- m_isAttackObject = TRUE;
- m_attackObjectID = parms->m_obj ? parms->m_obj->getID() : INVALID_ID;
- break;
- case AICMD_ATTACK_POSITION:
- m_isAttackPosition = TRUE;
- m_position.set( &parms->m_pos );
- break;
- }
- }
- else
- {
- //Always process AI issued commands.
- AIUpdateInterface::aiDoCommand( parms );
- }
- }
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime DeployStyleAIUpdate::update( void )
- {
- // have to call our parent's isIdle, because we override it to never return true
- // when we have a pending command...
- Object *self = getObject();
- Weapon *weapon = self->getCurrentWeapon();
- Bool inRange = FALSE;
- Object *designatedTarget = NULL;
- Bool isAttacking = FALSE;
- if( weapon )
- {
- if( m_isAttackPosition )
- {
- //Handle force attacking attacking specific position
- inRange = weapon->isWithinAttackRange( self, &m_position );
- isAttacking = TRUE;
- }
- else if( m_isAttackObject )
- {
- //Handle attacking a specific object.
- designatedTarget = TheGameLogic->findObjectByID( m_attackObjectID );
- if( designatedTarget && designatedTarget->isEffectivelyDead() )
- {
- designatedTarget = NULL;
- }
- if( designatedTarget )
- {
- inRange = weapon->isWithinAttackRange( self, designatedTarget );
- isAttacking = TRUE;
- }
- }
- else if( m_isAttackMultiple )
- {
- Bool newTarget = FALSE;
- //Handle attackmove and guard.
- //We are attacking in a different way... so attempt to figure out how.
- WhichTurretType tur = getWhichTurretForCurWeapon();
- if( tur != TURRET_INVALID )
- {
- //Get the turret's current target.
- designatedTarget = getTurretTargetObject( tur );
- }
- else
- {
- //Get the current goal object (NULL if we have a turret).
- designatedTarget = getGoalObject();
- }
- if( !designatedTarget )
- {
- //If we still don't have a target, get the last known target.
- designatedTarget = TheGameLogic->findObjectByID( m_designatedTargetID );
- }
- if( designatedTarget && designatedTarget->isEffectivelyDead() )
- {
- //See if we can acquire one!
- designatedTarget = getNextMoodTarget( TRUE, FALSE );
- newTarget = TRUE;
- }
- if( !designatedTarget && m_isGuardingPosition )
- {
- //While guarding, acquire a target periodically.
- designatedTarget = getNextMoodTarget( FALSE, FALSE );
- if( designatedTarget )
- {
- inRange = weapon->isWithinAttackRange( self, designatedTarget );
- isAttacking = TRUE;
- if( inRange )
- {
- //Continue overriding it as long as there are enemies in range!
- aiAttackObject( designatedTarget, NO_MAX_SHOTS_LIMIT, CMD_FROM_AI );
- m_overriddenAttack = TRUE;
- m_designatedTargetID = designatedTarget->getID();
- }
- else
- {
- designatedTarget = NULL;
- }
- }
- else
- {
- designatedTarget = NULL;
- }
- }
- else if( designatedTarget )
- {
- //Finally... we have a target -- so are we in range?
- inRange = weapon->isWithinAttackRange( self, designatedTarget );
- isAttacking = TRUE;
- m_designatedTargetID = designatedTarget->getID();
- if( m_overriddenAttack && newTarget && inRange )
- {
- //Continue overriding it as long as there are enemies in range!
- aiAttackObject( designatedTarget, NO_MAX_SHOTS_LIMIT, CMD_FROM_AI );
- }
- }
- else
- {
- //No target, we must be done or moving.
- m_designatedTargetID = INVALID_ID;
- }
- }
- }
- Bool remainDeployed = m_isGuardingPosition && !designatedTarget && !isMoving() && !isWaitingForPath();
- UnsignedInt now = TheGameLogic->getFrame();
- switch( m_state )
- {
- case READY_TO_MOVE:
- if( remainDeployed || (inRange && isAttacking) )
- {
- setMyState( DEPLOY );
- }
- break;
- case READY_TO_ATTACK:
- if( !remainDeployed && (!inRange && isAttacking || !isAttacking && (isWaitingForPath() || getPath())) )
- {
- WhichTurretType tur = getWhichTurretForCurWeapon();
- if( tur != TURRET_INVALID )
- {
- if( doTurretsHaveToCenterBeforePacking() )
- {
- setMyState( ALIGNING_TURRETS );
- break;
- }
- }
- setMyState( UNDEPLOY );
- }
- else if( !designatedTarget && m_overriddenAttack && m_hasOutsideCommand )
- {
- //For multiple attacks we specifically order the unit to attack one object. After
- //object is dead, we revert to our original command.
- AICommandParms parms( AICMD_MOVE_TO_POSITION, CMD_FROM_AI ); // values don't matter, will be wiped by next line
- m_lastOutsideCommand.reconstitute( parms );
- aiDoCommand(&parms);
- }
- break;
- case DEPLOY:
- if( m_frameToWakeForDeploy != 0 && now >= m_frameToWakeForDeploy)
- {
- setMyState( READY_TO_ATTACK );
- if( m_isAttackMultiple && inRange && isAttacking && designatedTarget )
- {
- aiAttackObject( designatedTarget, NO_MAX_SHOTS_LIMIT, CMD_FROM_AI );
- m_overriddenAttack = TRUE;
- }
- }
- break;
- case UNDEPLOY:
- if( m_frameToWakeForDeploy != 0 && now >= m_frameToWakeForDeploy)
- {
- setMyState( READY_TO_MOVE );
- }
- break;
- case ALIGNING_TURRETS:
- {
- WhichTurretType tur = getWhichTurretForCurWeapon();
- if( tur != TURRET_INVALID )
- {
- if( isTurretInNaturalPosition( tur ) )
- {
- setMyState( UNDEPLOY );
- }
- }
- break;
- }
- }
-
- UpdateSleepTime mine = UPDATE_SLEEP_FOREVER;
- switch( m_state )
- {
- case READY_TO_ATTACK:
- case READY_TO_MOVE:
- mine = UPDATE_SLEEP_FOREVER; // we can sleep for, well, a while
- break;
- case DEPLOY:
- case UNDEPLOY:
- mine = m_frameToWakeForDeploy > now ? UPDATE_SLEEP(m_frameToWakeForDeploy - now) : UPDATE_SLEEP_NONE;
- aiIdle( CMD_FROM_AI );
- break;
- case ALIGNING_TURRETS:
- mine = UPDATE_SLEEP_NONE; // no sleep for us right now.
- aiIdle( CMD_FROM_AI );
- break;
- }
- UpdateSleepTime ret = AIUpdateInterface::update();
- return (mine < ret) ? mine : ret;
- }
- //-------------------------------------------------------------------------------------------------
- void DeployStyleAIUpdate::setMyState( DeployStateTypes stateID )
- {
- m_state = stateID;
- Object *self = getObject();
- switch( stateID )
- {
- case DEPLOY:
- {
- //Tell our object to deploy (so it can continue the same attack later).
- aiIdle( CMD_FROM_AI );
- self->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK( MODELCONDITION_PACKING ),
- MAKE_MODELCONDITION_MASK( MODELCONDITION_UNPACKING ) );
- m_frameToWakeForDeploy = getUnpackTime(); //In frames
- //Make sure the animation matches the length of unpacking
- self->getDrawable()->setAnimationLoopDuration( m_frameToWakeForDeploy );
- m_frameToWakeForDeploy += TheGameLogic->getFrame(); // convert to absolute frame
- //Play deploy sound
- const ThingTemplate *thing = self->getTemplate();
- const AudioEventRTS* soundToPlayPtr = thing->getPerUnitSound( "Deploy" );
- if( soundToPlayPtr )
- {
- AudioEventRTS soundToPlay = *soundToPlayPtr;
- soundToPlay.setObjectID( self->getID() );
- TheAudio->addAudioEvent( &soundToPlay );
- }
-
- break;
- }
- case UNDEPLOY:
- {
- //Tell our object to pack up (so it can continue the same move later).
- aiIdle( CMD_FROM_AI );
- self->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK2( MODELCONDITION_UNPACKING, MODELCONDITION_DEPLOYED ),
- MAKE_MODELCONDITION_MASK( MODELCONDITION_PACKING ) );
- m_frameToWakeForDeploy = getPackTime(); //In frames
- //Make sure the animation matches the length of packing
- self->getDrawable()->setAnimationLoopDuration( m_frameToWakeForDeploy );
- m_frameToWakeForDeploy += TheGameLogic->getFrame(); // convert to absolute frame
- if( doTurretsFunctionOnlyWhenDeployed() )
- {
- WhichTurretType tur = getWhichTurretForCurWeapon();
- if( tur != TURRET_INVALID )
- {
- setTurretEnabled( tur, false );
- }
- }
-
- //Play undeploy sound
- const ThingTemplate *thing = self->getTemplate();
- const AudioEventRTS* soundToPlayPtr = thing->getPerUnitSound( "Undeploy" );
- if( soundToPlayPtr )
- {
- AudioEventRTS soundToPlay = *soundToPlayPtr;
- soundToPlay.setObjectID( self->getID() );
- TheAudio->addAudioEvent( &soundToPlay );
- }
- break;
- }
- case READY_TO_MOVE:
- {
- m_frameToWakeForDeploy = 0;
- //We're ready to move, so restore our command!
- if( m_hasOutsideCommand )
- {
- AICommandParms parms( AICMD_MOVE_TO_POSITION, CMD_FROM_AI ); // values don't matter, will be wiped by next line
- m_lastOutsideCommand.reconstitute( parms );
- aiDoCommand(&parms);
- }
- self->clearModelConditionFlags( MAKE_MODELCONDITION_MASK( MODELCONDITION_PACKING ) );
- break;
- }
- case READY_TO_ATTACK:
- {
- m_frameToWakeForDeploy = 0;
- //We're ready to attack, so restore our command!
- if( !m_isAttackMultiple && m_hasOutsideCommand )
- {
- AICommandParms parms( AICMD_MOVE_TO_POSITION, CMD_FROM_AI ); // values don't matter, will be wiped by next line
- m_lastOutsideCommand.reconstitute( parms );
- aiDoCommand(&parms);
- }
- self->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK( MODELCONDITION_UNPACKING ),
- MAKE_MODELCONDITION_MASK( MODELCONDITION_DEPLOYED) );
- if( doTurretsFunctionOnlyWhenDeployed() )
- {
- WhichTurretType tur = getWhichTurretForCurWeapon();
- if( tur != TURRET_INVALID )
- {
- setTurretEnabled( tur, true );
- }
- }
- break;
- }
- case ALIGNING_TURRETS:
- {
- m_frameToWakeForDeploy = 0;
- WhichTurretType tur = getWhichTurretForCurWeapon();
- if( tur != TURRET_INVALID )
- {
- recenterTurret( tur );
- }
- break;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void DeployStyleAIUpdate::crc( Xfer *xfer )
- {
- // extend base class
- AIUpdateInterface::crc(xfer);
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version
- * 2: Added support for attack move
- * 3: Added improved support for guard, and support for hunt AI
- **/
- // ------------------------------------------------------------------------------------------------
- void DeployStyleAIUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 3;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
-
- // extend base class
- AIUpdateInterface::xfer(xfer);
- xfer->xferBool(&m_hasOutsideCommand);
- xfer->xferUnsignedInt(&m_frameToWakeForDeploy);
- xfer->xferUser(&m_state, sizeof(m_state));
- if( version >= 2 )
- {
- xfer->xferObjectID( &m_designatedTargetID );
- xfer->xferObjectID( &m_attackObjectID );
- xfer->xferCoord3D( &m_position );
- xfer->xferBool( &m_isAttackMultiple );
- xfer->xferBool( &m_isAttackObject );
- xfer->xferBool( &m_isAttackPosition );
- }
- if( version >= 3 )
- {
- xfer->xferBool( &m_isGuardingPosition );
- xfer->xferBool( &m_overriddenAttack );
- }
- m_lastOutsideCommand.doXfer(xfer);
- if( version < 2 )
- {
- AICommandParmsStorage obsolete;
- obsolete.doXfer(xfer);
- }
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void DeployStyleAIUpdate::loadPostProcess( void )
- {
- // extend base class
- AIUpdateInterface::loadPostProcess();
- } // end loadPostProcess
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