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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: CleanupHazardUpdate.cpp //////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, August 2002
- // Desc: Update module to handle independent targeting of hazards to cleanup.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
- #define DEFINE_WEAPONSLOTTYPE_NAMES
- #include "Common\RandomValue.h"
- #include "Common\ThingTemplate.h"
- #include "Common\Xfer.h"
- #include "GameClient\Drawable.h"
- #include "GameLogic\GameLogic.h"
- #include "GameLogic\PartitionManager.h"
- #include "GameLogic\Object.h"
- #include "GameLogic\ObjectIter.h"
- #include "GameLogic\Module\CleanupHazardUpdate.h"
- #include "GameLogic\Module\PhysicsUpdate.h"
- #include "GameLogic\Weapon.h"
- #include "GameLogic\WeaponSet.h"
- #include "GameLogic\Module\AIUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- CleanupHazardUpdateModuleData::CleanupHazardUpdateModuleData()
- {
- m_weaponSlot = PRIMARY_WEAPON;
- m_scanFrames = 0;
- m_scanRange = 0.0f;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void CleanupHazardUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- ModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "WeaponSlot", INI::parseLookupList, TheWeaponSlotTypeNamesLookupList, offsetof( CleanupHazardUpdateModuleData, m_weaponSlot ) },
- { "ScanRate", INI::parseDurationUnsignedInt, NULL, offsetof( CleanupHazardUpdateModuleData, m_scanFrames ) },
- { "ScanRange", INI::parseReal, NULL, offsetof( CleanupHazardUpdateModuleData, m_scanRange ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- CleanupHazardUpdate::CleanupHazardUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_bestTargetID = INVALID_ID;
- m_nextScanFrames = 0;
- m_nextShotAvailableInFrames = 0;
- m_inRange = false;
- m_weaponTemplate = NULL;
- m_moveRange = 0.0f;
- m_pos.zero();
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- CleanupHazardUpdate::~CleanupHazardUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void CleanupHazardUpdate::onObjectCreated()
- {
- const CleanupHazardUpdateModuleData *data = getCleanupHazardUpdateModuleData();
- Object *self = getObject();
-
- //Make sure we have a weapon template
- self->setWeaponSetFlag( WEAPONSET_VETERAN );
- Weapon *weapon = self->getWeaponInWeaponSlot( data->m_weaponSlot );
- if( !weapon )
- {
- DEBUG_CRASH( ("CleanupHazardUpdate for %s doesn't have a valid weapon template",
- getObject()->getTemplate()->getName().str() ) );
- return;
- }
- m_weaponTemplate = weapon->getTemplate();
- //Make sure our firing range is smaller than the scan range.
- WeaponBonus bonus;
- bonus.clear();
- Real attackRange = m_weaponTemplate->getAttackRange( bonus );
- if( data->m_scanRange <= attackRange )
- {
- DEBUG_CRASH( ("CleanupHazardUpdate for %s requires the scan range (%.1f) being larger than the firing range (%.1f)",
- getObject()->getTemplate()->getName().str(), data->m_scanRange, attackRange ) );
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime CleanupHazardUpdate::update()
- {
- /// @todo srj use SLEEPY_UPDATE here
- const CleanupHazardUpdateModuleData *data = getCleanupHazardUpdateModuleData();
- Object *obj = getObject();
- //Make sure we are "busy" for scripting purposes if the unit is cleaning up an area.
- if( m_moveRange > 0.0f )
- {
- //Means we are cleaning up an AREA, not just things immediately in range.
- AIUpdateInterface *ai = obj->getAI();
- if( ai )
- {
- if( ai->isIdle() )
- {
- //Keep him busy even though he's not moving -- he might be cleaning up.
- ai->aiBusy( CMD_FROM_AI );
- }
- else if( ai->getLastCommandSource() != CMD_FROM_AI )
- {
- //Either the player or a script gave a NEW order so abandon the cleanup area cause.
- m_moveRange = 0.0f;
- return UPDATE_SLEEP_NONE;
- }
- }
- }
- //Optimized firing at acquired target
- if( m_nextScanFrames > 0 )
- {
- m_nextScanFrames--;
- fireWhenReady(); //Only happens if something is tracked.
- return UPDATE_SLEEP_NONE;
- }
- m_nextScanFrames = data->m_scanFrames;
- //Periodic scanning (expensive)
- if( scanClosestTarget() )
- {
- //1 frame can make a big difference so fire ASAP!
- fireWhenReady();
- }
- else if( m_moveRange )
- {
- //There's nothing nearby, so if we are cleaning up an area versus hazards
- //immediately in range, set the AI to idle so it can advance to the next script!
- AIUpdateInterface *ai = obj->getAI();
- if( ai && (ai->isIdle() || ai->isBusy()) )
- {
- Real fDist = sqrt( ThePartitionManager->getDistanceSquared( obj, &m_pos, FROM_CENTER_2D ) );
- if( fDist < 25.0f )
- {
- //Abort clean area because there's nothing left to clean!
- m_moveRange = 0.0f;
- }
- else
- {
- //Abort clean area AFTER we move back to our initial position!
- ai->aiMoveToPosition( &m_pos, CMD_FROM_AI );
- }
- }
- }
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- void CleanupHazardUpdate::fireWhenReady()
- {
- const CleanupHazardUpdateModuleData *data = getCleanupHazardUpdateModuleData();
- Object *self = getObject();
- //Track our target (this code prevents the object from moving beyond range)
- //If we are ordered to clean an area, then range doesn't matter because
- //we allow the unit to move to the area.
- Object *target = TheGameLogic->findObjectByID( m_bestTargetID );
- if( target && m_moveRange == 0.0f )
- {
- WeaponBonus bonus;
- bonus.clear();
- Real fireRange = m_weaponTemplate->getAttackRange( bonus );
- Object *me = getObject();
- Real fDist = sqrt( ThePartitionManager->getDistanceSquared( me, target, FROM_CENTER_2D ) );
- if( fDist < fireRange )
- {
- //We are currently in range!
- m_inRange = true;
- }
- else
- {
- if( m_inRange )
- {
- //We were in range last frame, but the target has moved out of firing range, so
- //re-evaluate by forcing a new scan.
- m_nextScanFrames = GameLogicRandomValue( 0, 3 );
- m_bestTargetID = INVALID_ID;
- if( !m_nextScanFrames )
- {
- scanClosestTarget();
- m_nextScanFrames = data->m_scanFrames;
- target = NULL; //Set target to NULL so we don't shoot at it (might be out of range)
- }
- }
- else
- {
- //Not in range
- m_inRange = false;
- }
- }
- }
-
- if( m_nextShotAvailableInFrames > 0 )
- {
- //We can't fire this frame.
- m_nextShotAvailableInFrames--;
- return;
- }
- //Fire control!
- if( target )
- {
- AIUpdateInterface *ai = self->getAI();
- if( ai )
- {
- if( ai->isIdle() || ai->isBusy() )
- {
- // lock it just till the weapon is empty or the attack is "done"
- self->setWeaponLock( data->m_weaponSlot, LOCKED_TEMPORARILY );
- ai->aiAttackObject( target, NO_MAX_SHOTS_LIMIT, CMD_FROM_AI );
- }
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- Object* CleanupHazardUpdate::scanClosestTarget()
- {
- const CleanupHazardUpdateModuleData *data = getCleanupHazardUpdateModuleData();
- Object *me = getObject();
- Object *bestTargetInRange = NULL;
- m_bestTargetID = INVALID_ID;
- PartitionFilterAcceptByKindOf kindFilter(MAKE_KINDOF_MASK(KINDOF_CLEANUP_HAZARD), KINDOFMASK_NONE);
- PartitionFilterSameMapStatus filterMapStatus(getObject());
- PartitionFilter* filters[] = { &kindFilter, &filterMapStatus, NULL };
- if( m_moveRange > 0.0f )
- {
- //Look for targets around the target position only (but add scan range and move range).
- //This case only happens when we are performing a cleanup area command.
- bestTargetInRange = ThePartitionManager->getClosestObject( &m_pos, data->m_scanRange + m_moveRange, FROM_CENTER_2D, filters );
- }
- else
- {
- //Look for targets near me -- passive default.
- bestTargetInRange = ThePartitionManager->getClosestObject( me->getPosition(), data->m_scanRange, FROM_CENTER_2D, filters );
- }
- if( bestTargetInRange )
- {
- m_bestTargetID = bestTargetInRange->getID();
- }
- return bestTargetInRange;
- }
- //-------------------------------------------------------------------------------------------------
- //This allows the unit to cleanup an area until clean, then the AI goes idle.
- //-------------------------------------------------------------------------------------------------
- void CleanupHazardUpdate::setCleanupAreaParameters( const Coord3D *pos, Real range )
- {
- Object *obj = getObject();
- AIUpdateInterface *ai = obj->getAI();
- //Setting the move range triggers that passive conditions for it to be allowed to move
- //from the specified position.
- m_moveRange = range;
- m_pos = *pos;
- if( ai )
- {
- //CMD_FROM_AI important because it'll abort when other types are used -- like if a player
- //or script orders the unit to do something else, we need a way to cancel this passive
- //situation.
- ai->aiMoveToPosition( pos, CMD_FROM_AI );
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void CleanupHazardUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void CleanupHazardUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // best target id
- xfer->xferObjectID( &m_bestTargetID );
- // in range
- xfer->xferBool( &m_inRange );
- // next scan frames
- xfer->xferInt( &m_nextScanFrames );
- // next shot available in frames
- xfer->xferInt( &m_nextShotAvailableInFrames );
- // don't need to save weapon template, it's retrieved onObjectCreated
- // const WeaponTemplate *m_weaponTemplate;
- // pos
- xfer->xferCoord3D( &m_pos );
- // move range
- xfer->xferReal( &m_moveRange );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void CleanupHazardUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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