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- /*
- ** Command & Conquer Generals Zero Hour(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: AIGuardRetaliate.h
- /*---------------------------------------------------------------------------*/
- /* Electronic Arts Los Angeles */
- /* Confidential Information */
- /* Copyright (C) 2003 - All Rights Reserved */
- /* DO NOT DISTRIBUTE */
- /*---------------------------------------------------------------------------*/
- /* Project: RTS3 */
- /* File name: AIGuardRetaliate.h */
- /* Created: Kris Morness July 2003 */
- /* Desc: // Define Guard Retaliation states for AI */
- /*---------------------------------------------------------------------------*/
- #pragma once
- #ifndef __AI_GUARD_RETALIATION_H
- #define __AI_GUARD_RETALIATION_H
- // INCLUDES ///////////////////////////////////////////////////////////////////
- #include "Common/GameMemory.h"
- #include "GameLogic/AIStateMachine.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/AI.h"
- // DEFINES ////////////////////////////////////////////////////////////////////
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- enum
- {
- // prevent collisions with other states that we might use, (namely AI_IDLE)
- AI_GUARD_RETALIATE_INNER = 5000, ///< Attack anything within this area till death
- AI_GUARD_RETALIATE_IDLE, ///< Wait till something shows up to attack.
- AI_GUARD_RETALIATE_OUTER, ///< Attack anything within this area that has been aggressive, until the timer expires
- AI_GUARD_RETALIATE_RETURN, ///< Restore to a position within the inner circle
- AI_GUARD_RETALIATE_GET_CRATE, ///< Pick up a crate from an enemy we killed.
- AI_GUARD_RETALIATE_ATTACK_AGGRESSOR, ///< Attack something that attacked me (that I can attack)
- };
- //--------------------------------------------------------------------------------------
- class GuardRetaliateExitConditions : public AttackExitConditionsInterface
- {
- public:
- enum ExitConditionsEnum
- {
- ATTACK_ExitIfOutsideRadius = 0x01,
- ATTACK_ExitIfExpiredDuration = 0x02,
- ATTACK_ExitIfNoUnitFound = 0x04
- };
- Int m_conditionsToConsider;
- Coord3D m_center; // can be updated at any time by owner
- Real m_radiusSqr; // can be updated at any time by owner
- UnsignedInt m_attackGiveUpFrame; // frame at which we give up (if using)
- GuardRetaliateExitConditions() : m_attackGiveUpFrame(0), m_conditionsToConsider(0), m_radiusSqr(0.0f)
- {
- //Added By Sadullah Nader
- // Initializations missing and needed
- m_center.zero();
- }
- virtual Bool shouldExit(const StateMachine* machine) const;
- };
- // FORWARD DECLARATIONS ///////////////////////////////////////////////////////
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliateMachine : public StateMachine
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AIGuardRetaliateMachine, "AIGuardRetaliateMachinePool" );
- private:
- Coord3D m_positionToGuard;
- ObjectID m_nemesisToAttack;
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- public:
- /**
- * The implementation of this constructor defines the states
- * used by this machine.
- */
- AIGuardRetaliateMachine( Object *owner );
-
- virtual Bool isIdle() const;
- const Coord3D *getPositionToGuard( void ) const { return &m_positionToGuard; }
- void setTargetPositionToGuard( const Coord3D *pos) { m_positionToGuard = *pos; }
- void setNemesisID(ObjectID id) { m_nemesisToAttack = id; }
- ObjectID getNemesisID() const { return m_nemesisToAttack; }
- Bool lookForInnerTarget(void);
- static Real getStdGuardRange(const Object* obj);
- };
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliateInnerState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardRetaliateInnerState, "AIGuardRetaliateInnerState")
- public:
- AIGuardRetaliateInnerState( StateMachine *machine ) : State( machine, "AIGuardRetaliateInner" )
- {
- m_attackState = 0;
- m_enterState = 0;
- }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardRetaliateMachine* getGuardMachine() { return (AIGuardRetaliateMachine*)getMachine(); }
- GuardRetaliateExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- AIEnterState *m_enterState;
- };
- EMPTY_DTOR(AIGuardRetaliateInnerState)
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliateIdleState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardRetaliateIdleState, "AIGuardRetaliateIdleState")
- public:
- AIGuardRetaliateIdleState( StateMachine *machine ) : State( machine, "AIGuardRetaliateIdleState" ) { }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardRetaliateMachine* getGuardMachine() { return (AIGuardRetaliateMachine*)getMachine(); }
- UnsignedInt m_nextEnemyScanTime;
- Coord3D m_guardeePos; ///< Where the object we are guarding was last.
- };
- EMPTY_DTOR(AIGuardRetaliateIdleState)
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliateOuterState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardRetaliateOuterState, "AIGuardRetaliateOuterState")
- public:
- AIGuardRetaliateOuterState( StateMachine *machine ) : State( machine, "AIGuardRetaliateOuter" )
- {
- m_attackState = NULL;
- }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardRetaliateMachine* getGuardMachine() { return (AIGuardRetaliateMachine*)getMachine(); }
- GuardRetaliateExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AIGuardRetaliateOuterState)
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliateReturnState : public AIInternalMoveToState
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardRetaliateReturnState, "AIGuardRetaliateReturnState")
- private:
- AIGuardRetaliateMachine* getGuardMachine() { return (AIGuardRetaliateMachine*)getMachine(); }
- public:
- AIGuardRetaliateReturnState( StateMachine *machine ) : AIInternalMoveToState( machine, "AIGuardRetaliateReturn" )
- {
- m_nextReturnScanTime = 0;
- }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- UnsignedInt m_nextReturnScanTime;
- };
- EMPTY_DTOR(AIGuardRetaliateReturnState)
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliatePickUpCrateState : public AIPickUpCrateState
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardRetaliatePickUpCrateState, "AIGuardRetaliatePickUpCrateState")
- public:
- AIGuardRetaliatePickUpCrateState( StateMachine *machine );
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- };
- EMPTY_DTOR(AIGuardRetaliatePickUpCrateState)
- //--------------------------------------------------------------------------------------
- class AIGuardRetaliateAttackAggressorState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardRetaliateAttackAggressorState, "AIGuardRetaliateAttackAggressorState")
- public:
- AIGuardRetaliateAttackAggressorState( StateMachine *machine );
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- #ifdef STATE_MACHINE_DEBUG
- virtual AsciiString getName() const ;
- #endif
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardRetaliateMachine* getGuardMachine() { return (AIGuardRetaliateMachine*)getMachine(); }
- GuardRetaliateExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AIGuardRetaliateAttackAggressorState)
- //--------------------------------------------------------------------------------------
- #endif
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