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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: AITNGuard.cpp
- /*---------------------------------------------------------------------------*/
- /* EA Pacific */
- /* Confidential Information */
- /* Copyright (C) 2001 - All Rights Reserved */
- /* DO NOT DISTRIBUTE */
- /*---------------------------------------------------------------------------*/
- /* Project: RTS3 */
- /* File name: AITNGuard.cpp */
- /* Created: John Ahlquist., 12/20/2002 */
- /* Desc: // Set up guard tunnel network states for AI */
- /* Revision History: */
- /* 12/20/2002 : Initial creation - modified from AIGuard.cpp */
- /*---------------------------------------------------------------------------*/
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/PerfTimer.h"
- #include "Common/Team.h"
- #include "Common/Player.h"
- #include "Common/Xfer.h"
- #include "GameLogic/AI.h"
- #include "GameLogic/AIPathfind.h"
- #include "GameLogic/AITNGuard.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/CollideModule.h"
- #include "Common/TunnelTracker.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;
- }
- CanAttackResult result = obj->getAbleToAttackSpecificObject(ATTACK_NEW_TARGET, target, CMD_FROM_AI);
- if( result == ATTACKRESULT_POSSIBLE || result == ATTACKRESULT_POSSIBLE_AFTER_MOVING )
- {
- return TRUE;
- }
- return FALSE;
- }
- static Object *findBestTunnel(Player *ownerPlayer, const Coord3D *pos)
- {
- if (!ownerPlayer) return NULL; // should never happen, but hey. jba.
- TunnelTracker *tunnels = ownerPlayer->getTunnelSystem();
- Object *bestTunnel = NULL;
- Real bestDistSqr = 0;
- const std::list<ObjectID> *allTunnels = tunnels->getContainerList();
- for( std::list<ObjectID>::const_iterator iter = allTunnels->begin(); iter != allTunnels->end(); iter++ ) {
- // For each ID, look it up and change its team. We all get captured together.
- Object *currentTunnel = TheGameLogic->findObjectByID( *iter );
- if( currentTunnel ) {
- Real dx = currentTunnel->getPosition()->x-pos->x;
- Real dy = currentTunnel->getPosition()->y-pos->y;
- Real distSqr = dx*dx+dy*dy;
- if (bestTunnel==NULL || distSqr<bestDistSqr) {
- bestDistSqr = distSqr;
- bestTunnel = currentTunnel;
- }
- }
- }
- return bestTunnel;
- }
- //-- ExitConditions -------------------------------------------------------------------------------
- /**
- * This returns true if the conditions specified have been met, false otherwise.
- */
- Bool TunnelNetworkExitConditions::shouldExit(const StateMachine* machine) const
- {
- if (TheGameLogic->getFrame() >= m_attackGiveUpFrame)
- {
- return true;
- }
-
- return false;
- }
- //-- AITNGuardMachine -------------------------------------------------------------------------------
- //--------------------------------------------------------------------------------------
- AITNGuardMachine::AITNGuardMachine( Object *owner ) :
- StateMachine(owner, "AITNGuardMachine"),
- m_nemesisToAttack(INVALID_ID),
- m_guardMode(GUARDMODE_NORMAL)
- {
- m_positionToGuard.zero();
-
- static const StateConditionInfo attackAggressors[] =
- {
- StateConditionInfo(hasAttackedMeAndICanReturnFire, AI_TN_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_TN_GUARD_RETURN, newInstance(AITNGuardReturnState)( this ), AI_TN_GUARD_IDLE, AI_TN_GUARD_INNER, attackAggressors );
- defineState( AI_TN_GUARD_IDLE, newInstance(AITNGuardIdleState)( this ), AI_TN_GUARD_INNER, AI_TN_GUARD_RETURN );
- defineState( AI_TN_GUARD_INNER, newInstance(AITNGuardInnerState)( this ), AI_TN_GUARD_OUTER, AI_TN_GUARD_OUTER , attackAggressors);
- defineState( AI_TN_GUARD_OUTER, newInstance(AITNGuardOuterState)( this ), AI_TN_GUARD_GET_CRATE, AI_TN_GUARD_GET_CRATE );
- defineState( AI_TN_GUARD_GET_CRATE, newInstance(AITNGuardPickUpCrateState)( this ), AI_TN_GUARD_RETURN, AI_TN_GUARD_RETURN );
- defineState( AI_TN_GUARD_ATTACK_AGGRESSOR, newInstance(AITNGuardAttackAggressorState)( this ), AI_TN_GUARD_RETURN, AI_TN_GUARD_RETURN );
- #ifdef STATE_MACHINE_DEBUG
- setDebugOutput(true);
- #endif
- }
- //--------------------------------------------------------------------------------------
- AITNGuardMachine::~AITNGuardMachine()
- {
- }
- //--------------------------------------------------------------------------------------
- /*static*/ Real AITNGuardMachine::getStdGuardRange(const Object* obj)
- {
- Real visionRange = TheAI->getAdjustedVisionRangeForObject(obj,
- AI_VISIONFACTOR_OWNERTYPE | AI_VISIONFACTOR_MOOD | AI_VISIONFACTOR_GUARDINNER);
- return visionRange;
- }
- //--------------------------------------------------------------------------------------
- Bool AITNGuardMachine::lookForInnerTarget(void)
- {
- Object* owner = getOwner();
- // 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 AITNGuardInnerState.
- }
- }
- // Find tunnel network to defend.
- // Scan my tunnels.
- Player *ownerPlayer = getOwner()->getControllingPlayer();
- if (!ownerPlayer) return false; // should never happen, but hey. jba.
- TunnelTracker *tunnels = ownerPlayer->getTunnelSystem();
- if (tunnels==NULL) return false;
- if (tunnels->getCurNemesis()) {
- setNemesisID(tunnels->getCurNemesis()->getID());
- return true; // Transitions to AITNGuardInnerState.
- }
- const std::list<ObjectID> *allTunnels = tunnels->getContainerList();
- for( std::list<ObjectID>::const_iterator iter = allTunnels->begin(); iter != allTunnels->end(); iter++ ) {
- Object *currentTunnel = TheGameLogic->findObjectByID( *iter );
- if( currentTunnel ) {
- // Check for attacking.
- if (currentTunnel->getAI()) {
- Object *victim = currentTunnel->getAI()->getGoalObject();
- if (owner->getRelationship(victim) == ENEMIES) {
- setNemesisID(victim->getID());
- return true;
- }
- }
- // check for attacked.
- BodyModuleInterface *body = currentTunnel->getBodyModule();
- if (body) {
- const DamageInfo *info = body->getLastDamageInfo();
- if (info) {
- if (info->out.m_noEffect) {
- continue;
- }
- if (body->getLastDamageTimestamp() + TheAI->getAiData()->m_guardEnemyScanRate > TheGameLogic->getFrame()) {
- // winner.
- ObjectID attackerID = info->in.m_sourceID;
- Object *attacker = TheGameLogic->findObjectByID(attackerID);
-
- if( attacker )
- {
- if (owner->getRelationship(attacker) != ENEMIES) {
- continue;
- }
- CanAttackResult result = getOwner()->getAbleToAttackSpecificObject(ATTACK_TUNNEL_NETWORK_GUARD, attacker, CMD_FROM_AI);
- if( result == ATTACKRESULT_POSSIBLE || result == ATTACKRESULT_POSSIBLE_AFTER_MOVING )
- {
- setNemesisID(attackerID);
- owner->getTeam()->setTeamTargetObject(attacker);
- tunnels->updateNemesis(attacker);
- return true; // Transitions to AITNGuardInnerState.
- }
- }
- }
- }
- }
- }
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardMachine::crc( Xfer *xfer )
- {
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardMachine::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_nemesisToAttack);
- xfer->xferCoord3D(&m_positionToGuard);
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardMachine::loadPostProcess( void )
- {
- } // end loadPostProcess
- //-- AITNGuardInnerState ----------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardInnerState::crc( Xfer *xfer )
- {
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardInnerState::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardInnerState::loadPostProcess( void )
- {
- onEnter();
- } // end loadPostProcess
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardInnerState::onEnter( void )
- {
- Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
- if (nemesis == NULL)
- {
- DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardInnerState.\n"));
- return STATE_SUCCESS;
- }
- m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
- 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;
- }
- static Object *TunnelNetworkScan(Object *owner)
- {
- PartitionFilterRelationship f1(owner, PartitionFilterRelationship::ALLOW_ENEMIES);
- PartitionFilterPossibleToAttack f2(ATTACK_NEW_TARGET, owner, CMD_FROM_AI);
- PartitionFilterSameMapStatus filterMapStatus(owner);
- PartitionFilter *filters[16];
- Int count = 0;
- filters[count++] = &f1;
- filters[count++] = &f2;
- filters[count++] = &filterMapStatus;
- Real visionRange = AITNGuardMachine::getStdGuardRange(owner);
- filters[count++] = NULL;
- Object* target = ThePartitionManager->getClosestObject(owner->getPosition(), visionRange, FROM_CENTER_2D, filters);
- return target;
- }
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardInnerState::update( void )
- {
- Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
- Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
- TunnelTracker *tunnels = NULL;
- if (ownerPlayer) {
- tunnels = ownerPlayer->getTunnelSystem();
- }
- Object* owner = getMachineOwner();
- // killed him.
- Object *teamVictim = owner->getTeam()->getTeamTargetObject();
- if (nemesis == NULL)
- {
- if (teamVictim)
- {
- getGuardMachine()->setNemesisID(teamVictim->getID());
- m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
- return STATE_CONTINUE;
- }
- // Check tunnel.
- if (tunnels) {
- nemesis = tunnels->getCurNemesis();
- if (nemesis) {
- getGuardMachine()->setNemesisID(nemesis->getID());
- m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
- return STATE_CONTINUE;
- }
- }
- if (m_scanForEnemy) {
- m_scanForEnemy = false; // we just do 1 scan.
- nemesis = TunnelNetworkScan(owner);
- if (nemesis) {
- m_attackState->onExit(EXIT_RESET);
- m_attackState->getMachine()->setGoalObject(nemesis);
- if (tunnels) {
- tunnels->updateNemesis(nemesis);
- }
- StateReturnType returnVal = m_attackState->onEnter();
- return returnVal;
- }
- }
- } else {
- if (nemesis != teamVictim && teamVictim != NULL) {
- tunnels->updateNemesis(nemesis);
- getGuardMachine()->setNemesisID(teamVictim->getID());
- }
- }
- return m_attackState->update();
- }
- //--------------------------------------------------------------------------------------
- void AITNGuardInnerState::onExit( StateExitType status )
- {
- if (m_attackState)
- {
- m_attackState->onExit(status);
- m_attackState->deleteInstance();
- m_attackState = NULL;
- }
- }
- //-- AITNGuardOuterState ----------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardOuterState::crc( Xfer *xfer )
- {
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardOuterState::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardOuterState::loadPostProcess( void )
- { AITNGuardOuterState
- onEnter();
- } // end loadPostProcess
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardOuterState::onEnter( void )
- {
- if (getGuardMachine()->getGuardMode() == GUARDMODE_GUARD_WITHOUT_PURSUIT)
- {
- // "patrol" mode does not follow targets outside the guard area.
- return STATE_SUCCESS;
- }
- Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
- if (nemesis == NULL)
- {
- DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardOuterState.\n"));
- return STATE_SUCCESS;
- }
- m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
- 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 AITNGuardOuterState::update( void )
- {
- Object *owner = getMachineOwner();
- Object* goalObj = m_attackState->getMachineGoalObject();
- if (goalObj)
- {
- } else {
- Object* nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID()) ;
- if (nemesis) {
- goalObj = nemesis;
- }
- // Check if team auto targets same victim.
- Object *teamVictim = NULL;
- if (goalObj == NULL && owner->getTeam()->getPrototype()->getTemplateInfo()->m_attackCommonTarget)
- {
- teamVictim = owner->getTeam()->getTeamTargetObject();
- if (teamVictim)
- {
- goalObj = teamVictim;
- }
- m_attackState->getMachine()->setGoalObject(goalObj);
- return m_attackState->onEnter();
- }
- }
-
- return m_attackState->update();
- }
- //--------------------------------------------------------------------------------------
- void AITNGuardOuterState::onExit( StateExitType status )
- {
- if (m_attackState)
- {
- m_attackState->onExit(status);
- m_attackState->deleteInstance();
- m_attackState = NULL;
- }
- }
- //-- AITNGuardReturnState ----------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardReturnState::crc( Xfer *xfer )
- {
- AIEnterState::crc(xfer);
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardReturnState::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- AIEnterState::xfer(xfer);
-
- xfer->xferUnsignedInt(&m_nextReturnScanTime);
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardReturnState::loadPostProcess( void )
- {
- AIEnterState::loadPostProcess();
- } // end loadPostProcess
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardReturnState::onEnter( void )
- {
- UnsignedInt now = TheGameLogic->getFrame();
- m_nextReturnScanTime = now + GameLogicRandomValue(0, TheAI->getAiData()->m_guardEnemyReturnScanRate);
- if (getMachineOwner()->getContainedBy()) {
- // we are already inside our tunnel. Return success. jba [8/24/2003]
- return STATE_SUCCESS;
- }
- if (getMachineOwner()->getTeam()) {
- Object *teamVictim = getMachineOwner()->getTeam()->getTeamTargetObject();
- if (teamVictim) {
- // We have a team target. Go attack it rather than returning to the tunel. jba [8/24/2003]
- getGuardMachine()->setNemesisID(teamVictim->getID());
- return STATE_FAILURE; // Fail to return goes to inner attack state.
- }
- }
- // 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.
- // Find tunnel network to enter.
- // Scan my tunnels.
- Object *bestTunnel = findBestTunnel(getMachineOwner()->getControllingPlayer(), getMachineOwner()->getPosition());
- if (bestTunnel==NULL) return STATE_FAILURE;
- getMachine()->setGoalObject(bestTunnel);
- getMachineOwner()->getAI()->friend_setGoalObject(bestTunnel);
-
- return AIEnterState::onEnter();
- }
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardReturnState::update( void )
- {
- Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
- if (getMachineOwner()->getTeam()) {
- Object *teamVictim = getMachineOwner()->getTeam()->getTeamTargetObject();
- if (teamVictim) {
- getGuardMachine()->setNemesisID(teamVictim->getID());
- return STATE_FAILURE; // Fail to return goes to inner attack state.
- }
- }
- // Check tunnel for target.
- TunnelTracker *tunnels = NULL;
- if (ownerPlayer) {
- tunnels = ownerPlayer->getTunnelSystem();
- }
- if (tunnels) {
- Object *nemesis = tunnels->getCurNemesis();
- if (nemesis) {
- // Check distance.
- //Coord3D dist;
- //Coord3D curPos;
- //dist.set()
- getGuardMachine()->setNemesisID(nemesis->getID());
- return STATE_FAILURE; // Fail to return goes to inner attack state.
- }
- }
- // Just let the return movement finish.
- StateReturnType ret = AIEnterState::update();
- if (ret==STATE_CONTINUE) return STATE_CONTINUE;
- return STATE_SUCCESS;
-
- }
- //--------------------------------------------------------------------------------------
- void AITNGuardReturnState::onExit( StateExitType status )
- {
- AIEnterState::onExit( status );
- }
- //-- AITNGuardIdleState ----------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardIdleState::crc( Xfer *xfer )
- {
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardIdleState::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
-
- xfer->xferUnsignedInt(&m_nextEnemyScanTime);
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AITNGuardIdleState::loadPostProcess( void )
- {
- } // end loadPostProcess
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardIdleState::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);
- getMachineOwner()->getAI()->friend_setGoalObject(NULL);
- return STATE_CONTINUE;
- }
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardIdleState::update( void )
- {
- //DEBUG_LOG(("AITNGuardIdleState 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;
- getMachineOwner()->getAI()->friend_setGoalObject(NULL);
- #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_TN_GUARD_GET_CRATE);
- return STATE_SLEEP(m_nextEnemyScanTime - now);
- }
- // if anyone is in the inner area, return success.
- if (getGuardMachine()->lookForInnerTarget())
- {
- Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID());
- if (nemesis == NULL)
- {
- DEBUG_LOG(("Unexpected NULL nemesis in AITNGuardAttackAggressorState.\n"));
- return STATE_SLEEP(0);
- }
- if (getMachineOwner()->getContainedBy()) {
- Object *bestTunnel = findBestTunnel(owner->getControllingPlayer(), nemesis->getPosition());
- ExitInterface* goalExitInterface = bestTunnel->getContain() ? bestTunnel->getContain()->getContainExitInterface() : NULL;
- if( goalExitInterface == NULL )
- return STATE_FAILURE;
- if( goalExitInterface->isExitBusy() )
- return STATE_SLEEP(0);// Just wait a sec.
- goalExitInterface->exitObjectInAHurry(getMachineOwner());
- return STATE_SLEEP(0);
- }
- return STATE_SUCCESS; // Transitions to AITNGuardInnerState.
- }
- if (!owner->getContainedBy() && findBestTunnel(owner->getControllingPlayer(), owner->getPosition())) {
- return STATE_FAILURE; // go to AITNGuardReturnState, & enter a tunnel.
- }
- return STATE_SLEEP(m_nextEnemyScanTime - now);
- }
- //--------------------------------------------------------------------------------------
- void AITNGuardIdleState::onExit( StateExitType status )
- {
- }
- //-- AITNGuardPickUpCrateState ----------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AITNGuardPickUpCrateState::AITNGuardPickUpCrateState( StateMachine *machine ) : AIPickUpCrateState(machine)
- {
- #ifdef STATE_MACHINE_DEBUG
- setName("AITNGuardPickUpCrateState");
- #endif
- }
- //--------------------------------------------------------------------------------------
- StateReturnType AITNGuardPickUpCrateState::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 AITNGuardPickUpCrateState::update( void )
- {
- return AIPickUpCrateState::update();
- }
- //--------------------------------------------------------------------------------------
- void AITNGuardPickUpCrateState::onExit( StateExitType status )
- {
-
- }
- //-- AITNGuardAttackAggressorState ------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AITNGuardAttackAggressorState::AITNGuardAttackAggressorState( StateMachine *machine ) :
- State( machine, "AITNGuardAttackAggressorState" )
- {
- m_attackState = NULL;
- }
- //-------------------------------------------------------------------------------------------------
- StateReturnType AITNGuardAttackAggressorState::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 AITNGuardAttackAggressorState.\n"));
- return STATE_SUCCESS;
- }
- Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
- TunnelTracker *tunnels = NULL;
- if (ownerPlayer) {
- tunnels = ownerPlayer->getTunnelSystem();
- }
- if (tunnels) tunnels->updateNemesis(nemesis);
- m_exitConditions.m_attackGiveUpFrame = TheGameLogic->getFrame() + TheAI->getAiData()->m_guardChaseUnitFrames;
- 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 AITNGuardAttackAggressorState::update( void )
- {
- if (m_attackState->getMachine()->getCurrentStateID() == AttackStateMachine::FIRE_WEAPON) {
- Object *nemesis = TheGameLogic->findObjectByID(getGuardMachine()->getNemesisID());
- Player *ownerPlayer = getMachineOwner()->getControllingPlayer();
- TunnelTracker *tunnels = NULL;
- if (ownerPlayer) {
- tunnels = ownerPlayer->getTunnelSystem();
- }
- if (tunnels) tunnels->updateNemesis(nemesis);
- }
- return m_attackState->update();
- }
- //-------------------------------------------------------------------------------------------------
- void AITNGuardAttackAggressorState::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 AITNGuardAttackAggressorState::crc( Xfer *xfer )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void AITNGuardAttackAggressorState::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- }
- //-------------------------------------------------------------------------------------------------
- void AITNGuardAttackAggressorState::loadPostProcess()
- {
- onEnter();
- }
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