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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: AutoFindHealingUpdate.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\Player.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\AutoFindHealingUpdate.h"
- #include "GameLogic\Module\PhysicsUpdate.h"
- #include "GameLogic\Weapon.h"
- #include "GameLogic\WeaponSet.h"
- #include "GameLogic\Module\AIUpdate.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AutoFindHealingUpdateModuleData::AutoFindHealingUpdateModuleData()
- {
- m_scanFrames = 0;
- m_scanRange = 0.0f;
- m_neverHeal = 0.95f;
- m_alwaysHeal = 0.25f;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void AutoFindHealingUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- ModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "ScanRate", INI::parseDurationUnsignedInt, NULL, offsetof( AutoFindHealingUpdateModuleData, m_scanFrames ) },
- { "ScanRange", INI::parseReal, NULL, offsetof( AutoFindHealingUpdateModuleData, m_scanRange ) },
- { "NeverHeal", INI::parseReal, NULL, offsetof( AutoFindHealingUpdateModuleData, m_neverHeal ) },
- { "AlwaysHeal", INI::parseReal, NULL, offsetof( AutoFindHealingUpdateModuleData, m_alwaysHeal ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- AutoFindHealingUpdate::AutoFindHealingUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_nextScanFrames = 0;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AutoFindHealingUpdate::~AutoFindHealingUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void AutoFindHealingUpdate::onObjectCreated()
- {
-
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime AutoFindHealingUpdate::update()
- {
- /// @todo srj use SLEEPY_UPDATE here
- Object *obj = getObject();
- if (obj->getControllingPlayer()->getPlayerType() == PLAYER_HUMAN) {
- return UPDATE_SLEEP_NONE;
- }
- const AutoFindHealingUpdateModuleData *data = getAutoFindHealingUpdateModuleData();
- //Optimized firing at acquired target
- if( m_nextScanFrames > 0 )
- {
- m_nextScanFrames--;
- return UPDATE_SLEEP_NONE;
- }
- m_nextScanFrames = data->m_scanFrames;
- AIUpdateInterface *ai = obj->getAI();
- if (ai==NULL) return UPDATE_SLEEP_NONE;
- // Check health.
- BodyModuleInterface *body = obj->getBodyModule();
- if (!body) return UPDATE_SLEEP_NONE;
- // If we're real healthy, don't bother looking for healing.
- if (body->getHealth() > body->getMaxHealth()*data->m_neverHeal) {
- return UPDATE_SLEEP_NONE;
- }
- if( !ai->isIdle() )
- {
- // For now, only heal if idle. jba.
- return UPDATE_SLEEP_NONE;
- // If we're > min health, and busy, keep at it.
- if (body->getHealth() > body->getMaxHealth()*data->m_alwaysHeal) {
- return UPDATE_SLEEP_NONE;
- }
- }
- //Periodic scanning (expensive)
- Object *healUnit = scanClosestTarget();
- if(healUnit)
- {
- ai->aiGetHealed(healUnit, CMD_FROM_AI);
- }
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- Object* AutoFindHealingUpdate::scanClosestTarget()
- {
- const AutoFindHealingUpdateModuleData *data = getAutoFindHealingUpdateModuleData();
- Object *me = getObject();
- Object *bestTarget = NULL;
- Real closestDistSqr=0;
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( me->getPosition(), data->m_scanRange, FROM_CENTER_2D );
- MemoryPoolObjectHolder hold(iter);
- for( Object *other = iter->first(); other; other = iter->next() )
- {
- if( !other->isKindOf( KINDOF_HEAL_PAD ) )
- {
- //Not a valid target.
- continue;
- }
- Real fDistSqr = ThePartitionManager->getDistanceSquared( me, other, FROM_CENTER_2D ) ;
- if (bestTarget==NULL) {
- bestTarget = other;
- closestDistSqr = fDistSqr;
- continue;
- }
- if( fDistSqr < closestDistSqr )
- {
- bestTarget = other;
- closestDistSqr = fDistSqr;
- continue;
- }
- } // end for, other
- return bestTarget;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AutoFindHealingUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void AutoFindHealingUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // next scan frames
- xfer->xferInt( &m_nextScanFrames );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AutoFindHealingUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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