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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: PilotFindVehicleUpdate.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 "GameClient\Drawable.h"
- #include "Common/ActionManager.h"
- #include "Common/Player.h"
- #include "Common/RandomValue.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameLogic\GameLogic.h"
- #include "GameLogic\PartitionManager.h"
- #include "GameLogic\Object.h"
- #include "GameLogic\ObjectIter.h"
- #include "GameLogic\Module\PilotFindVehicleUpdate.h"
- #include "GameLogic\Module\AIUpdate.h"
- #include "GameLogic\Module\CollideModule.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- PilotFindVehicleUpdateModuleData::PilotFindVehicleUpdateModuleData()
- {
- m_scanFrames = 0;
- m_scanRange = 0.0f;
- m_minHealth = 0.5f;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void PilotFindVehicleUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- ModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "ScanRate", INI::parseDurationUnsignedInt, NULL, offsetof( PilotFindVehicleUpdateModuleData, m_scanFrames ) },
- { "ScanRange", INI::parseReal, NULL, offsetof( PilotFindVehicleUpdateModuleData, m_scanRange ) },
- { "MinHealth", INI::parseReal, NULL, offsetof( PilotFindVehicleUpdateModuleData, m_minHealth ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- PilotFindVehicleUpdate::PilotFindVehicleUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_didMoveToBase = false;
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- PilotFindVehicleUpdate::~PilotFindVehicleUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void PilotFindVehicleUpdate::onObjectCreated()
- {
-
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime PilotFindVehicleUpdate::update()
- {
- Object *obj = getObject();
- if (obj->getControllingPlayer()->getPlayerType() == PLAYER_HUMAN) {
- // This is an ai only behavior.
- return UPDATE_SLEEP_FOREVER;
- }
- const PilotFindVehicleUpdateModuleData *data = getPilotFindVehicleUpdateModuleData();
- AIUpdateInterface *ai = obj->getAI();
- if (ai==NULL) return UPDATE_SLEEP_FOREVER;
- if( !ai->isIdle() )
- {
- return UPDATE_SLEEP(data->m_scanFrames);
- }
- //Periodic scanning (expensive)
- Object *upgradeUnit = scanClosestTarget();
- if(upgradeUnit)
- {
- ai->aiEnter(upgradeUnit, CMD_FROM_AI);
- m_didMoveToBase = false;
- } else {
- Coord3D pos;
- // Try moving to base 1 time.
- if (!m_didMoveToBase && obj->getControllingPlayer()->getAiBaseCenter(&pos)) {
- ai->aiMoveToPosition(&pos, CMD_FROM_AI);
- m_didMoveToBase = true;
- }
- }
- return UPDATE_SLEEP(data->m_scanFrames);
- }
- //-------------------------------------------------------------------------------------------------
- Object* PilotFindVehicleUpdate::scanClosestTarget()
- {
- const PilotFindVehicleUpdateModuleData *data = getPilotFindVehicleUpdateModuleData();
- Object *me = getObject();
- PartitionFilterAcceptByKindOf kindFilter(MAKE_KINDOF_MASK(KINDOF_VEHICLE), KINDOFMASK_NONE);
- PartitionFilterAlive aliveFilter;
- PartitionFilterPlayer playerFilter(me->getControllingPlayer(), true);
- PartitionFilterSameMapStatus filterMapStatus(getObject());
- PartitionFilter *filters[5];
- filters[0] = &kindFilter;
- filters[1] = &aliveFilter;
- filters[2] = &playerFilter;
- filters[3] = &filterMapStatus;
- filters[4] = NULL;
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( me->getPosition(), data->m_scanRange,
- FROM_CENTER_2D, filters, ITER_SORTED_NEAR_TO_FAR );
- MemoryPoolObjectHolder hold(iter);
- for( Object *other = iter->first(); other; other = iter->next() )
- {
- // Check health.
- BodyModuleInterface *body = other->getBodyModule();
- if (!body) continue;
- // If we're real healthy, don't bother looking for healing.
- if (body->getHealth() < body->getMaxHealth()*data->m_minHealth)
- {
- continue;
- }
- // first, see if we'd like to collide with 'other'
- for (BehaviorModule** m = me->getBehaviorModules(); *m; ++m)
- {
- CollideModuleInterface* collide = (*m)->getCollide();
- if (!collide)
- continue;
- if( collide->wouldLikeToCollideWith( other ) )
- {
- return other;
- }
- }
- }
- return NULL;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void PilotFindVehicleUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void PilotFindVehicleUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // did move to base
- xfer->xferBool( &m_didMoveToBase );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void PilotFindVehicleUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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