本文整理汇总了C++中CCircuitAI::GetLastFrame方法的典型用法代码示例。如果您正苦于以下问题:C++ CCircuitAI::GetLastFrame方法的具体用法?C++ CCircuitAI::GetLastFrame怎么用?C++ CCircuitAI::GetLastFrame使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCircuitAI
的用法示例。
在下文中一共展示了CCircuitAI::GetLastFrame方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Execute
void CAttackTask::Execute(CCircuitUnit* unit, bool isUpdating)
{
Unit* u = unit->GetUnit();
CCircuitAI* circuit = manager->GetCircuit();
CTerrainManager* terrainManager = circuit->GetTerrainManager();
float minSqDist;
CEnemyUnit* bestTarget = FindBestTarget(unit, minSqDist);
if (bestTarget == nullptr) {
if (!isUpdating) {
float x = rand() % (terrainManager->GetTerrainWidth() + 1);
float z = rand() % (terrainManager->GetTerrainHeight() + 1);
position = AIFloat3(x, circuit->GetMap()->GetElevationAt(x, z), z);
}
} else {
position = bestTarget->GetPos();
float range = u->GetMaxRange();
if (minSqDist < range * range) {
u->Attack(bestTarget->GetUnit(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 300);
return;
}
}
u->Fight(position, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 300);
}
示例2: Update
void CRetreatTask::Update()
{
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
bool isExecute = (++updCount % 4 == 0);
auto assignees = units;
for (CCircuitUnit* unit : assignees) {
Unit* u = unit->GetUnit();
const float healthPerc = u->GetHealth() / u->GetMaxHealth();
bool isRepaired;
// FIXME: Wait until 101.0 engine
// if (ass->GetShield() != nullptr) {
// isRepaired = (healthPerc > 0.98f) && unit->IsShieldCharged(0.9f));
// } else {
isRepaired = healthPerc > 0.98f;
// }
if (isRepaired && !unit->IsDisarmed(frame)) {
RemoveAssignee(unit);
} else if (unit->IsForceExecute() || isExecute) {
Execute(unit);
} else {
unit->Update(circuit);
}
}
}
示例3: OnUnitIdle
void CRetreatTask::OnUnitIdle(CCircuitUnit* unit)
{
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
CFactoryManager* factoryManager = circuit->GetFactoryManager();
AIFloat3 haven = (repairer != nullptr) ? repairer->GetPos(frame) : factoryManager->GetClosestHaven(unit);
if (haven == -RgtVector) {
haven = circuit->GetSetupManager()->GetBasePos();
}
if (unit->GetCircuitDef()->IsPlane()) {
// force rearm/repair | CMD_FIND_PAD
unit->GetUnit()->Fight(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60);
return;
}
const float maxDist = factoryManager->GetAssistDef()->GetBuildDistance();
const AIFloat3& unitPos = unit->GetPos(frame);
if (unitPos.SqDistance2D(haven) > maxDist * maxDist) {
// TODO: push MoveAction into unit? to avoid enemy fire
unit->GetUnit()->MoveTo(haven, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 1);
// TODO: Add fail counter?
} else {
// TODO: push WaitAction into unit
// unit->GetUnit()->ExecuteCustomCommand(CMD_PRIORITY, {0.0f});
AIFloat3 pos = unitPos;
const float size = SQUARE_SIZE * 16;
CTerrainManager* terrainManager = circuit->GetTerrainManager();
float centerX = terrainManager->GetTerrainWidth() / 2;
float centerZ = terrainManager->GetTerrainHeight() / 2;
pos.x += (pos.x > centerX) ? size : -size;
pos.z += (pos.z > centerZ) ? size : -size;
AIFloat3 oldPos = pos;
terrainManager->CorrectPosition(pos);
if (oldPos.SqDistance2D(pos) > SQUARE_SIZE * SQUARE_SIZE) {
pos = unitPos;
pos.x += (pos.x > centerX) ? -size : size;
pos.z += (pos.z > centerZ) ? -size : size;
}
CTerrainManager::TerrainPredicate predicate = [unitPos](const AIFloat3& p) {
return unitPos.SqDistance2D(p) > SQUARE(SQUARE_SIZE * 8);
};
pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, maxDist, UNIT_COMMAND_BUILD_NO_FACING, predicate);
unit->GetUnit()->PatrolTo(pos);
IUnitAction* act = static_cast<IUnitAction*>(unit->End());
if (act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
static_cast<ITravelAction*>(act)->SetFinished(true);
}
}
}
示例4: OnUnitDamaged
void CBWaitTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker)
{
CCircuitAI* circuit = manager->GetCircuit();
const int frame = circuit->GetLastFrame();
CCircuitDef* cdef = unit->GetCircuitDef();
const float healthPerc = unit->GetHealthPercent();
if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) {
return;
}
CRetreatTask* task = manager->GetCircuit()->GetBuilderManager()->EnqueueRetreat();
manager->AssignTask(unit, task);
}
示例5: Execute
void CDefendTask::Execute(CCircuitUnit* unit)
{
CCircuitAI* circuit = manager->GetCircuit();
CTerrainManager* terrainManager = circuit->GetTerrainManager();
AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32);
terrainManager->CorrectPosition(pos);
pos = terrainManager->FindBuildSite(unit->GetCircuitDef(), pos, 300.0f, UNIT_COMMAND_BUILD_NO_FACING);
TRY_UNIT(circuit, unit,
unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED);
)
}
示例6: Update
void CSuperTask::Update()
{
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
CCircuitUnit* unit = *units.begin();
CCircuitDef* cdef = unit->GetCircuitDef();
if (cdef->IsHoldFire()) {
if (targetFrame + (cdef->GetReloadTime() + TARGET_DELAY) > frame) {
if ((State::ENGAGE == state) && (targetFrame + TARGET_DELAY <= frame)) {
TRY_UNIT(circuit, unit,
unit->GetUnit()->Stop();
)
state = State::ROAM;
}
return;
}
示例7: Execute
void CArtilleryTask::Execute(CCircuitUnit* unit, bool isUpdating)
{
IUnitAction* act = static_cast<IUnitAction*>(unit->End());
if (!act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT | IUnitAction::Mask::JUMP)) {
return;
}
ITravelAction* travelAction = static_cast<ITravelAction*>(act);
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
const AIFloat3& pos = unit->GetPos(frame);
std::shared_ptr<F3Vec> pPath = std::make_shared<F3Vec>();
CEnemyUnit* bestTarget = FindTarget(unit, pos, *pPath);
if (bestTarget != nullptr) {
TRY_UNIT(circuit, unit,
unit->GetUnit()->Attack(bestTarget->GetUnit(), UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame + FRAMES_PER_SEC * 60);
unit->GetUnit()->ExecuteCustomCommand(CMD_UNIT_SET_TARGET, {(float)bestTarget->GetId()});
)
示例8: OnUnitDamaged
void IFighterTask::OnUnitDamaged(CCircuitUnit* unit, CEnemyUnit* attacker)
{
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
CCircuitDef* cdef = unit->GetCircuitDef();
Unit* u = unit->GetUnit();
const float healthPerc = u->GetHealth() / u->GetMaxHealth();
if (unit->GetShield() != nullptr) {
const float minShield = circuit->GetSetupManager()->GetEmptyShield();
if ((healthPerc > cdef->GetRetreat()) && unit->IsShieldCharged(minShield)) {
if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
}
return;
}
} else if ((healthPerc > cdef->GetRetreat()) && !unit->IsDisarmed(frame)) {
if (cdef->IsRoleHeavy() && (healthPerc < 0.9f)) {
circuit->GetBuilderManager()->EnqueueRepair(IBuilderTask::Priority::NOW, unit);
}
return;
} else if (healthPerc < 0.2f) { // stuck units workaround: they don't shoot and don't see distant threat
CRetreatTask* task = manager->GetCircuit()->GetMilitaryManager()->EnqueueRetreat();
manager->AssignTask(unit, task);
return;
}
CThreatMap* threatMap = circuit->GetThreatMap();
const float range = cdef->GetMaxRange();
if ((target == nullptr) || !target->IsInLOS()) {
CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
manager->AssignTask(unit, task);
return;
}
const AIFloat3& pos = unit->GetPos(frame);
if ((target->GetPos().SqDistance2D(pos) > SQUARE(range)) ||
(threatMap->GetThreatAt(unit, pos) * 2 > threatMap->GetUnitThreat(unit)))
{
CRetreatTask* task = circuit->GetMilitaryManager()->EnqueueRetreat();
manager->AssignTask(unit, task);
return;
}
cowards.insert(unit);
}
示例9: IUnitTask
IBuilderTask::IBuilderTask(ITaskManager* mgr, Priority priority,
CCircuitDef* buildDef, const AIFloat3& position,
BuildType type, float cost, bool isShake, int timeout)
: IUnitTask(mgr, priority, Type::BUILDER)
, position(position)
, isShake(isShake)
, buildDef(buildDef)
, buildType(type)
, buildPower(.0f)
, cost(cost)
, target(nullptr)
, buildPos(-RgtVector)
, facing(UNIT_COMMAND_BUILD_NO_FACING)
, nextTask(nullptr)
, timeout(timeout)
, buildFails(0)
{
CCircuitAI* circuit = manager->GetCircuit();
lastTouched = circuit->GetLastFrame();
savedIncome = circuit->GetEconomyManager()->GetAvgMetalIncome();
}
示例10: CheckRepairer
void CRetreatTask::CheckRepairer(CCircuitUnit* unit)
{
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
CPathFinder* pathfinder = circuit->GetPathfinder();
AIFloat3 startPos = (*units.begin())->GetPos(frame);
AIFloat3 endPos;
float range;
bool isRepairer = (repairer != nullptr);
if (isRepairer) {
endPos = repairer->GetPos(frame);
range = pathfinder->GetSquareSize();
} else {
CFactoryManager* factoryManager = circuit->GetFactoryManager();
endPos = factoryManager->GetClosestHaven(unit);
if (endPos == -RgtVector) {
endPos = circuit->GetSetupManager()->GetBasePos();
}
range = factoryManager->GetAssistDef()->GetBuildDistance() * 0.6f + pathfinder->GetSquareSize();
}
circuit->GetTerrainManager()->CorrectPosition(startPos);
pathfinder->SetMapData(unit, circuit->GetThreatMap(), frame);
float prevCost = pathfinder->PathCost(startPos, endPos, range);
if (isRepairer && repairer->GetCircuitDef()->IsMobile()) {
prevCost /= 4;
}
endPos = unit->GetPos(frame);
float nextCost = pathfinder->PathCost(startPos, endPos, range);
if (unit->GetCircuitDef()->IsMobile()) {
nextCost /= 4;
}
if (prevCost > nextCost) {
SetRepairer(unit);
}
}
示例11: Execute
void CRetreatTask::Execute(CCircuitUnit* unit)
{
IUnitAction* act = static_cast<IUnitAction*>(unit->End());
if (!act->IsAny(IUnitAction::Mask::MOVE | IUnitAction::Mask::FIGHT)) {
return;
}
ITravelAction* travelAction = static_cast<ITravelAction*>(act);
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame();
CPathFinder* pathfinder = circuit->GetPathfinder();
AIFloat3 startPos = unit->GetPos(frame);
AIFloat3 endPos;
float range;
if (repairer != nullptr) {
endPos = repairer->GetPos(frame);
range = pathfinder->GetSquareSize();
} else {
CFactoryManager* factoryManager = circuit->GetFactoryManager();
endPos = factoryManager->GetClosestHaven(unit);
if (endPos == -RgtVector) {
endPos = circuit->GetSetupManager()->GetBasePos();
}
range = factoryManager->GetAssistDef()->GetBuildDistance() * 0.6f + pathfinder->GetSquareSize();
}
std::shared_ptr<F3Vec> pPath = std::make_shared<F3Vec>();
pathfinder->SetMapData(unit, circuit->GetThreatMap(), frame);
pathfinder->MakePath(*pPath, startPos, endPos, range);
if (pPath->empty()) {
pPath->push_back(endPos);
}
travelAction->SetPath(pPath);
unit->Update(circuit);
}
示例12: Execute
void IBuilderTask::Execute(CCircuitUnit* unit)
{
Unit* u = unit->GetUnit();
u->ExecuteCustomCommand(CMD_PRIORITY, {static_cast<float>(priority)});
CCircuitAI* circuit = manager->GetCircuit();
if (target != nullptr) {
Unit* tu = target->GetUnit();
u->Build(target->GetCircuitDef()->GetUnitDef(), tu->GetPos(), tu->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
return;
}
CTerrainManager* terrainManager = circuit->GetTerrainManager();
UnitDef* buildUDef = buildDef->GetUnitDef();
if (buildPos != -RgtVector) {
if (circuit->GetMap()->IsPossibleToBuildAt(buildUDef, buildPos, facing)) {
u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
return;
} else {
terrainManager->RemoveBlocker(buildDef, buildPos, facing);
// FIXME: If enemy blocked position then reset will have no effect
// terrain->ResetBuildFrame();
}
}
circuit->GetThreatMap()->SetThreatType(unit);
// FIXME: Replace const 999.0f with build time?
if (circuit->IsAllyAware() && (cost > 999.0f)) {
// circuit->UpdateFriendlyUnits();
auto friendlies = std::move(circuit->GetCallback()->GetFriendlyUnitsIn(position, cost));
for (Unit* au : friendlies) {
CCircuitUnit* alu = circuit->GetFriendlyUnit(au);
if (alu == nullptr) {
continue;
}
if ((*alu->GetCircuitDef() == *buildDef) && au->IsBeingBuilt()) {
const AIFloat3& pos = au->GetPos();
if (terrainManager->CanBuildAt(unit, pos)) {
u->Build(buildUDef, pos, au->GetBuildingFacing(), UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
utils::free_clear(friendlies);
return;
}
}
}
utils::free_clear(friendlies);
}
// Alter/randomize position
AIFloat3 pos;
if (isShake) {
AIFloat3 offset((float)rand() / RAND_MAX - 0.5f, 0.0f, (float)rand() / RAND_MAX - 0.5f);
pos = position + offset * SQUARE_SIZE * 16;
} else {
pos = position;
}
const float searchRadius = 200.0f * SQUARE_SIZE;
FindBuildSite(unit, pos, searchRadius);
if (buildPos != -RgtVector) {
terrainManager->AddBlocker(buildDef, buildPos, facing);
u->Build(buildUDef, buildPos, facing, UNIT_COMMAND_OPTION_INTERNAL_ORDER, circuit->GetLastFrame() + FRAMES_PER_SEC * 60);
} else {
// TODO: Select new proper BasePos, like near metal cluster.
int terWidth = terrainManager->GetTerrainWidth();
int terHeight = terrainManager->GetTerrainHeight();
float x = terWidth / 4 + rand() % (int)(terWidth / 2 + 1);
float z = terHeight / 4 + rand() % (int)(terHeight / 2 + 1);
AIFloat3 pos(x, circuit->GetMap()->GetElevationAt(x, z), z);
circuit->GetSetupManager()->SetBasePos(pos);
// Fallback to Guard/Assist/Patrol
manager->FallbackTask(unit);
}
}
示例13: Update
void CDefendTask::Update()
{
++updCount;
/*
* Merge tasks if possible
*/
if (updCount % 32 == 1) {
CMilitaryManager* militaryManager = static_cast<CMilitaryManager*>(manager);
if ((attackPower >= maxPower) || !militaryManager->GetTasks(check).empty()) {
IFighterTask* task = militaryManager->EnqueueTask(promote);
decltype(units) tmpUnits = units;
for (CCircuitUnit* unit : tmpUnits) {
manager->AssignTask(unit, task);
}
// manager->DoneTask(this); // NOTE: RemoveAssignee will abort task
return;
}
ISquadTask* task = GetMergeTask();
if (task != nullptr) {
task->Merge(this);
units.clear();
manager->AbortTask(this);
return;
}
}
/*
* No regroup
*/
bool isExecute = (updCount % 8 == 2);
if (!isExecute) {
for (CCircuitUnit* unit : units) {
isExecute |= unit->IsForceExecute();
}
if (!isExecute) {
return;
}
} else {
ISquadTask::Update();
if (leader == nullptr) { // task aborted
return;
}
}
/*
* Update target
*/
FindTarget();
CCircuitAI* circuit = manager->GetCircuit();
int frame = circuit->GetLastFrame() + FRAMES_PER_SEC * 60;
state = State::ROAM;
if (target != nullptr) {
state = State::ENGAGE;
for (CCircuitUnit* unit : units) {
unit->Attack(target->GetPos(), frame);
}
} else {
for (CCircuitUnit* unit : units) {
AIFloat3 pos = utils::get_radial_pos(position, SQUARE_SIZE * 32);
TRY_UNIT(circuit, unit,
unit->GetUnit()->Fight(pos, UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY, frame);
unit->GetUnit()->SetWantedMaxSpeed(MAX_UNIT_SPEED);
)
}
}
}
示例14: Update
void CBReclaimTask::Update()
{
if (!isMetal) {
return;
}
CCircuitAI* circuit = manager->GetCircuit();
if (circuit->GetEconomyManager()->IsMetalFull()) {
manager->AbortTask(this);
} else if (!units.empty()) {
/*
* Update reclaim position
*/
// FIXME: Works only with 1 task per worker
CCircuitUnit* unit = *units.begin();
int frame = circuit->GetLastFrame();
const AIFloat3& pos = unit->GetPos(frame);
auto enemies = std::move(circuit->GetCallback()->GetEnemyUnitsIn(pos, 300.0f));
if (!enemies.empty()) {
for (Unit* enemy : enemies) {
if ((enemy != nullptr) && enemy->IsBeingBuilt()) {
unit->GetUnit()->ReclaimUnit(enemy, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
utils::free_clear(enemies);
return;
}
}
utils::free_clear(enemies);
}
auto features = std::move(circuit->GetCallback()->GetFeaturesIn(pos, 500.0f));
if (!features.empty()) {
CTerrainManager* terrainManager = circuit->GetTerrainManager();
circuit->GetThreatMap()->SetThreatType(unit);
AIFloat3 reclPos;
float minSqDist = std::numeric_limits<float>::max();
Resource* metalRes = circuit->GetEconomyManager()->GetMetalRes();
for (Feature* feature : features) {
AIFloat3 featPos = feature->GetPosition();
terrainManager->CorrectPosition(featPos); // Impulsed flying feature
if (!terrainManager->CanBuildAt(unit, featPos)) {
continue;
}
FeatureDef* featDef = feature->GetDef();
float reclaimValue = featDef->GetContainedResource(metalRes)/* * feature->GetReclaimLeft()*/;
delete featDef;
if (reclaimValue < 1.0f) {
continue;
}
float sqDist = pos.SqDistance2D(featPos);
if (sqDist < minSqDist) {
reclPos = featPos;
minSqDist = sqDist;
}
}
if (minSqDist < std::numeric_limits<float>::max()) {
const float radius = 8.0f; // unit->GetCircuitDef()->GetBuildDistance();
unit->GetUnit()->ReclaimInArea(reclPos, radius, UNIT_COMMAND_OPTION_INTERNAL_ORDER, frame + FRAMES_PER_SEC * 60);
}
utils::free_clear(features);
}
}
}