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/***************************************************************************
buildingcapture.cpp - description
-------------------
begin : Fri Mar 30 2001
copyright : (C) 2001 by Martin Bickel
email : bickel@asc-hq.org
***************************************************************************/
/***************************************************************************
* *
* 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 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "ai_common.h"
#include "../actions/moveunitcommand.h"
float AI :: getCaptureValue ( const Building* bld, Vehicle* veh )
{
HiddenAStar ast ( this, veh );
HiddenAStar::Path path;
ast.findPath ( path, bld->getEntry().x, bld->getEntry().y );
if ( ast.getTravelTime() >= 0 )
// everything else being equal, prefer cheapest unit
// TODO: factor 0.0001 should be made configurable
return getCaptureValue ( bld, ast.getTravelTime() )-0.0001*veh->aiparam[getPlayerNum()]->getValue() ;
else
return -1;
// return minfloat; // this makes no sense as minfloat>0!
}
void AI :: BuildingCapture :: write ( tnstream& stream ) const
{
stream.writeInt( 20 );
stream.writeInt ( state );
stream.writeInt ( unit );
for ( vector<int>::const_iterator i = guards.begin(); i != guards.end(); i++ ) {
stream.writeInt ( 1 );
stream.writeInt ( *i );
}
stream.writeInt ( 0 );
stream.writeFloat ( captureValue );
stream.writeInt ( nearestUnit );
}
void AI :: BuildingCapture :: read ( tnstream& stream )
{
stream.readInt(); // version
state = BuildingCaptureState( stream.readInt ( ));
unit = stream.readInt ( );
int i = stream.readInt ();
while ( i ) {
guards.push_back ( stream.readInt() );
i = stream.readInt();
}
captureValue = stream.readFloat ();
nearestUnit = stream.readInt ();
}
class SearchReconquerBuilding : public SearchFields {
protected:
AI& ai;
Building* buildingToCapture;
int mode; // (1): nur fusstruppen; (2): 1 und transporter; (3): 2 und geb�ude
vector<Vehicle*> enemyUnits; // that can conquer the building
float getThreatValueOfUnit ( Vehicle* veh );
public:
void testfield ( const MapCoordinate& mc );
bool returnresult ( );
void unitfound ( Vehicle* eht );
bool canUnitCapture ( Vehicle* veh );
SearchReconquerBuilding ( AI& _ai, Building* bld ) : SearchFields ( _ai.getMap() ), ai ( _ai ), buildingToCapture ( bld ), mode(3) {};
};
bool SearchReconquerBuilding :: returnresult( )
{
return !enemyUnits.empty();
}
void SearchReconquerBuilding :: unitfound(Vehicle* eht)
{
enemyUnits.push_back ( eht );
buildingToCapture->aiparam[ai.getPlayerNum()]->setAdditionalValue ( buildingToCapture->aiparam[ai.getPlayerNum()]->getValue() );
}
bool SearchReconquerBuilding :: canUnitCapture( Vehicle* eht )
{
return (eht->typ->hasFunction( ContainerBaseType::ConquerBuildings ) )
&& fieldAccessible ( buildingToCapture->getEntryField(), eht) == 2 ;
}
void SearchReconquerBuilding :: testfield(const MapCoordinate& mc)
{
Vehicle* eht = gamemap->getField(mc)->vehicle;
if ( eht )
if ( ai.getPlayer().diplomacy.isHostile( eht->getOwner() ) ) {
if ( canUnitCapture ( eht )) {
if ( MoveUnitCommand::avail( eht )) {
MoveUnitCommand muc ( eht );
muc.searchFields();
if( muc.isFieldReachable( startPos, false ))
unitfound(eht);
}
}
else
if (mode >= 2)
if (eht->typ->maxLoadableUnits > 0)
for ( ContainerBase::Cargo::const_iterator i = eht->getCargo().begin(); i != eht->getCargo().end(); ++i )
if ( *i )
if ( canUnitCapture ( *i ))
if (eht->maxMovement() + (*i)->maxMovement() >= beeline(mc, startPos))
unitfound(eht);
}
/*
if ( bld )
if ( mode >= 3 )
if (getdiplomaticstatus(bld->color) != capeace)
for ( int w = 0; w <= 31; w++)
if ( bld->loading[w] )
if ( canUnitCapture ( bld->loading[w] ))
if ( bld->loading[w]->typ->movement[log2(bld->loading[w]->height)] <= beeline(xp,yp,startx,starty))
unitfound ( bld->loading[w] );
*/
}
float AI :: getCaptureValue ( const Building* bld, int traveltime )
{
if ( traveltime < 0 )
traveltime = 0;
return float(bld->aiparam[getPlayerNum()]->getValue()) / float(traveltime+1);
}
bool AI :: checkReConquer ( Building* bld, Vehicle* veh )
{
SearchReconquerBuilding srb ( *this, bld );
srb.initsearch ( bld->getEntry(), (maxTransportMove + maxUnitMove/2) / maxmalq + 1, 1 );
srb.startsearch();
bool enemyNear = srb.returnresult();
if ( enemyNear && veh ) {
float f = 0;
for ( ContainerBase::Cargo::const_iterator i = bld->getCargo().begin(); i != bld->getCargo().end(); ++i )
if ( *i )
if ( (*i)->getMovement() )
f += (*i)->aiparam[ getPlayerNum()]->getValue();
//! if the units inside the building are more worth than the own unit, capture the building regardless of whether it can be recaptured
if ( f > veh->aiparam[getPlayerNum()]->getValue())
return false;
else
return true;
}
return false;
}
struct CaptureTriple {
Building* bld;
Vehicle* veh;
float val;
};
typedef struct CaptureTriple* pCaptureTriple;
typedef vector<pCaptureTriple> CaptureList;
class CaptureTripleComp : public binary_function<pCaptureTriple,pCaptureTriple,bool> {
public:
explicit CaptureTripleComp() {};
bool operator() (const pCaptureTriple t1, const pCaptureTriple t2) const {
return t1->val > t2->val;
}
};
void AI :: checkConquer( )
{
// remove all capture orders for buildings which are no longer controlled by the enemy
for ( BuildingCaptureContainer::iterator bi = buildingCapture.begin(); bi != buildingCapture.end(); ) {
BuildingCaptureContainer::iterator nxt = bi;
++nxt;
Vehicle* veh= getMap()->getUnit ( bi->second.unit );
Building* bld = getMap()->getField( bi->first )->building;
if ( !bld ) {
buildingCapture.erase ( bi );
bi = nxt;
continue;
}
if ( !getPlayer(bld->getOwner()).diplomacy.isHostile( getPlayerNum() )
|| !( veh && fieldAccessible ( getMap()->getField( bi->first ), veh ) == 2 )) {
if ( veh ) {
veh->aiparam[getPlayerNum()]->resetTask ();
veh->aiparam[getPlayerNum()]->setNextJob();
}
buildingCapture.erase ( bi );
} else
if ( veh && veh->color != getPlayerNum()*8 )
buildingCapture.erase ( bi );
bi = nxt;
}
displaymessage2("check for capturing buildings ... ");
// check for stagnation
int num_reachable_buildings=0;
for ( BuildingCaptureContainer::iterator bi = buildingCapture.begin(); bi != buildingCapture.end(); bi++ )
if ( bi->second.state!=BuildingCapture::conq_unreachable ) num_reachable_buildings++;
// if all blds are marked as unreachable, reevaluate in hope for a map-change
if ( buildingCapture.size()>0 && num_reachable_buildings==0 ) {
for ( BuildingCaptureContainer::iterator bi = buildingCapture.begin(); bi != buildingCapture.end(); bi++ )
bi->second.state=BuildingCapture::conq_noUnit;
}
CaptureList captureList;
int buildingCounter = 0;
for ( int c = 0; c <= 8; c++ ) {
if ( c<8 ) {
if ( !getPlayer(c).exist() ) continue;
if ( !getPlayer().diplomacy.isHostile( c) ) continue;
}
for ( Player::BuildingList::iterator bi = getPlayer(c).buildingList.begin(); bi != getPlayer(c).buildingList.end(); bi++ ) {
Building* bld = *bi;
int reachable = 0;
if ( buildingCapture[ bld->getEntry() ].state != BuildingCapture::conq_noUnit ) continue;
bool enemyNear = checkReConquer ( bld, 0 );
++buildingCounter;
displaymessage2("check for capturing building %d ", buildingCounter);
for ( Player::VehicleList::iterator vi = getPlayer().vehicleList.begin(); vi != getPlayer().vehicleList.end(); vi++ ) {
Vehicle* veh = *vi;
if ( !veh->canMove() ) continue;
if ( fieldAccessible ( bld->getEntryField(), veh ) != 2 ) continue;
if ( c!=8 && !(veh->typ->hasFunction( ContainerBaseType::ConquerBuildings )) ) continue;
if ( veh->aiparam[getPlayerNum()]->hasJob( AiParameter::job_conquer) &&
veh->aiparam[getPlayerNum()]->getTask() != AiParameter::tsk_nothing ) continue;
// here, units can be excluded from capturing
if ( c!=8 ) {
if( !veh->aiparam[getPlayerNum()]->hasJob(AiParameter::job_conquer) ) continue;
if( veh->aiparam[getPlayerNum()]->getTask() != AiParameter::tsk_nothing ) continue;
}
// any further factors should be incorporated into getCaptureValue
float val=getCaptureValue( bld, veh );
// malus if enemy is near (relevant if we are short of capture-units
// or building is practically worthless)
// TODO: should be made an optional parameter to getCaptureValue
if ( val>0 && enemyNear ) val -= 0.1*veh->aiparam[getPlayerNum()]->getValue();
if ( val > 0 ) {
pCaptureTriple triple = new CaptureTriple;
triple->bld=bld;
triple->veh=veh;
triple->val=val;
captureList.push_back( triple );
reachable = true;
}
}
if ( reachable==0 )
buildingCapture[ bld->getEntry() ].state = BuildingCapture::conq_unreachable;
}
}
sort ( captureList.begin(), captureList.end(), CaptureTripleComp() );
for ( CaptureList::iterator i = captureList.begin(); i != captureList.end(); i++ ) {
Building* bld = (*i)->bld;
Vehicle* veh = (*i)->veh;
// float val = (*i)->val;
delete (*i);
// check whether bld and veh are still available
if ( buildingCapture[ bld->getEntry() ].state != BuildingCapture::conq_noUnit ) continue;
if ( veh->aiparam[getPlayerNum()]->getJob() == AiParameter::job_conquer &&
veh->aiparam[getPlayerNum()]->getTask() != AiParameter::tsk_nothing ) continue;
// dispatch capture order
BuildingCapture& bc = buildingCapture[ bld->getEntry() ];
if ( veh->typ->hasFunction( ContainerBaseType::ConquerBuildings ))
bc.state = BuildingCapture::conq_conqUnit;
else
bc.state = BuildingCapture::conq_unitNotConq;
bc.unit = veh->networkid;
veh->aiparam[getPlayerNum()]->setJob ( AiParameter::job_conquer );
veh->aiparam[getPlayerNum()]->setTask ( AiParameter::tsk_move );
veh->aiparam[getPlayerNum()]->dest.setnum( bld->getEntry().x, bld->getEntry().y, -1 );
}
// execute capture orders
for ( BuildingCaptureContainer::iterator bi = buildingCapture.begin(); bi != buildingCapture.end(); ) {
BuildingCaptureContainer::iterator nxt = bi;
++nxt;
Vehicle* veh = getMap()->getUnit ( bi->second.unit );
if ( veh ) {
MapCoordinate3D dest = veh->aiparam[getPlayerNum()]->dest;
int nwid = veh->networkid;
moveUnit ( veh, dest, true );
if ( getMap()->getUnit ( nwid ) && veh->getPosition() == dest ) {
veh->aiparam[getPlayerNum()]->resetTask ();
buildingCapture.erase ( bi );
}
} else
buildingCapture.erase ( bi );
checkKeys();
bi = nxt;
}
// do something useful with units that are not used for capturing buildings
for ( Player::VehicleList::iterator vi = getPlayer().vehicleList.begin(); vi != getPlayer().vehicleList.end(); vi++ )
if ( (*vi)->aiparam[getPlayerNum()]->getJob() == AiParameter::job_conquer &&
(*vi)->aiparam[getPlayerNum()]->getTask() == AiParameter::tsk_nothing )
(*vi)->aiparam[getPlayerNum()]->setNextJob();
}
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