1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434
|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name ai_building.cpp - AI building functions. */
//
// (c) Copyright 2001-2009 by Lutz Sammer
//
// 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; only version 2 of the License.
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include "stratagus.h"
#include "unit.h"
#include "unittype.h"
#include "map.h"
#include "pathfinder.h"
#include "ai_local.h"
#include "player.h"
/*----------------------------------------------------------------------------
-- Types
----------------------------------------------------------------------------*/
enum
{
AiBuildingPlaceTried = 0x01, // tried to place a building there
AiBuildingPlaceBlock = 0x02, // worker cannot walk there
AiBuildingPlaceWalked = 0x04, // worker can walk there
AiBuildingPlaceEdge = 0x62 // = 98, which InitMatrix uses
};
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Check if the surroundings are free. Depending on the value of flag, it will check:
** 0: the building will not block any way
** 1: all surrounding is free
**
** @param worker Worker to build.
** @param type Type of building.
** @param x X map tile position for the building.
** @param y Y map tile position for the building.
** @param backupok Location can be used as a backup
**
** @return True if the surrounding is free, false otherwise.
**
** @note Can be faster written.
*/
static int AiCheckSurrounding(const CUnit *worker, const CUnitType *type, int x, int y, bool &backupok)
{
static int dirs[5][2] = {{1,0},{0,1},{-1,0},{0,-1},{0,0}};
int surrounding[1024]; // Max circumference for building
int surroundingnb;
int x0, y0, x1, y1;
int i;
int lastval;
int dir;
int obstacle;
x0 = x - 1;
y0 = y - 1;
x1 = x0 + type->TileWidth + 1;
y1 = y0 + type->TileWidth + 1;
x = x0;
y = y0;
dir = -1;
surroundingnb = 0;
while (dir < 4)
{
if (x >= 0 && x < Map.Info.MapWidth &&
y >= 0 && y < Map.Info.MapHeight &&
(Map.Field(x, y)->Flags & (MapFieldUnpassable | MapFieldBuilding)) == 0)
{
surrounding[surroundingnb++] = 1;
}
else
{
surrounding[surroundingnb++] = 0;
}
if ((x == x0 || x == x1) && (y == y0 || y == y1))
{
dir++;
}
x += dirs[dir][0];
y += dirs[dir][1];
}
lastval = surrounding[surroundingnb - 1];
obstacle = 0;
for (i = 0 ; i < surroundingnb; ++i)
{
if (lastval && !surrounding[i])
{
++obstacle;
}
lastval = surrounding[i];
}
if (obstacle == 0)
{
obstacle = !surrounding[0];
}
if (!type->ShoreBuilding)
{
backupok = obstacle < 5;
}
else
{
// Shore building have at least 2 obstacles : sea->ground & ground->sea
backupok = obstacle < 3;
}
return obstacle == 0;
}
/**
** Try to place a building in each position within a rectangle,
** except positions that have already been tried in earlier calls.
**
** @param worker Worker to build building.
** @param type Type of building.
** @param matrix Origin in a 2d array that shows which positions
** have already been tried.
** @param minx Smallest X position to try building
** @param miny Smallest Y position to try building
** @param maxx Greatest X position to try building
** @param maxy Greatest Y position to try building
** @param chosenx Pointer for good X position returned.
** @param choseny Pointer for good Y position returned.
** @param backupx Pointer for worse X position returned.
** @param backupx Pointer for worse Y position returned.
**
** @return True if good position found, false if not found.
**
** This function ignores TileWidth and TileHeight of the building,
** so the caller should adjust maxx and maxy accordingly.
*/
static inline bool AiTryBuildingPlacesRect(const CUnit *worker, const CUnitType* type,
unsigned char *matrix, int mwidth,
int minx, int miny, int maxx, int maxy,
int *chosenx, int *choseny,
int *backupx, int *backupy)
{
for (int y = miny; y <= maxy; y++)
{
for (int x = minx; x <= maxx; x++)
{
unsigned char *ptr = matrix + x + y * mwidth;
if (!(*ptr & AiBuildingPlaceTried))
{
CUnit *ontop = CanBuildUnitType(worker, type, x, y, 1);
if (ontop)
{
bool backupok;
if ((ontop != (CUnit *)1 && ontop != worker) ||
AiCheckSurrounding(worker, type, x, y, backupok))
{
*chosenx = x;
*choseny = y;
return true;
}
else if (backupok && *backupx == -1)
{
*backupx = x;
*backupy = y;
}
}
*ptr |= AiBuildingPlaceTried;
} // if not tried
} // for x
} // for y
return false;
}
/**
** Find free building place. (flood fill version)
**
** @param worker Worker to build building.
** @param type Type of building.
** @param ox Original X position to try building
** @param oy Original Y position to try building
** @param dx Pointer for X position returned.
** @param dy Pointer for Y position returned.
**
** @return True if place found, false if no found.
*/
static int AiFindBuildingPlace2(const CUnit *worker, const CUnitType *type,
int ox, int oy, int *dx, int *dy)
{
static const int xoffset[] = { 0, -1, +1, 0, -1, +1, -1, +1 };
static const int yoffset[] = { -1, 0, 0, +1, -1, -1, +1, +1 };
struct p {
unsigned short X;
unsigned short Y;
} *points;
int size;
int x;
int y;
int rx;
int ry;
int mask;
int wp;
int rp;
int ep;
int i;
int w;
unsigned char *m;
unsigned char *matrix;
int backupx = -1;
int backupy = -1;
bool backupok;
CUnit *ontop;
int minoffx;
int minoffy;
int maxoffx;
int maxoffy;
size = Map.Info.MapWidth * Map.Info.MapHeight / 4;
points = new p[size];
x = ox;
y = oy;
//
// Look if we can build at current place.
//
if ((ontop = CanBuildUnitType(worker, type, x, y, 1)))
{
if ((ontop != (CUnit *)1 && ontop != worker) ||
AiCheckSurrounding(worker, type, x, y, backupok))
{
*dx = x;
*dy = y;
delete[] points;
return 1;
}
else if (backupok)
{
backupx = x;
backupy = y;
}
}
//
// Make movement matrix.
//
matrix = CreateMatrix();
w = Map.Info.MapWidth + 2;
mask = worker->Type->MovementMask;
// Ignore all possible mobile units.
mask &= ~(MapFieldLandUnit | MapFieldAirUnit | MapFieldSeaUnit);
points[0].X = x;
points[0].Y = y;
// also use the bottom right
if ((type->TileWidth > 1 || type->TileHeight > 1) &&
x + type->TileWidth - 1 < Map.Info.MapWidth &&
y + type->TileHeight - 1 < Map.Info.MapHeight)
{
points[1].X = x + type->TileWidth - 1;
points[1].Y = y + type->TileHeight - 1;
ep = wp = 2; // start with two points
}
else
{
ep = wp = 1; // start with one point
}
matrix += w + w + 2;
rp = 0;
matrix[x + y * w] = 1; // mark start point
if (mask & ~type->MovementMask || !type->BuildingRules.empty())
{
// The worker cannot move to some types of tiles where
// the building can be built. For example, the worker
// can only walk on land and the building needs to be
// built in water.
//
// Or, the building type has some BuildingRules.
// Some of them might be BuildRestrictionOnTop,
// which implies there already is a building that
// would block the worker.
minoffx = -type->TileWidth;
minoffy = -type->TileHeight;
maxoffx = 1;
maxoffy = 1;
}
else
{
minoffx = 0;
minoffy = 0;
maxoffx = 0;
maxoffy = 0;
}
//
// Pop a point from stack, push all neighbours which could be entered.
//
for (;;)
{
while (rp != ep)
{
rx = points[rp].X;
ry = points[rp].Y;
for (i = 0; i < 8; ++i)
{
// mark all neighbors
x = rx + xoffset[i];
y = ry + yoffset[i];
m = matrix + x + y * w;
if (*m & (AiBuildingPlaceWalked | AiBuildingPlaceBlock))
{
// already checked
continue;
}
if (!CanMoveToMask(x, y, mask))
{
// unreachable
*m |= AiBuildingPlaceBlock;
continue;
}
//
// Look if we can build here and no enemies nearby.
//
if (!AiEnemyUnitsInDistance(worker->Player, NULL, x, y, 8)
&& AiTryBuildingPlacesRect(
worker, type,
matrix, w,
std::max(x + minoffx, 0),
std::max(y + minoffy, 0),
std::min(x + maxoffx, Map.Info.MapWidth - type->TileWidth),
std::min(y + maxoffy, Map.Info.MapHeight - type->TileHeight),
dx, dy,
&backupx, &backupy))
{
delete[] points;
return 1;
}
*m |= AiBuildingPlaceWalked;
points[wp].X = x; // push the point
points[wp].Y = y;
if (++wp >= size)
{
// round about
wp = 0;
}
} // for i
if (++rp >= size)
{
// round about
rp = 0;
}
}
//
// Continue with next frame.
//
if (rp == wp)
{
// unreachable, no more points available
break;
}
ep = wp;
}
delete[] points;
if (backupx != -1)
{
*dx = backupx;
*dy = backupy;
return 1;
}
return 0;
}
/**
** Find free building place.
**
** @param worker Worker to build building.
** @param type Type of building.
** @param dx Pointer for X position returned.
** @param dy Pointer for Y position returned.
**
** @return True if place found, false if no found.
**
** @todo Better and faster way to find building place of oil
** platforms Special routines for special buildings.
*/
int AiFindBuildingPlace(const CUnit *worker, const CUnitType *type, int *dx, int *dy)
{
DebugPrint("Want to build a %s(%s)\n" _C_ type->Ident.c_str() _C_ type->Name.c_str());
return AiFindBuildingPlace2(worker, type, worker->X, worker->Y, dx, dy);
}
//@}
|