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{$INCLUDE Switches.inc}
unit ToolAI;
interface
uses
SysUtils, Math,
{$IFDEF DEBUG}Names,{$ENDIF}
Protocol, CustomAI;
type
TGroupTransportPlan = record
LoadLoc, uixTransport, nLoad, TurnsEmpty, TurnsLoaded: integer;
uixLoad: array[0..15] of integer;
end;
TToolAI = class(TCustomAI)
protected
{$IFDEF DEBUG}DebugMap: array[0..lxmax * lymax - 1] of integer;{$ENDIF}
function CenterOfEmpire: integer;
// tile that is in the middle of all own cities
function CityTaxBalance(cix: integer; const CityReport: TCityReport): integer;
// calculates exact difference of income and maintenance cost for a single city
// positive result = income higher than maintenance
// negative result = income lower than maintenance
// respects production and food converted to gold
// CityReport must have been prepared before
procedure SumCities(TaxRate: integer; var TaxSum, ScienceSum: integer);
// calculates exact total tax and science income
// tax is reduced by maintenance (so might be negative)
// luxury not supported
procedure OptimizeCityTiles;
// obsolete; use City_OptimizeTiles instead
procedure GetCityProdPotential;
// calculates potential collected production resources of a city
// result: list for all cities in CityResult
procedure GetCityTradePotential;
// calculates potential collected trade resources of a city
// result: list for all cities in CityResult
procedure JobAssignment_Initialize;
// initialization, must be called first of the JobAssignment functions
procedure JobAssignment_AddJob(Loc, Job, Score: integer);
// add job for settlers with certain score
// jobs include founding cities!
procedure JobAssignment_AddUnit(uix: integer);
// add a settler unit to do jobs
procedure JobAssignment_Go;
// to be called after all jobs and the settlers for them have been added
// assigns each job to one settler, moves the settlers and makes them work
// settlers prefer jobs which are closer to their current location and jobs with a higher score
// starting a job one turn earlier counts the same as 4 points of score
// function does not cancel jobs that are already started
function JobAssignment_GotJob(uix: integer): boolean;
// can be called after JobAssignment_Go to find out whether
// a certain settler has been assigned a job to
procedure AnalyzeMap;
// calculates formations and districts
function CheckStep(MoveStyle, TimeBeforeStep, CrossCorner: integer;
var TimeAfterStep, RecoverTurns: integer; FromTile, ToTile: integer;
IsCapture: boolean): integer;
// forecast single unit move between adjacent tiles
// format of TimeBeforeStep and TimeAfterStep: $1000*number of turns + $800-MP left
// RecoverTurns: number of turns needed to rest outside city in order to
// recover from damage taken in this move (rounded up)
// FromTile and ToTile must be Map[FromLoc] and Map[ToLoc], no location codes
// CrossCorner=1 for long moves that cross the tile corner, =0 for short ones that don't
function GetMyMoveStyle(mix, Health: integer): integer;
function Unit_MoveEx(uix, ToLoc: integer; Options: integer = 0): integer;
procedure SeaTransport_BeginInitialize;
procedure SeaTransport_EndInitialize;
// sea transport, obligatory call order:
// 1. BeginInitialize
// [2. AddLoad/AddTransport/AddDestination]
// 3. EndInitialize
// [4. MakeGroupPlan, MakeGroupPlan, MakeGroupPlan...]
// don't use Pile between BeginInitialize and EndInitialize
// sea transport only works well if
// - all transports have same speed
// - all transports have same capacity
// - no transport is damaged
procedure SeaTransport_AddLoad(uix: integer);
procedure SeaTransport_AddTransport(uix: integer);
procedure SeaTransport_AddDestination(Loc: integer);
function SeaTransport_MakeGroupPlan(var TransportPlan: TGroupTransportPlan): boolean;
// make plan for group of units to transport from a single loading location by a single transport
// the plan optimizes:
// - time for the units to move to the loading location
// - time for the transport to move to the loading location
// - time for the transport to move to one of the destination locations
// after the plan is made, units and transport are removed from the pool, so that
// subsequent calls to MakeGroupPlan result in plans that may be executed parallel
// function returns false if no more transports are possible
function CurrentMStrength(Domain: integer): integer;
end;
const
// no-formations
nfUndiscovered = -1;
nfPole = -2;
nfPeace = -3;
// return codes of CheckStep
csOk = 0;
// step is valid
// TimeAfterMove has been calculated
csForbiddenTile = 1;
// unit can not move onto this tile
// TimeAfterMove not calculated
csForbiddenStep = 2;
// (ZoC unit only) unit can not do this step because of ZoC violation
// maybe tile can be reached using another way
// TimeAfterMove not calculated
csCheckTerritory = 3;
// move within other nations's territory shortly after making peace
// step is only possible if RO.Territory is the same for both tiles
// TimeAfterMove has been calculated
// Unit_MoveEx
mxAdjacent = $00000001;
var
nContinent, nOcean, nDistrict: integer;
Formation: array[0..lxmax * lymax - 1] of integer;
// water: ocean index, land: continent index, sorted by size
// territory unpassable due to peace treaty divides a continent
District: array[0..lxmax * lymax - 1] of integer;
// index of coherent own territory, sorted by size
CityResult: array[0..nCmax - 1] of integer;
Advancedness: array[0..nAdv - 1] of integer;
// total number of prerequisites for each advance
implementation
uses
Pile;
type
pinteger = ^integer;
var
// for JobAssignment
MaxScore: integer;
TileJob, TileJobScore: array[0..lxmax * lymax - 1] of byte;
JobLocOfSettler: array[0..nUmax - 1] of integer; // ToAssign = find job
// for Transport
TransportMoveStyle, TransportCapacity, nTransportLoad: integer;
InitComplete, HaveDestinations: boolean;
uixTransportLoad, TransportAvailable: array[0..nUmax - 1] of integer;
TurnsAfterLoad: array[0..lxmax * lymax - 1] of shortint;
procedure ReplaceD(Start, Stop: pinteger; Raider, Twix: integer);
begin
while Start <> Stop do
begin
if Start^ = Raider then
Start^ := Twix;
Inc(Start);
end;
end;
function NextZero(Start, Stop: pinteger; Mask: cardinal): pinteger;
begin
while (Start <> Stop) and (Start^ and Mask <> 0) do
Inc(Start);
Result := Start;
end;
function TToolAI.CenterOfEmpire: integer;
var
cix, Loc, x, y, sy, n: integer;
a, su, sv: double;
begin
n := 0;
sy := 0;
su := 0;
sv := 0;
for cix := 0 to RO.nCity - 1 do
begin
Loc := MyCity[cix].Loc;
if Loc >= 0 then
begin
y := Loc div G.lx;
x := Loc - y * G.lx;
Inc(sy, y);
a := 2 * pi * x / G.lx;
su := su + cos(a);
sv := sv + sin(a);
Inc(n);
end;
end;
a := arctan2(sv, su);
x := round(G.lx * a / (2 * pi));
while x >= G.lx do
Dec(x, G.lx);
while x < 0 do
Inc(x, G.lx);
Result := ((2 * sy + n) div (2 * n)) * G.lx + x;
end;
function TToolAI.CityTaxBalance(cix: integer; const CityReport: TCityReport): integer;
var
i: integer;
begin
Result := 0;
if (CityReport.Working - CityReport.Happy <= MyCity[cix].Size shr 1) {no disorder} and
(MyCity[cix].Flags and chCaptured = 0) then // not captured
begin
Inc(Result, CityReport.Tax);
if (MyCity[cix].Project and (cpImp + cpIndex) = cpImp + imTrGoods) and
(CityReport.ProdRep > CityReport.Support) then
Inc(Result, CityReport.ProdRep - CityReport.Support);
if ((RO.Government = gLybertarianism) or (MyCity[cix].Size >=
NeedAqueductSize) and (CityReport.FoodRep < CityReport.Eaten + 2)) and
(CityReport.FoodRep > CityReport.Eaten) then
Inc(Result, CityReport.FoodRep - CityReport.Eaten);
end;
for i := nWonder to nImp - 1 do
if MyCity[cix].Built[i] > 0 then
Dec(Result, Imp[i].Maint);
end;
procedure TToolAI.SumCities(TaxRate: integer; var TaxSum, ScienceSum: integer);
var
cix, p1: integer;
CityReport: TCityReport;
begin
TaxSum := 0;
ScienceSum := 0;
if RO.Government = gAnarchy then
exit;
for p1 := 0 to nPl - 1 do
if RO.Tribute[p1] <= RO.TributePaid[p1] then
// don't rely on tribute from bankrupt nations
TaxSum := TaxSum + RO.Tribute[p1];
for cix := 0 to RO.nCity - 1 do
if MyCity[cix].Loc >= 0 then
begin
City_GetHypoReport(cix, -1, TaxRate, 0, CityReport);
if (CityReport.Working - CityReport.Happy <= MyCity[cix].Size shr
1) {no disorder} and (MyCity[cix].Flags and chCaptured = 0) then // not captured
ScienceSum := ScienceSum + CityReport.Science;
TaxSum := TaxSum + CityTaxBalance(cix, CityReport);
end;
end;
//------------------------------------------------------------------------------
// City Tiles Processing
const
pctOptimize = 0;
pctGetProdPotential = 1;
pctGetTradePotential = 2;
procedure TToolAI.OptimizeCityTiles;
var
cix: integer;
begin
for cix := 0 to RO.nCity - 1 do
with MyCity[cix] do
if Loc >= 0 then
City_OptimizeTiles(cix);
end;
procedure TToolAI.GetCityProdPotential;
var
cix: integer;
Advice: TCityTileAdviceData;
begin
for cix := 0 to RO.nCity - 1 do
with MyCity[cix] do
if Loc >= 0 then
begin
Advice.ResourceWeights := rwMaxProd;
Server(sGetCityTileAdvice, me, cix, Advice);
CityResult[cix] := Advice.CityReport.ProdRep; // considers factory, but shouldn't
end;
end;
procedure TToolAI.GetCityTradePotential;
var
cix: integer;
Advice: TCityTileAdviceData;
begin
for cix := 0 to RO.nCity - 1 do
with MyCity[cix] do
if Loc >= 0 then
begin
Advice.ResourceWeights := rwMaxScience;
Server(sGetCityTileAdvice, me, cix, Advice);
CityResult[cix] := Advice.CityReport.Trade;
end;
end;
//------------------------------------------------------------------------------
// JobAssignment
const
ToAssign = lxmax * lymax;
procedure TToolAI.JobAssignment_Initialize;
begin
fillchar(JobLocOfSettler, RO.nUn * sizeof(integer), $FF); // -1
fillchar(TileJob, MapSize, jNone);
fillchar(TileJobScore, MapSize, 0);
MaxScore := 0;
end;
procedure TToolAI.JobAssignment_AddJob(Loc, Job, Score: integer);
begin
if Score > 255 then
Score := 255;
if Score > TileJobScore[Loc] then
begin
TileJob[Loc] := Job;
TileJobScore[Loc] := Score;
if Score > MaxScore then
MaxScore := Score;
end;
end;
procedure TToolAI.JobAssignment_AddUnit(uix: integer);
begin
assert(MyModel[MyUnit[uix].mix].Kind in [mkSettler, mkSlaves]);
JobLocOfSettler[uix] := ToAssign;
end;
function TToolAI.JobAssignment_GotJob(uix: integer): boolean;
begin
Result := JobLocOfSettler[uix] >= 0;
end;
procedure TToolAI.JobAssignment_Go;
const
DistanceScore = 4;
StepSizeByTerrain: array[0..11] of integer =
(0, 0, 1, 2, 1, 1, 0, 1, 0, 1, 1, 2);
//Oc-Sh-Gr-De-Pr-Tu-Ar-Sw-XX-Fo-Hi-Mo
var
uix, BestScore, BestCount, BestLoc, BestJob, BestDistance, TestLoc,
NextLoc, TestDistance, V8, TestScore, StepSize, MoveResult: integer;
UnitsToAssign: boolean;
Adjacent: TVicinity8Loc;
SettlerOfJobLoc, DistToLoc: array[0..lxmax * lymax - 1] of integer;
// DistToLoc is only defined where SettlerOfJobLoc>=0
TileChecked: array[0..lxmax * lymax - 1] of boolean;
begin
fillDWord(SettlerOfJobLoc, MapSize, $FFFFFFFF); // -1
fillDWord(DisttoLoc, MapSize, 0);
BestLoc := 0;
BestDistance := 0;
BestCount := 0;
// keep up jobs that are already started
for uix := 0 to RO.nUn - 1 do
if (MyUnit[uix].Loc >= 0) and (MyUnit[uix].Job > jNone) then
begin
JobLocOfSettler[uix] := MyUnit[uix].Loc;
SettlerOfJobLoc[MyUnit[uix].Loc] := uix;
DistToLoc[MyUnit[uix].Loc] := 0;
end;
// assign remaining jobs to remaining settlers
UnitsToAssign := True;
while UnitsToAssign do
begin
UnitsToAssign := False;
for uix := 0 to RO.nUn - 1 do
if JobLocOfSettler[uix] = ToAssign then
begin
BestJob := jNone;
BestScore := -999999;
FillChar(TileChecked, MapSize * sizeof(boolean), False);
Pile.Create(MapSize);
Pile.Put(MyUnit[uix].Loc, 0); // start search for new job at current location
while Pile.Get(TestLoc, TestDistance) do
begin
// add surrounding tiles to queue, but only if there's a chance to beat BestScore
if MaxScore - DistanceScore * (TestDistance + 1) >= BestScore then
begin
V8_to_Loc(TestLoc, Adjacent);
for V8 := 0 to 7 do
begin
NextLoc := Adjacent[V8];
if (NextLoc >= 0) and not TileChecked[NextLoc] and
(Map[NextLoc] and fTerrain <> fUNKNOWN) then
begin
StepSize := StepSizeByTerrain[Map[NextLoc] and fTerrain];
if (StepSize > 0) // no water or arctic tile
and (Map[NextLoc] and (fUnit or fOwned) <> fUnit) // no foreign unit
and ((RO.Territory[NextLoc] < 0) or
(RO.Territory[NextLoc] = me)) // no foreign territory
and (Map[TestLoc] and Map[NextLoc] and fInEnemyZoC = 0) then
// move not prevented by ZoC
Pile.Put(NextLoc, TestDistance + StepSize);
// simplification, only optimal for 150 mp units in land with no roads
end;
end;
end;
// check tile for job
if (TileJob[TestLoc] > jNone) and
((MyModel[MyUnit[uix].mix].Kind <> mkSlaves) or
(TileJob[TestLoc] <> jCity)) and
((SettlerOfJobLoc[TestLoc] < 0) or (DistToLoc[TestLoc] > TestDistance)) then
begin
TestScore := integer(TileJobScore[TestLoc]) - DistanceScore * TestDistance;
if TestScore > BestScore then
BestCount := 0;
if TestScore >= BestScore then
begin
Inc(BestCount);
if random(BestCount) = 0 then
begin
BestScore := TestScore;
BestLoc := TestLoc;
BestJob := TileJob[TestLoc];
BestDistance := TestDistance;
end;
end;
end;
TileChecked[TestLoc] := True;
end;
Pile.Free;
if BestJob > jNone then
begin // new job found for this unit
if SettlerOfJobLoc[BestLoc] >= 0 then
begin // another unit was already assigned to this job, but is not as close -- reassign that unit!
JobLocOfSettler[SettlerOfJobLoc[BestLoc]] := ToAssign;
UnitsToAssign := True;
end;
JobLocOfSettler[uix] := BestLoc;
SettlerOfJobLoc[BestLoc] := uix;
DistToLoc[BestLoc] := BestDistance;
end
else
JobLocOfSettler[uix] := -1; // no jobs for this settler
end; // for uix
end;
// move settlers and start new jobs
for uix := 0 to RO.nUn - 1 do
with MyUnit[uix] do
if (Loc >= 0) and (Job = jNone) and (JobLocOfSettler[uix] >= 0) then
begin
if Loc <> JobLocOfSettler[uix] then
repeat
MoveResult := Unit_Move(uix, JobLocOfSettler[uix])
until (MoveResult < rExecuted) or (MoveResult and
(rLocationReached or rMoreTurns or rUnitRemoved) <> 0);
if (Loc = JobLocOfSettler[uix]) and (Movement >= 100) then
Unit_StartJob(uix, TileJob[JobLocOfSettler[uix]]);
end;
end;
//------------------------------------------------------------------------------
// Map Analysis
procedure TToolAI.AnalyzeMap;
type
tIndexOfID = array[0..lxmax * lymax - 1] of integer;
tIDOfIndex = array[0..lxmax * lymax div 2 - 1] of integer;
var
i, j, Loc, Loc1, V8, Count, Kind, MostIndex: integer;
Adjacent: TVicinity8Loc;
IndexOfID: tIndexOfID;
IDOfIndex: tIDOfIndex;
// Clamp Loc+1 to MapSize-1, to avoid range check error
function MaxLoc : integer;
begin
result := min ((MapSize - 1),(Loc+1));
end;
begin
fillchar(District, MapSize * 4, $FF);
IndexOfID := Default (tIndexOfID);
IDOfIndex := Default (tIDOfIndex);
for Loc := 0 to MapSize - 1 do
if Map[Loc] and fTerrain = fUNKNOWN then
Formation[Loc] := nfUndiscovered
else if Map[Loc] and fTerrain = fArctic then
Formation[Loc] := nfPole
else if Map[Loc] and fPeace <> 0 then
Formation[Loc] := nfPeace
else
begin
Formation[Loc] := Loc;
V8_to_Loc(Loc, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 < Loc) and (Loc1 >= 0) and (Formation[Loc1] >= 0) and
((Map[Loc1] and fTerrain >= fGrass) = (Map[Loc] and fTerrain >= fGrass)) then
if Formation[Loc] = Loc then
Formation[Loc] := Formation[Loc1]
else if Formation[Loc] < Formation[Loc1] then
ReplaceD(@Formation[Formation[Loc1]], @Formation[MaxLoc],
Formation[Loc1], Formation[Loc])
else if Formation[Loc] > Formation[Loc1] then
ReplaceD(@Formation[Formation[Loc]], @Formation[MaxLoc],
Formation[Loc], Formation[Loc1]);
end;
if (RO.Territory[Loc] = me) and (Map[Loc] and fTerrain >= fGrass) then
begin
District[Loc] := Loc;
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 < Loc) and (Loc1 >= 0) and (District[Loc1] >= 0) then
if District[Loc] = Loc then
District[Loc] := District[Loc1]
else if District[Loc] < District[Loc1] then
ReplaceD(@District[District[Loc1]], @District[MaxLoc],
District[Loc1], District[Loc])
else if District[Loc] > District[Loc1] then
ReplaceD(@District[District[Loc]], @District[MaxLoc],
District[Loc], District[Loc1]);
end;
end;
end;
// sort continents, oceans and districts by size
for Kind := 0 to 2 do
begin
FillChar(IndexOfID, MapSize * 2, 0);
case Kind of
0: // continents
for Loc := 0 to MapSize - 1 do
if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain >= fGrass) then
Inc(IndexOfID[Formation[Loc]]);
1: // oceans
for Loc := 0 to MapSize - 1 do
if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain < fGrass) then
Inc(IndexOfID[Formation[Loc]]);
2: // districts
for Loc := 0 to MapSize - 1 do
if District[Loc] >= 0 then
Inc(IndexOfID[District[Loc]]);
end;
Count := 0;
for Loc := 0 to MapSize - 1 do
if IndexOfID[Loc] > 0 then
begin
IDOfIndex[Count] := Loc;
Inc(Count);
end;
for i := 0 to Count - 2 do
begin
MostIndex := i;
for j := i + 1 to Count - 1 do
if IndexOfID[IDOfIndex[j]] > IndexOfID[IDOfIndex[MostIndex]] then
MostIndex := j;
if MostIndex <> i then
begin
j := IDOfIndex[i];
IDOfIndex[i] := IDOfIndex[MostIndex];
IDOfIndex[MostIndex] := j;
end;
end;
for i := 0 to Count - 1 do
IndexOfID[IDOfIndex[i]] := i;
case Kind of
0: // continents
begin
nContinent := Count;
for Loc := 0 to MapSize - 1 do
if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain >= fGrass) then
Formation[Loc] := IndexOfID[Formation[Loc]];
end;
1: // oceans
begin
nOcean := Count;
for Loc := 0 to MapSize - 1 do
if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain < fGrass) then
Formation[Loc] := IndexOfID[Formation[Loc]];
end;
2: // districts
begin
nDistrict := Count;
for Loc := 0 to MapSize - 1 do
if District[Loc] >= 0 then
District[Loc] := IndexOfID[District[Loc]];
end;
end;
end;
end;
//------------------------------------------------------------------------------
// Path Finding
const
// basic move styles
msGround = $00000000;
msNoGround = $10000000;
msAlpine = $20000000;
msOver = $40000000;
msSpy = $50000000;
// other
msHostile = $08000000;
// bits: |31|30|29|28|27|26 .. 16|15|14|13|12|11|10| 9| 8| 7| 6| 5| 4| 3| 2| 1| 0|
// ground: | Basic |Ho| Speed | HeavyCost | RailCost |
// other: | Basic | 0| Speed | X X X | MaxTerrType |
function TToolAI.GetMyMoveStyle(mix, Health: integer): integer;
begin
with MyModel[mix] do
begin
Result := Speed shl 16;
case Domain of
dGround:
begin
Inc(Result, (50 + (Speed - 150) * 13 shr 7) shl 8); //HeavyCost
if RO.Wonder[woShinkansen].EffectiveOwner <> me then
Inc(Result, Speed * (4 * 1311) shr 17); // RailCost
if (RO.Wonder[woGardens].EffectiveOwner <> me)
and not ((Kind = mkSettler) and (Speed >= 200)) then // unit not an engineer
Inc(Result, msHostile);
if Kind = mkDiplomat then
Inc(Result, msSpy)
else if Cap[mcOver] > 0 then
Inc(Result, msOver)
else if Cap[mcAlpine] > 0 then
Inc(Result, msAlpine)
else
Inc(Result, msGround);
end;
dSea:
begin
Result := Speed;
if RO.Wonder[woMagellan].EffectiveOwner = me then
Inc(Result, 200);
if Health < 100 then
Result := ((Result - 250) * Health div 5000) * 50 + 250;
Result := Result shl 16;
Inc(Result, msNoGround);
if Cap[mcNav] > 0 then
Inc(Result);
end;
dAir:
Inc(Result, msNoGround + fUNKNOWN xor 1 - 1);
end;
end;
end;
function TToolAI.CheckStep(MoveStyle, TimeBeforeStep, CrossCorner: integer;
var TimeAfterStep, RecoverTurns: integer; FromTile, ToTile: integer;
IsCapture: boolean): integer;
var
MoveCost, RecoverCost: integer;
begin
//IsCapture:=true;
assert(((FromTile and fTerrain <= fMountains) or (FromTile and
fTerrain = fUNKNOWN)) and ((ToTile and fTerrain <= fMountains) or
(ToTile and fTerrain = fUNKNOWN)));
// do not pass location codes for FromTile and ToTile!
RecoverTurns := 0;
TimeAfterStep := 0;
if MoveStyle < msGround + $10000000 then
begin // common ground units
if (ToTile + 1) and fTerrain < fGrass + 1 then
Result := csForbiddenTile
else if (ToTile and not FromTile and fPeace = 0) and
(ToTile and (fUnit or fOwned) <> fUnit) and
(IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
if (FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or fOwned) or
(ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit) <> fInEnemyZoc) then
begin // ZoC is ok
if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
begin // no railroad
if (ToTile and (fRoad or fRR or fCity) <> 0) and
(FromTile and (fRoad or fRR or fCity) <> 0) or
(FromTile and ToTile and (fRiver or fCanal) <> 0) then
MoveCost := 20 //move along road, river or canal
else
begin
case Terrain[ToTile and fTerrain].MoveCost of
1: MoveCost := 50; // plain terrain
2: MoveCost := MoveStyle shr 8 and $FF; // heavy terrain
else // mountains
begin
if TimeBeforeStep and $FFF + MoveStyle shr 16 and $7FF <= $800 then
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800
else
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $2800;
// must wait for next turn
if (MoveStyle and msHostile <> 0) and
((FromTile and (fTerrain or fSpecial1) = fDesert) or
(FromTile and fTerrain = fArctic)) and
(FromTile and (fCity or fRiver or fCanal) = 0) then
begin
RecoverCost := ($800 - TimeBeforeStep and $FFF) * 5 shr 1;
while RecoverCost > 0 do
begin
Inc(RecoverTurns);
Dec(RecoverCost, MoveStyle shr 16 and $7FF);
end;
end;
Result := csOk;
if ToTile and fPeace <> 0 then
Result := csCheckTerritory;
exit;
end;
end;
end;
end
else
MoveCost := MoveStyle and $FF; //move along railroad
Inc(MoveCost, MoveCost shl CrossCorner);
if (MoveStyle and msHostile = 0) or
(ToTile and (fTerrain or fSpecial1) <> fDesert) and
(ToTile and fTerrain <> fArctic) or (ToTile and
(fCity or fRiver or fCanal) <> 0) or (ToTile and fTerImp = tiBase) then
RecoverCost := 0
else
RecoverCost := (MoveCost * 5) shr 1;
// damage from movement: MoveCost*DesertThurst/NoCityRecovery
if (TimeBeforeStep and $FFF + MoveCost <= $800) and
(TimeBeforeStep and $FFF < $800) then
TimeAfterStep := TimeBeforeStep + MoveCost
else
begin
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
MoveStyle shr 16 and $7FF + MoveCost; // must wait for next turn
if (MoveStyle and msHostile <> 0) and
((FromTile and (fTerrain or fSpecial1) = fDesert) or
(FromTile and fTerrain = fArctic)) and
(FromTile and (fCity or fRiver or fCanal) = 0) and
(FromTile and fTerImp <> tiBase) then
Inc(RecoverCost, ($800 - TimeBeforeStep and $FFF) * 5 shr 1);
end;
while RecoverCost > 0 do
begin
Inc(RecoverTurns);
Dec(RecoverCost, MoveStyle shr 16 and $7FF);
end;
Result := csOk;
if ToTile and fPeace <> 0 then
Result := csCheckTerritory;
end
else
Result := csForbiddenStep // ZoC violation
else
Result := csForbiddenTile;
end
else if MoveStyle < msNoGround + $10000000 then
begin // ships and aircraft
if ((ToTile and fTerrain xor 1 > MoveStyle and fTerrain) and
(ToTile and (fCity or fCanal) = 0)) or (ToTile and not FromTile and fPeace <> 0) or
(ToTile and (fUnit or fOwned) = fUnit) or (ToTile and
(fCity or fOwned) = fCity) then
Result := csForbiddenTile
else
begin
MoveCost := 50 shl CrossCorner + 50;
if TimeBeforeStep and $FFF + MoveCost <= $800 then
TimeAfterStep := TimeBeforeStep + MoveCost
else
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
MoveStyle shr 16 and $7FF + MoveCost;
// must wait for next turn
Result := csOk;
if ToTile and fPeace <> 0 then
Result := csCheckTerritory;
end;
end
else if MoveStyle < msAlpine + $10000000 then
begin // alpine
if (ToTile + 1) and fTerrain < fGrass + 1 then
Result := csForbiddenTile
else if (ToTile and not FromTile and fPeace = 0) and
(ToTile and (fUnit or fOwned) <> fUnit) and
(IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
if (FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or fOwned) or
(ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit) <> fInEnemyZoc) then
begin
if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
MoveCost := 20 // no railroad
else
MoveCost := MoveStyle and $FF; //move along railroad
Inc(MoveCost, MoveCost shl CrossCorner);
if (TimeBeforeStep and $FFF + MoveCost <= $800) and
(TimeBeforeStep and $FFF < $800) then
TimeAfterStep := TimeBeforeStep + MoveCost
else
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
MoveStyle shr 16 and $7FF + MoveCost;
// must wait for next turn
Result := csOk;
if ToTile and fPeace <> 0 then
Result := csCheckTerritory;
end
else
Result := csForbiddenStep // ZoC violation
else
Result := csForbiddenTile;
end
else if MoveStyle < msOver + $10000000 then
begin // overweight
if (ToTile + 1) and fTerrain < fGrass + 1 then
Result := csForbiddenTile
else if (ToTile and not FromTile and fPeace = 0) and
(ToTile and (fUnit or fOwned) <> fUnit) and
(IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
if (FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or fOwned) or
(ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit) <> fInEnemyZoc) then
begin
if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
begin // no railroad
if (ToTile and (fRoad or fRR or fCity) <> 0) and
(FromTile and (fRoad or fRR or fCity) <> 0) or
(FromTile and ToTile and (fRiver or fCanal) <> 0) then
MoveCost := 40 //move along road, river or canal
else
begin
Result := csForbiddenTile;
exit;
end;
end
else
MoveCost := MoveStyle and $FF; //move along railroad
Inc(MoveCost, MoveCost shl CrossCorner);
if (TimeBeforeStep and $FFF + MoveCost <= $800) and
(TimeBeforeStep and $FFF < $800) then
TimeAfterStep := TimeBeforeStep + MoveCost
else
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
MoveStyle shr 16 and $7FF + MoveCost;
// must wait for next turn
Result := csOk;
if ToTile and fPeace <> 0 then
Result := csCheckTerritory;
end
else
Result := csForbiddenStep // ZoC violation
else
Result := csForbiddenTile;
end
else {if MoveStyle<msSpy+$10000000 then}
begin // spies
if (ToTile + 1) and fTerrain < fGrass + 1 then
Result := csForbiddenTile
else if (ToTile and (fUnit or fOwned) <> fUnit) and
(IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
begin
if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
begin // no railroad
if (ToTile and (fRoad or fRR or fCity) <> 0) and
(FromTile and (fRoad or fRR or fCity) <> 0) or
(FromTile and ToTile and (fRiver or fCanal) <> 0) then
MoveCost := 20 //move along road, river or canal
else
begin
case Terrain[ToTile and fTerrain].MoveCost of
1: MoveCost := 50; // plain terrain
2: MoveCost := MoveStyle shr 8 and $FF; // heavy terrain
else // mountains
begin
if TimeBeforeStep and $FFF + MoveStyle shr 16 and $7FF <= $800 then
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800
else
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $2800;
// must wait for next turn
Result := csOk;
exit;
end;
end;
end;
end
else
MoveCost := MoveStyle and $FF; //move along railroad
Inc(MoveCost, MoveCost shl CrossCorner);
if (TimeBeforeStep and $FFF + MoveCost <= $800) and
(TimeBeforeStep and $FFF < $800) then
TimeAfterStep := TimeBeforeStep + MoveCost
else
TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
MoveStyle shr 16 and $7FF + MoveCost;
// must wait for next turn
Result := csOk;
end
else
Result := csForbiddenTile;
end;
end;
(*
-------- Pathfinding Reference Implementation --------
var
MoveStyle,V8,Loc,Time,NextLoc,NextTime,RecoverTurns: integer;
Adjacent: TVicinity8Loc;
Reached: array[0..lxmax*lymax-1] of boolean;
begin
fillchar(Reached, MapSize, false);
MoveStyle:=GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
Pile.Create(MapSize);
Pile.Put(MyUnit[uix].Loc, $800-MyUnit[uix].Movement);
while Pile.Get(Loc, Time) do
begin
// todo: check exit condition, e.g. whether destination reached
Reached[Loc]:=true;
V8_to_Loc(Loc, Adjacent);
for V8:=0 to 7 do
begin
NextLoc:=Adjacent[V8];
if (NextLoc>=0) and not Reached[NextLoc] then
case CheckStep(MoveStyle, Time, V8 and 1, NextTime, RecoverTurns, Map[Loc], Map[NextLoc]) of
csOk:
Pile.Put(NextLoc, NextTime+RecoverTurns*$1000);
csForbiddenTile:
Reached[NextLoc]:=true; // don't check moving there again
csCheckTerritory:
if RO.Territory[NextLoc]=RO.Territory[Loc] then
Pile.Put(NextLoc, NextTime+RecoverTurns*$1000);
end
end;
end;
Pile.Free;
end;
*)
function TToolAI.Unit_MoveEx(uix, ToLoc: integer; Options: integer): integer;
type
tPreLoc = array[0..lxmax * lymax - 1] of integer;
var
Loc, NextLoc, Temp, FromLoc, EndLoc, Time, V8, MoveResult, RecoverTurns,
NextTime, MoveStyle: integer;
Adjacent: TVicinity8Loc;
PreLoc: tPreLoc;
Reached: array[0..lxmax * lymax - 1] of boolean;
begin
Result := eOk;
FromLoc := MyUnit[uix].Loc;
if FromLoc = ToLoc then
exit;
PreLoc := Default (tPreLoc);
FillChar(Reached, MapSize, False);
MoveStyle := GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
EndLoc := -1;
Pile.Create(MapSize);
Pile.Put(FromLoc, $800 - MyUnit[uix].Movement);
while Pile.Get(Loc, Time) do
begin
if (Loc = ToLoc) or (ToLoc = maNextCity) and (Map[Loc] and fCity <> 0) and
(Map[Loc] and fOwned <> 0) then
begin
EndLoc := Loc;
Break;
end;
Reached[Loc] := True;
V8_to_Loc(Loc, Adjacent);
for V8 := 0 to 7 do
begin
NextLoc := Adjacent[V8];
if NextLoc >= 0 then
if (NextLoc = ToLoc) and (Options and mxAdjacent <> 0) then
begin
EndLoc := Loc;
Break;
end
else if not Reached[NextLoc] then
begin
case CheckStep(MoveStyle, Time, V8 and 1, NextTime, RecoverTurns,
Map[Loc], Map[NextLoc], NextLoc = ToLoc) of
csOk:
if Pile.Put(NextLoc, NextTime + RecoverTurns * $1000) then
PreLoc[NextLoc] := Loc;
csForbiddenTile:
Reached[NextLoc] := True; // don't check moving there again
csCheckTerritory:
if RO.Territory[NextLoc] = RO.Territory[Loc] then
if Pile.Put(NextLoc, NextTime + RecoverTurns * $1000) then
PreLoc[NextLoc] := Loc;
end;
end;
end;
if EndLoc >= 0 then
Break;
end;
Pile.Free;
if EndLoc >= 0 then
begin
Loc := EndLoc;
NextLoc := PreLoc[Loc];
while Loc <> FromLoc do
begin // invert meaning of PreLoc
Temp := Loc;
Loc := NextLoc;
NextLoc := PreLoc[Loc];
PreLoc[Loc] := Temp;
end;
while Loc <> EndLoc do
begin
Loc := PreLoc[Loc];
MoveResult := Unit_Step(uix, Loc);
if (MoveResult <> eOK) and (MoveResult <> eLoaded) then
begin
Result := MoveResult;
break;
end;
end;
end
else
Result := eNoWay;
end;
//------------------------------------------------------------------------------
// Oversea Transport
procedure TToolAI.SeaTransport_BeginInitialize;
begin
fillchar(TransportAvailable, RO.nUn * sizeof(integer), $FF); // -1
InitComplete := False;
HaveDestinations := False;
nTransportLoad := 0;
TransportMoveStyle := 0;
TransportCapacity := $100;
Pile.Create(MapSize);
end;
procedure TToolAI.SeaTransport_AddLoad(uix: integer);
var
i: integer;
begin
assert(not InitComplete); // call order violation!
if Map[MyUnit[uix].Loc] and fTerrain < fGrass then
exit;
for i := 0 to nTransportLoad - 1 do
if uix = uixTransportLoad[i] then
exit;
uixTransportLoad[nTransportLoad] := uix;
Inc(nTransportLoad);
end;
procedure TToolAI.SeaTransport_AddTransport(uix: integer);
var
MoveStyle: integer;
begin
assert(not InitComplete); // call order violation!
assert(MyModel[MyUnit[uix].mix].Cap[mcSeaTrans] > 0);
TransportAvailable[uix] := 1;
with MyModel[MyUnit[uix].mix] do
begin
if MTrans * Cap[mcSeaTrans] < TransportCapacity then
TransportCapacity := MTrans * Cap[mcSeaTrans];
MoveStyle := GetMyMoveStyle(MyUnit[uix].mix, 100);
if (TransportMoveStyle = 0) or (MoveStyle < TransportMoveStyle) and
(MoveStyle and not TransportMoveStyle and 1 = 0) or
(not MoveStyle and TransportMoveStyle and 1 <> 0) then
TransportMoveStyle := MoveStyle;
end;
end;
procedure TToolAI.SeaTransport_AddDestination(Loc: integer);
begin
assert(not InitComplete); // call order violation!
Pile.Put(Loc, $800);
HaveDestinations := True;
end;
procedure TToolAI.SeaTransport_EndInitialize;
var
Loc0, Time0, V8, Loc1, ArriveTime, RecoverTurns: integer;
Adjacent: TVicinity8Loc;
begin
assert(not InitComplete); // call order violation!
InitComplete := True;
if HaveDestinations then
begin // calculate TurnsAfterLoad from destination locs
fillchar(TurnsAfterLoad, MapSize, $FF); // -1
while Pile.Get(Loc0, Time0) do
begin // search backward
if Time0 = $800 then
TurnsAfterLoad[Loc0] := 1
else
TurnsAfterLoad[Loc0] := Time0 shr 12;
V8_to_Loc(Loc0, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 >= 0) and (TurnsAfterLoad[Loc1] = -1) then
begin
case CheckStep(TransportMoveStyle, Time0, V8 and 1, ArriveTime,
RecoverTurns, Map[Loc0], Map[Loc1], False) of
csOk: Pile.Put(Loc1, ArriveTime);
csForbiddenStep: TurnsAfterLoad[Loc1] := -2;
end;
end;
end;
end;
end;
Pile.Free;
end;
function TToolAI.SeaTransport_MakeGroupPlan(
var TransportPlan: TGroupTransportPlan): boolean;
type
tSelectedLoad = array[0..15] of integer;
var
V8, i, j, iPicked, uix, Loc0, Time0, Loc1, RecoverTurns, MoveStyle,
TurnsLoaded, TurnCount, tuix, tuix1, ArriveTime, TotalDelay,
BestTotalDelay, GroupCount, BestGroupCount, BestLoadLoc, FullMovementLoc,
nSelectedLoad, f, OriginContinent, a, b: integer;
CompleteFlag, NotReachedFlag, ContinueUnit: cardinal;
IsComplete, ok, IsFirstLoc: boolean;
StartLocPtr, ArrivedEnd: pinteger;
Adjacent: TVicinity8Loc;
uixSelectedLoad: tSelectedLoad;
tuixSelectedLoad: tSelectedLoad;
Arrived: array[0..lxmax * lymax] of cardinal;
ResponsibleTransport: array[0..lxmax * lymax - 1] of integer;
TurnsBeforeLoad: array[0..lxmax * lymax - 1] of shortint;
GroupComplete: array[0..lxmax * lymax - 1] of boolean;
begin
assert(InitComplete); // call order violation!
bestGroupCount := 0;
bestTotalDelay := 0;
uixSelectedLoad := Default (tSelectedLoad);
tuixSelectedLoad := Default (tSelectedLoad);
if HaveDestinations and (nTransportLoad > 0) then
begin // transport and units already adjacent?
for uix := 0 to RO.nUn - 1 do
if (TransportAvailable[uix] > 0) and (Map[MyUnit[uix].Loc] and
fTerrain = fShore) then
begin
GroupCount := 0;
for tuix := 0 to nTransportLoad - 1 do
begin
Loc_to_ab(MyUnit[uix].Loc, MyUnit[uixTransportLoad[tuix]].Loc, a, b);
if (abs(a) <= 1) and (abs(b) <= 1) then
begin
assert((a <> 0) or (b <> 0));
Inc(GroupCount);
end;
end;
if (GroupCount = nTransportLoad) or (GroupCount >= TransportCapacity) then
begin
TransportPlan.LoadLoc := MyUnit[uix].Loc;
TransportPlan.uixTransport := uix;
TransportAvailable[uix] := 0;
TransportPlan.TurnsEmpty := 0;
TransportPlan.TurnsLoaded := TurnsAfterLoad[TransportPlan.LoadLoc];
TransportPlan.nLoad := 0;
for tuix := nTransportLoad - 1 downto 0 do
begin
Loc_to_ab(TransportPlan.LoadLoc, MyUnit[uixTransportLoad[tuix]].Loc, a, b);
if (abs(a) <= 1) and (abs(b) <= 1) then
begin
TransportPlan.uixLoad[TransportPlan.nLoad] := uixTransportLoad[tuix];
uixTransportLoad[tuix] := uixTransportLoad[nTransportLoad - 1];
Dec(nTransportLoad);
Inc(TransportPlan.nLoad);
if TransportPlan.nLoad = TransportCapacity then
break;
end;
end;
Result := True;
exit;
end;
end;
end;
while HaveDestinations and (nTransportLoad > 0) do
begin
// select units from same continent
fillchar(Arrived, 4 * nContinent, 0); // misuse Arrived as counter
for tuix := 0 to nTransportLoad - 1 do
begin
assert(Map[MyUnit[uixTransportLoad[tuix]].Loc] and fTerrain >= fGrass);
f := Formation[MyUnit[uixTransportLoad[tuix]].Loc];
if f >= 0 then
Inc(Arrived[f]);
end;
OriginContinent := 0;
for f := 1 to nContinent - 1 do
if Arrived[f] > Arrived[OriginContinent] then
OriginContinent := f;
nSelectedLoad := 0;
for tuix := 0 to nTransportLoad - 1 do
if Formation[MyUnit[uixTransportLoad[tuix]].Loc] = OriginContinent then
begin
tuixSelectedLoad[nSelectedLoad] := tuix;
uixSelectedLoad[nSelectedLoad] := uixTransportLoad[tuix];
Inc(nSelectedLoad);
if nSelectedLoad = 16 then
break;
end;
Pile.Create(MapSize);
fillchar(ResponsibleTransport, MapSize * 2, $FF); // -1
fillchar(TurnsBeforeLoad, MapSize, $FF); // -1
ok := False;
for uix := 0 to RO.nUn - 1 do
if TransportAvailable[uix] > 0 then
begin
ok := True;
Pile.Put(MyUnit[uix].Loc, ($800 - MyUnit[uix].Movement) shl 12 + uix);
end;
if not ok then // no transports
begin
TransportPlan.LoadLoc := -1;
Result := False;
Pile.Free;
exit;
end;
while Pile.Get(Loc0, Time0) do
begin
uix := Time0 and $FFF;
Time0 := Time0 shr 12;
ResponsibleTransport[Loc0] := uix;
TurnsBeforeLoad[Loc0] := Time0 shr 12;
V8_to_Loc(Loc0, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 >= 0) and (ResponsibleTransport[Loc1] < 0) then
case CheckStep(GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health),
Time0, V8 and 1, ArriveTime, RecoverTurns, Map[Loc0], Map[Loc1], False) of
csOk: Pile.Put(Loc1, ArriveTime shl 12 + uix);
csForbiddenTile: ResponsibleTransport[Loc1] := RO.nUn; // don't check again
end;
end;
end;
fillchar(Arrived, MapSize * 4, $55); // set NotReachedFlag for all tiles
fillchar(GroupComplete, MapSize, False);
BestLoadLoc := -1;
// check direct loading
for tuix := 0 to nSelectedLoad - 1 do
begin
uix := uixSelectedLoad[tuix];
if MyUnit[uix].Movement = integer(MyModel[MyUnit[uix].mix].Speed) then
begin
NotReachedFlag := 1 shl (2 * tuix);
CompleteFlag := NotReachedFlag shl 1;
V8_to_Loc(MyUnit[uix].Loc, Adjacent);
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 >= 0) and (Map[Loc1] and fTerrain < fGrass) and
not GroupComplete[Loc1] then
begin // possible transport start location
Arrived[Loc1] := (Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
if (TurnsBeforeLoad[Loc1] >= 0) and (TurnsAfterLoad[Loc1] >= 0) then
begin
i := 1;
GroupCount := 0;
for tuix1 := 0 to nSelectedLoad - 1 do
begin
if Arrived[loc1] and i = 0 then
Inc(GroupCount);
i := i shl 2;
end;
assert(GroupCount <= TransportCapacity);
if (GroupCount = TransportCapacity) or (GroupCount = nSelectedLoad) then
GroupComplete[loc1] := True;
TotalDelay := TurnsBeforeLoad[Loc1] + TurnsAfterLoad[Loc1];
if (BestLoadLoc < 0) or (GroupCount shl 16 -
TotalDelay > BestGroupCount shl 16 - BestTotalDelay) then
begin
BestLoadLoc := Loc1;
BestGroupCount := GroupCount;
BestTotalDelay := TotalDelay;
end;
end;
end;
end;
end;
end;
TurnCount := 0;
ArrivedEnd := @Arrived[MapSize];
// check moving+loading
ContinueUnit := 1 shl nSelectedLoad - 1;
while (ContinueUnit > 0) and ((BestLoadLoc < 0) or
(TurnCount < BestTotalDelay - 2)) do
begin
for tuix := 0 to nSelectedLoad - 1 do
if 1 shl tuix and ContinueUnit <> 0 then
begin
uix := uixSelectedLoad[tuix];
MoveStyle := GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
NotReachedFlag := 1 shl (2 * tuix);
CompleteFlag := NotReachedFlag shl 1;
FullMovementLoc := -1;
Pile.Empty;
if TurnCount = 0 then
begin
Pile.Put(MyUnit[uix].Loc, $1800 - MyUnit[uix].Movement);
if MyUnit[uix].Movement = integer(MyModel[MyUnit[uix].mix].Speed) then
FullMovementLoc := MyUnit[uix].Loc;
// surrounding tiles can be loaded immediately
StartLocPtr := ArrivedEnd;
end
else
StartLocPtr := @Arrived;
IsFirstLoc := True;
repeat
if StartLocPtr <> ArrivedEnd then
// search next movement start location for this turn
StartLocPtr := NextZero(StartLocPtr, ArrivedEnd,
CompleteFlag or NotReachedFlag);
if StartLocPtr <> ArrivedEnd then
begin
Loc0 := (ptruint(StartLocPtr) - ptruint(@Arrived)) shr 2;
Inc(StartLocPtr);
Time0 := $800;
end
else if not Pile.Get(Loc0, Time0) then
begin
if IsFirstLoc then
ContinueUnit := ContinueUnit and not (1 shl tuix);
break;
end;
IsFirstLoc := False;
Arrived[Loc0] := Arrived[Loc0] and not NotReachedFlag;
if not GroupComplete[Loc0] and (Map[Loc0] and fTerrain <> fMountains) then
begin // check whether group complete -- no mountains because complete flag might be faked there
i := 1;
GroupCount := 0;
for tuix1 := 0 to nSelectedLoad - 1 do
begin
if Arrived[Loc0] and i = 0 then
Inc(GroupCount);
i := i shl 2;
end;
assert(GroupCount <= TransportCapacity);
if (GroupCount = TransportCapacity) or (GroupCount = nSelectedLoad) then
GroupComplete[Loc0] := True;
end;
V8_to_Loc(Loc0, Adjacent);
IsComplete := True;
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if (Loc1 < G.ly) or (Loc1 >= MapSize - G.ly) then
Adjacent[V8] := -1 // pole, don't consider moving here
else if Arrived[Loc1] and NotReachedFlag = 0 then
Adjacent[V8] := -1 // unit has already arrived this tile
else if GroupComplete[Loc1] then
Adjacent[V8] := -1 // already other group complete
else if Map[Loc1] and fTerrain < fGrass then
begin // possible transport start location
Arrived[Loc1] := (Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
Adjacent[V8] := -1;
if (TurnsBeforeLoad[Loc1] >= 0) and (TurnsAfterLoad[Loc1] >= 0) then
begin
i := 1;
GroupCount := 0;
for tuix1 := 0 to nSelectedLoad - 1 do
begin
if Arrived[loc1] and i = 0 then
Inc(GroupCount);
i := i shl 2;
end;
assert(GroupCount <= TransportCapacity);
if (GroupCount = TransportCapacity) or
(GroupCount = nSelectedLoad) then
GroupComplete[loc1] := True;
if TurnsBeforeLoad[Loc1] > TurnCount + 1 then
TotalDelay := TurnsBeforeLoad[Loc1] + TurnsAfterLoad[Loc1]
else
TotalDelay := TurnCount + 1 + TurnsAfterLoad[Loc1];
if (BestLoadLoc < 0) or (GroupCount shl
16 - TotalDelay > BestGroupCount shl 16 - BestTotalDelay) then
begin
BestLoadLoc := Loc1;
BestGroupCount := GroupCount;
BestTotalDelay := TotalDelay;
end;
end;
end
else if (Map[Loc1] and fTerrain = fMountains) and
((Map[Loc0] and (fRoad or fRR or fCity) = 0) or
(Map[Loc1] and (fRoad or fRR or fCity) = 0)) and
(Map[Loc0] and Map[Loc1] and (fRiver or fCanal) = 0) then
begin // mountain delay too complicated for this algorithm
Arrived[Loc1] := (Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
Adjacent[V8] := -1;
end
else
IsComplete := False;
end;
if IsComplete then
begin
Arrived[Loc0] := (Arrived[Loc0] or CompleteFlag) and not NotReachedFlag;
continue;
end;
IsComplete := True;
for V8 := 0 to 7 do
begin
Loc1 := Adjacent[V8];
if Loc1 >= 0 then
begin
ok := False;
case CheckStep(MoveStyle, Time0, V8 and 1, ArriveTime,
RecoverTurns, Map[Loc0], Map[Loc1], False) of
csOk: ok := True;
csForbiddenTile:
;// !!! don't check moving there again
csCheckTerritory:
ok := RO.Territory[Loc1] = RO.Territory[Loc0];
end;
if ok and Pile.TestPut(Loc1, ArriveTime) then
if ArriveTime < $2000 then
Pile.Put(Loc1, ArriveTime)
else
IsComplete := False;
end;
end;
if IsComplete then
Arrived[Loc0] := (Arrived[Loc0] or CompleteFlag) and not NotReachedFlag;
until False;
end;
Inc(TurnCount);
end;
Pile.Free;
if BestLoadLoc >= 0 then
begin
TransportPlan.LoadLoc := BestLoadLoc;
TransportPlan.uixTransport := ResponsibleTransport[BestLoadLoc];
TransportAvailable[TransportPlan.uixTransport] := 0;
TransportPlan.TurnsEmpty := BestTotalDelay - TurnsAfterLoad[BestLoadLoc];
TransportPlan.TurnsLoaded := TurnsAfterLoad[BestLoadLoc];
TransportPlan.nLoad := 0;
for tuix := nSelectedLoad - 1 downto 0 do
if 1 shl (2 * tuix) and Arrived[BestLoadLoc] = 0 then
begin
assert(uixTransportLoad[tuixSelectedLoad[tuix]] = uixSelectedLoad[tuix]);
TransportPlan.uixLoad[TransportPlan.nLoad] := uixSelectedLoad[tuix];
uixTransportLoad[tuixSelectedLoad[tuix]] :=
uixTransportLoad[nTransportLoad - 1];
Dec(nTransportLoad);
Inc(TransportPlan.nLoad);
end;
Result := True;
exit;
end;
// no loading location for a single of these units -- remove all
// should be pretty rare case
for tuix := nSelectedLoad - 1 downto 0 do
begin
assert(uixTransportLoad[tuixSelectedLoad[tuix]] = uixSelectedLoad[tuix]);
uixTransportLoad[tuixSelectedLoad[tuix]] :=
uixTransportLoad[nTransportLoad - 1];
Dec(nTransportLoad);
end;
end;
TransportPlan.LoadLoc := -1;
Result := False;
end;
//------------------------------------------------------------------------------
// Misc
function TToolAI.CurrentMStrength(Domain: integer): integer;
var
i: integer;
begin
Result := 0;
for i := 0 to nUpgrade - 1 do
with upgrade[Domain, i] do
if (Preq = preNone) or (Preq >= 0) and
((RO.Tech[Preq] >= tsApplicable) or (Preq in FutureTech) and
(RO.Tech[Preq] >= 0)) then
begin
if Preq in FutureTech then
Inc(Result, RO.Tech[Preq] * Strength)
else
Inc(Result, Strength);
end;
end;
//------------------------------------------------------------------------------
procedure SetAdvancedness;
var
ad, j, Reduction, AgeThreshold: integer;
known: array[0..nAdv - 1] of integer;
procedure MarkPreqs(ad: integer);
var
i: integer;
begin
if known[ad] = 0 then
begin
known[ad] := 1;
for i := 0 to 2 do
if AdvPreq[ad, i] >= 0 then
MarkPreqs(AdvPreq[ad, i]);
end;
end;
begin
FillChar(Advancedness, SizeOf(Advancedness), 0);
for ad := 0 to nAdv - 1 do
begin
FillChar(known, SizeOf(known), 0);
MarkPreqs(ad);
for j := 0 to nAdv - 1 do
if known[j] > 0 then
Inc(Advancedness[ad]);
end;
AgeThreshold := Advancedness[adScience];
Reduction := Advancedness[adScience] div 3;
for ad := 0 to nAdv - 5 do
if Advancedness[ad] >= AgeThreshold then
Dec(Advancedness[ad], Reduction);
AgeThreshold := Advancedness[adMassProduction];
Reduction := (Advancedness[adMassProduction] - Advancedness[adScience]) div 3;
for ad := 0 to nAdv - 5 do
if Advancedness[ad] >= AgeThreshold then
Dec(Advancedness[ad], Reduction);
end;
initialization
SetAdvancedness;
end.
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