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
|
/**********************************************************************
Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
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, 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.
***********************************************************************/
/* autoattack by:
Sebastian Fischmeister <sfischme@nexus.lzk.tuwien.ac.at>
and David Pfitzner <dwp@mso.anu.edu.au>
ToDo:
- if have movement and enough hp remaining, should consider
attacking multiple times if multiple targets (hard, because you
have to calculate warmap for each choice -> lots of cpu !!!)
- create gui-client for diplomacy for players
(in work by other persons)
*/
#include <stdio.h>
#include <stdlib.h>
#include "events.h"
#include "game.h"
#include "log.h"
#include "map.h"
#include "player.h"
#include "timing.h"
#include "unit.h"
#include "civserver.h"
#include "gotohand.h"
#include "plrhand.h"
#include "unitfunc.h"
#include "unithand.h"
#include "unittools.h"
#include "autoattack.h"
extern struct player *shuffled[MAX_NUM_PLAYERS]; /* civserver.c */
static struct unit *search_best_target(struct player *pplayer,
struct city *pcity, struct unit *punit)
{
struct unit_list *targets;
struct unit *enemy, *best_enemy = NULL;
int score, best_score = 0;
int mv_cost, range;
int x,y,i,j;
int debug=0;
/* if a 'F_ONEATTACK' unit,
range is larger, because they are not going to return this turn anyways
*/
range = unit_flag(punit->type,F_ONEATTACK) ?
punit->moves_left :
punit->moves_left/2;
/* attack the next to city */
range = range<4 ? 3 : range;
if (debug) {
freelog(LOG_DEBUG, "doing autoattack for %s (%d/%d) in %s,"
" range %d(%d), city_options %d",
unit_name(punit->type), punit->x, punit->y, pcity->name,
range, punit->moves_left, pcity->city_options);
}
for(i=-range;i<=range;i++) {
x = map_adjust_x(punit->x+i);
for(j=-range;j<=range;j++) {
y = punit->y + j; /* no adjust; map_get_tile will use void_tile */
if (i==0 && j==0) continue;
/* we wont wanna do it for the city itself - fisch */
if (map_get_city(x, y)) continue;
/* don't attack enemy cities (or our own ;-) --dwp */
targets = &(map_get_tile(x, y)->units);
if (unit_list_size(targets) == 0) continue;
if (unit_list_get(targets, 0)->owner == punit->owner) continue;
if (debug) freelog(LOG_DEBUG, "found enemy unit/stack at %d,%d", x, y);
enemy = get_defender(pplayer, punit, x, y);
if (debug) freelog(LOG_DEBUG, "defender is %s", unit_name(enemy->type));
if (!(pcity->city_options
& 1<<(get_unit_type(enemy->type)->move_type-1+CITYO_ATT_LAND))) {
if (debug) freelog(LOG_DEBUG, "wrong target type");
continue;
}
mv_cost = calculate_move_cost(pplayer, punit, x, y);
if (mv_cost > range) {
if(debug) freelog(LOG_DEBUG, "too far away: %d", mv_cost);
continue;
}
/*
* perhaps there is a better algorithm in the ai-package -- fisch
*/
score = (get_unit_type(enemy->type)->defense_strength
+ (enemy->hp/2)
+ (get_transporter_capacity(enemy) ? 1 : 0));
if(best_enemy == NULL || score >= best_score) {
best_score = score;
best_enemy = enemy;
}
}
}
if(best_enemy == NULL) return NULL;
enemy = best_enemy;
if(debug) {
freelog(LOG_DEBUG,"choosen target=%s (%d/%d)",
get_unit_name(enemy->type), enemy->x,enemy->y);
}
if((get_unit_type(enemy->type)->defense_strength) >
get_unit_type(punit->type)->attack_strength*1.5) {
notify_player_ex(pplayer, punit->x, punit->y, E_NOEVENT,
"Game: Auto-Attack: %s's %s found a too tough enemy (%s)",
pcity->name, unit_name(punit->type),
unit_name(enemy->type));
punit->ai.control=0;
handle_unit_activity_request(pplayer,punit,ACTIVITY_IDLE);
return NULL;
}
return enemy;
}
static void auto_attack_with_unit(struct player *pplayer, struct city *pcity,
struct unit *punit)
{
int id = punit->id;
struct unit *enemy;
int debug = 0;
enemy=search_best_target(pplayer,pcity,punit);
/* nothing found */
if(enemy == NULL) return;
if (debug) freelog(LOG_DEBUG, "launching attack");
notify_player_ex(pplayer, enemy->x,enemy->y, E_NOEVENT,
"Game: Auto-Attack: %s's %s attacking %s's %s",
pcity->name, unit_name(punit->type),
get_player(enemy->owner)->name,
unit_name(enemy->type));
set_unit_activity(punit, ACTIVITY_GOTO);
punit->goto_dest_x=enemy->x;
punit->goto_dest_y=enemy->y;
send_unit_info(0,punit,0);
do_unit_goto(pplayer,punit);
punit = find_unit_by_id(id);
if (punit) {
set_unit_activity(punit, ACTIVITY_GOTO);
punit->goto_dest_x=pcity->x;
punit->goto_dest_y=pcity->y;
send_unit_info(0,punit,0);
do_unit_goto(pplayer,punit);
if (unit_list_find(&map_get_tile(pcity->x, pcity->y)->units, id)) {
handle_unit_activity_request(pplayer,punit,ACTIVITY_IDLE);
}
}
return; /* or maybe: do you want to play again? */
}
static void auto_attack_city(struct player *pplayer, struct city *pcity)
{
unit_list_iterate(map_get_tile(pcity->x, pcity->y)->units, punit) {
if (punit->ai.control
&& punit->activity == ACTIVITY_IDLE
&& is_military_unit(punit)) {
auto_attack_with_unit(pplayer, pcity, punit);
}
}
unit_list_iterate_end;
}
static void auto_attack_player(struct player *pplayer)
{
freelog(LOG_DEBUG, "doing auto_attack for: %s",pplayer->name);
city_list_iterate(pplayer->cities, pcity) {
/* fasten things up -- fisch */
if ((pcity->city_options & CITYOPT_AUTOATTACK_BITS)
&& !pcity->anarchy) {
auto_attack_city(pplayer, pcity);
}
}
city_list_iterate_end;
/* Now handle one-attack units which attacked the previous turn.
These go home this turn, and don't auto-attack again until
the next turn. This could be done better, but this is
a start and should stop bombers from running out of fuel --dwp.
(Normally units with ai.control do not have goto done automatically.)
*/
unit_list_iterate(pplayer->units, punit) {
if(punit->ai.control
&& is_military_unit(punit)
&& punit->activity == ACTIVITY_GOTO
&& punit->moves_left == get_unit_type(punit->type)->move_rate) {
do_unit_goto(pplayer, punit);
}
}
unit_list_iterate_end;
}
void auto_attack(void)
{
static struct timer *t = NULL; /* alloc once, never free */
int i;
t = renew_timer_start(t, TIMER_CPU, TIMER_DEBUG);
/* re-use shuffle order from civserver.c */
for (i = 0; i < game.nplayers; i++) {
if(shuffled[i]) {
auto_attack_player(shuffled[i]);
}
}
if (timer_in_use(t)) {
freelog(LOG_VERBOSE, "autoattack consumed %g milliseconds.",
1000.0*read_timer_seconds(t));
}
}
|