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//---------------------------------------------------------------------------
#include "stdafx.h"
#include <cassert>
#include <cstdlib>
#include <stdexcept> // needed for Android at least
#include <sstream>
#include <algorithm>
#include "player.h"
#include "game.h"
#include "gamestate.h"
#include "utils.h"
#include "sector.h"
#include "tutorial.h"
//---------------------------------------------------------------------------
bool Player::alliances[n_players_c][n_players_c];
int Player::alliance_last_asked[n_players_c][n_players_c];
const char *PlayerType::getName(PlayerTypeID id) {
if( id == PLAYER_RED )
return "RED TEAM";
else if( id == PLAYER_GREEN )
return "GREEN TEAM";
else if( id == PLAYER_YELLOW )
return "YELLOW TEAM";
else if( id == PLAYER_BLUE )
return "BLUE TEAM";
ASSERT(false);
return NULL;
}
void PlayerType::getColour(int *r,int *g,int *b,PlayerTypeID id) {
*r = *g = *b = 0;
if( id == PLAYER_RED ) {
*r = 145;
*g = 36;
*b = 34;
}
else if( id == PLAYER_GREEN ) {
*r = 67;
*g = 160;
*b = 71;
}
else if( id == PLAYER_YELLOW ) {
*r = 209;
*g = 184;
*b = 0;
}
else if( id == PLAYER_BLUE ) {
*r = 63;
*g = 81;
*b = 181;
}
else {
ASSERT(false);
}
}
//Player::Player(int index, char *name) {
//Player::Player(int index, int personality) {
Player::Player(bool is_human, int index) :
index(index), dead(false), n_births(0), n_deaths(0), n_men_for_this_island(0), n_suspended(0), is_human(is_human), alliance_last_asked_human(-1)
{
for(int i=0;i<n_players_c;i++) {
if( i != index && game_g->players[i] != NULL && !game_g->players[i]->isDead() ) {
setAlliance(index, i, false);
setAllianceLastAsked(index, i, -1);
}
}
}
Player::~Player() {
}
void Player::saveState(stringstream &stream) const {
stream << "<player ";
stream << "player_id=\"" << index << "\" ";
stream << "dead=\"" << (dead?1:0) << "\" ";
stream << "n_births=\"" << n_births << "\" ";
stream << "n_deaths=\"" << n_deaths << "\" ";
stream << "n_men_for_this_island=\"" << n_men_for_this_island << "\" ";
stream << "n_suspended=\"" << n_suspended << "\" ";
stream << "alliance_last_asked_human=\"" << alliance_last_asked_human << "\" ";
stream << ">\n";
stream << "</player>\n";
}
void Player::loadStateParseXMLNode(const TiXmlNode *parent) {
if( parent == NULL ) {
return;
}
bool read_children = true;
switch( parent->Type() ) {
case TiXmlNode::TINYXML_DOCUMENT:
break;
case TiXmlNode::TINYXML_ELEMENT:
{
const char *element_name = parent->Value();
const TiXmlElement *element = parent->ToElement();
const TiXmlAttribute *attribute = element->FirstAttribute();
if( strcmp(element_name, "player") == 0 ) {
while( attribute != NULL ) {
const char *attribute_name = attribute->Name();
if( strcmp(attribute_name, "player_id") == 0 ) {
// handled by caller
}
else if( strcmp(attribute_name, "dead") == 0 ) {
dead = atoi(attribute->Value())==1;
}
else if( strcmp(attribute_name, "n_births") == 0 ) {
n_births = atoi(attribute->Value());
}
else if( strcmp(attribute_name, "n_deaths") == 0 ) {
n_deaths = atoi(attribute->Value());
}
else if( strcmp(attribute_name, "n_men_for_this_island") == 0 ) {
n_men_for_this_island = atoi(attribute->Value());
}
else if( strcmp(attribute_name, "n_suspended") == 0 ) {
n_suspended = atoi(attribute->Value());
}
else if( strcmp(attribute_name, "alliance_last_asked_human") == 0 ) {
alliance_last_asked_human = atoi(attribute->Value());
}
else {
// don't throw an error here, to help backwards compatibility, but should throw an error in debug mode in case this is a sign of not loading something that we've saved
LOG("unknown player/player attribute: %s\n", attribute_name);
ASSERT(false);
}
attribute = attribute->Next();
}
}
else {
// don't throw an error here, to help backwards compatibility, but should throw an error in debug mode in case this is a sign of not loading something that we've saved
LOG("unknown player tag: %s\n", element_name);
ASSERT(false);
}
}
break;
case TiXmlNode::TINYXML_COMMENT:
break;
case TiXmlNode::TINYXML_UNKNOWN:
break;
case TiXmlNode::TINYXML_TEXT:
{
}
break;
case TiXmlNode::TINYXML_DECLARATION:
break;
}
for(const TiXmlNode *child=parent->FirstChild();child!=NULL && read_children;child=child->NextSibling()) {
loadStateParseXMLNode(child);
}
}
void Player::saveStateAlliances(stringstream &stream) {
stream << "<player_alliances>\n";
for(int i=0;i<n_players_c;i++) {
for(int j=i+1;j<n_players_c;j++) {
stream << "<player_alliance ";
stream << "player_id_i=\"" << i << "\" ";
stream << "player_id_j=\"" << j << "\" ";
stream << "alliances=\"" << (alliances[i][j] ? 1 : 0) << "\" ";
stream << "alliance_last_asked=\"" << alliance_last_asked[i][j] << "\" ";
stream << "/>\n";
}
}
stream << "</player_alliances>\n";
}
void Player::loadStateParseXMLNodeAlliances(const TiXmlNode *parent) {
if( parent == NULL ) {
return;
}
bool read_children = true;
switch( parent->Type() ) {
case TiXmlNode::TINYXML_DOCUMENT:
break;
case TiXmlNode::TINYXML_ELEMENT:
{
const char *element_name = parent->Value();
const TiXmlElement *element = parent->ToElement();
const TiXmlAttribute *attribute = element->FirstAttribute();
if( strcmp(element_name, "player_alliances") == 0 ) {
// handled entirely by caller
}
else if( strcmp(element_name, "player_alliance") == 0 ) {
int player_id_i = -1;
int player_id_j = -1;
bool alliance = false;
int last_asked = -1;
while( attribute != NULL ) {
const char *attribute_name = attribute->Name();
if( strcmp(attribute_name, "player_id_i") == 0 ) {
player_id_i = atoi(attribute->Value());
}
else if( strcmp(attribute_name, "player_id_j") == 0 ) {
player_id_j = atoi(attribute->Value());
}
else if( strcmp(attribute_name, "alliances") == 0 ) {
alliance = atoi(attribute->Value())==1;
}
else if( strcmp(attribute_name, "alliance_last_asked") == 0 ) {
last_asked = atoi(attribute->Value());
}
else {
// don't throw an error here, to help backwards compatibility, but should throw an error in debug mode in case this is a sign of not loading something that we've saved
LOG("unknown player_alliances/player_alliance attribute: %s\n", attribute_name);
ASSERT(false);
}
attribute = attribute->Next();
}
if( player_id_i < 0 || player_id_i >= n_players_c ) {
throw std::runtime_error("player_alliance invalid player_id_i");
}
else if( player_id_j < 0 || player_id_j >= n_players_c ) {
throw std::runtime_error("player_alliance invalid player_id_j");
}
alliances[player_id_i][player_id_j] = alliance;
alliance_last_asked[player_id_i][player_id_j] = last_asked;
}
else {
// don't throw an error here, to help backwards compatibility, but should throw an error in debug mode in case this is a sign of not loading something that we've saved
LOG("unknown player_alliances tag: %s\n", element_name);
ASSERT(false);
}
}
break;
case TiXmlNode::TINYXML_COMMENT:
break;
case TiXmlNode::TINYXML_UNKNOWN:
break;
case TiXmlNode::TINYXML_TEXT:
{
}
break;
case TiXmlNode::TINYXML_DECLARATION:
break;
}
for(const TiXmlNode *child=parent->FirstChild();child!=NULL && read_children;child=child->NextSibling()) {
loadStateParseXMLNodeAlliances(child);
}
}
void Player::setAlliance(int a, int b, bool alliance) {
LOG("Alliance %s between players %d and %d\n", alliance?"MADE":"BROKEN", a, b);
ASSERT(a != b);
ASSERT_PLAYER(a);
ASSERT_PLAYER(b);
if( a > b ) {
int dummy = a;
a = b;
b = dummy;
}
alliances[a][b] = alliance;
}
bool Player::isAlliance(int a, int b) {
ASSERT(a != b);
ASSERT_PLAYER(a);
ASSERT_PLAYER(b);
if( a > b ) {
int dummy = a;
a = b;
b = dummy;
}
return alliances[a][b];
}
void Player::resetAllAlliances() {
for(int i=0;i<n_players_c;i++) {
for(int j=i+1;j<n_players_c;j++) {
setAlliance(i, j, false);
setAllianceLastAsked(i, j, -1);
}
}
}
void Player::setAllianceLastAsked(int a, int b,int time) {
ASSERT(a != b);
ASSERT_PLAYER(a);
ASSERT_PLAYER(b);
if( a > b ) {
int dummy = a;
a = b;
b = dummy;
}
alliance_last_asked[a][b] = time;
}
int Player::allianceLastAsked(int a, int b) {
ASSERT(a != b);
ASSERT_PLAYER(a);
ASSERT_PLAYER(b);
if( a > b ) {
int dummy = a;
a = b;
b = dummy;
}
return alliance_last_asked[a][b];
}
bool Player::askHuman() {
const int wait_time_human_c = 5000;
//ASSERT( !isAlliance(index, human_player) );
//ASSERT( index != human_player );
ASSERT( !this->is_human );
// whether to _consider_ asking the human player - we still have to go through the requestAlliance test afterwards
if( game_g->getTutorial() != NULL && !game_g->getTutorial()->aiAllowAskAlliance() ) {
return false;
}
int time = game_g->getGameTime();
if( alliance_last_asked_human == -1 ) {
// note - don't ask if alliance_last_asked_human==-1, to avoid being asked straight away
alliance_last_asked_human = time;
}
else if( time >= alliance_last_asked_human + wait_time_human_c ) {
alliance_last_asked_human = time;
if( rand() % 2 == 0 )
{
return true;
}
}
return false;
}
bool Player::requestAlliance(int player) {
// 'player' requests alliance with 'this'
const int wait_time_c = 5000;
ASSERT( !isAlliance(index, player) );
//ASSERT( index != player );
//ASSERT(this->index != human_player);
ASSERT( !this->is_human );
int last_asked = Player::allianceLastAsked(index, player);
int time = game_g->getGameTime();
if( last_asked == -1 || time >= last_asked + wait_time_c ) {
Player::setAllianceLastAsked(index, player, time);
bool has_diplomatic_bonus = player == PlayerType::PLAYER_YELLOW;
if( has_diplomatic_bonus ? (rand() % 2 == 0) : (rand() % 3 == 0) )
{
return true;
}
//return true;
}
return false;
}
//int Player::getShieldIndex() {
int Player::getShieldIndex(bool allied[n_players_c]) {
int rtn = 0;
/*if(personality == 0)
rtn = 2;
else if(personality == 1)
rtn = 1;
else if(personality == 2)
rtn = 4;
else if(personality == 3)
rtn = 3;*/
int index = 0;
for(int i=0,c=1;i<n_players_c;i++,c*=2) {
if( allied[i] ) {
index += c;
}
}
/*if(index == 0)
rtn = 2;
else if(index == 1)
rtn = 1;
else if(index == 2)
rtn = 4;
else if(index == 3)
rtn = 3;*/
if( index == 0 )
rtn = 0;
else if( index == 1 )
rtn = 2;
else if( index == 2 )
rtn = 1;
else if( index == 3 )
rtn = 8;
else if( index == 4 )
rtn = 4;
else if( index == 5 )
rtn = 7;
else if( index == 6 )
rtn = 9;
else if( index == 7 )
rtn = 11;
else if( index == 8 )
rtn = 3;
else if( index == 9 )
rtn = 5;
else if( index == 10 )
rtn = 6;
else if( index == 11 )
rtn = 13;
else if( index == 12 )
rtn = 10;
else if( index == 13 )
rtn = 12;
else if( index == 14 )
rtn = 14;
else {
ASSERT(false);
}
return rtn;
}
void Player::kill(PlayingGameState *gamestate) {
// break alliances
for(int i=0;i<n_players_c;i++) {
if( i != this->index )
Player::setAlliance(i, index, false);
}
/*if( ((PlayingGameState *)gamestate)->getPlayerAskingAlliance() == this->index ) {
((PlayingGameState *)gamestate)->cancelPlayerAskingAlliance();
}*/
if( gamestate->getPlayerAskingAlliance() == this->index ) {
gamestate->cancelPlayerAskingAlliance();
}
this->dead = true;
// check for only being one side
bool one_side = true;
for(int i=0;i<n_players_c && one_side;i++) {
if( game_g->players[i] != NULL && !game_g->players[i]->isDead() ) {
for(int j=0;j<n_players_c && one_side;j++) {
if( game_g->players[j] != NULL && !game_g->players[j]->isDead() ) {
if( i != j && !Player::isAlliance(i,j) ) {
one_side = false;
}
}
}
}
}
if( one_side ) {
// break all alliances
for(int i=0;i<n_players_c;i++) {
if( game_g->players[i] != NULL && !game_g->players[i]->isDead() ) {
for(int j=0;j<n_players_c && one_side;j++) {
if( game_g->players[j] != NULL && !game_g->players[j]->isDead() ) {
if( i != j ) {
Player::setAlliance(i, j, false);
}
}
}
}
}
}
//gamestate->reset(); // needed to update player shield buttons
//((PlayingGameState *)gamestate)->resetShieldButtons(); // needed to update player shield buttons
gamestate->resetShieldButtons(); // needed to update player shield buttons
}
void Player::doSectorAI(int client_player, PlayingGameState *gamestate, Sector *sector) {
const int MIN_POP = 5;
const int EVACUATE_LEVEL = 3;
ASSERT( this->index == sector->getPlayer() );
// reset to zero
sector->setDesigners( 0 );
for(int i=0;i<N_ID;i++) {
if( game_g->elements[i]->getType() != Element::GATHERABLE )
sector->setMiners((Id)i, 0);
}
sector->setWorkers( 0 );
for(int i=0;i<N_BUILDINGS;i++) {
sector->setBuilders((Type)i, 0);
}
bool enemiesPresent = sector->enemiesPresent();
bool enemiesPresentWithBombardment = sector->enemiesPresentWithBombardment();
int attack_pref[n_players_c];
{
int attack_order[n_players_c-1];
int choose_from[n_players_c-1];
for(int i=0,indx=0;i<n_players_c;i++) {
if( i != index ) {
choose_from[indx++] = i;
}
}
for(int i=0;i<n_players_c-1;i++) {
int n_choose_from = n_players_c - 1 - i;
int c = rand() % n_choose_from;
attack_order[i] = choose_from[c];
choose_from[c] = choose_from[n_choose_from-1];
}
attack_pref[index] = 0;
for(int i=0;i<n_players_c-1;i++) {
attack_pref[ attack_order[i] ] = i+1;
}
}
if( enemiesPresentWithBombardment && sector->getBuilding(BUILDING_TOWER)->getHealth() <= EVACUATE_LEVEL ) {
// evacuate!
sector->evacuate();
/*for(int i=0;i<N_BUILDINGS;i++) {
Building *building = sector->getBuilding((Type)i);
if( building != NULL ) {
for(int j=0;j<building->getNTurrets();j++) {
if( building->getTurretMan(j) != -1 )
sector->returnDefender(building, j);
}
}
}
int men = sector->getAvailablePopulation();
if( men > 0 ) {
sector->getAssembledArmy()->add(n_epochs_c, men);
int n_pop = sector->getPopulation() - men;
sector->setPopulation(n_pop);
}
sector->getArmy(this->index)->add(sector->getAssembledArmy());*/
}
// recall army
if( !enemiesPresent && sector->getArmy(this->index)->getTotal() > 0 ) {
sector->returnArmy();
}
if( sector->getPopulation() < MIN_POP && !enemiesPresent )
return; // reproduce
// defenders
for(int i=n_epochs_c-1;i>=0 /*&& enemiesPresent*/;i--) {
/*if( i == nuclear_epoch_c )
continue;*/
if( !enemiesPresentWithBombardment && i != nuclear_epoch_c && i != laser_epoch_c )
continue; // don't put out defenders if no enemies present, except for nuclear defence or laser
if( enemiesPresent && i == nuclear_epoch_c )
continue; // don't put out new nuclear defences if under attack
/*if( i == laser_epoch_c ) // test - disable lasers to test nuke defence
continue;*/
for(;;) {
if( i == nuclear_epoch_c ) {
int n_lasers = sector->getNDefenders(laser_epoch_c);
int n_nuke_defs = sector->getNDefenders(nuclear_epoch_c);
ASSERT(n_nuke_defs <= 1);
if( n_lasers > 0 || n_nuke_defs > 0 )
break; // don't need a nuclear defence
}
Design *design = NULL;
if( sector->getStoredDefenders(i) == 0 ) {
design = sector->canBuildDesign(Invention::DEFENCE, i);
if( design == NULL )
break;
}
// we can make this defence
bool placed = false;
for(int j=0;j<N_BUILDINGS && !placed && sector->getAvailablePopulation() > MIN_POP;j++) {
Building *building = sector->getBuilding((Type)j);
if( building != NULL ) {
for(int k=0;k<building->getNTurrets() && !placed;k++) {
if( building->getTurretMan(k) == -1 ) {
// new defender
placed = sector->deployDefender(building, k, i);
}
}
}
}
// try again, replacing poorer defences this time
for(int j=0;j<N_BUILDINGS && !placed;j++) {
Building *building = sector->getBuilding((Type)j);
if( building != NULL ) {
for(int k=0;k<building->getNTurrets() && !placed;k++) {
if( building->getTurretMan(k) != -1 && building->getTurretMan(k) < i ) {
// replace defender
placed = sector->deployDefender(building, k, i);
}
}
}
}
if( !placed ) {
// couldn't place it
if( i >= factory_epoch_c && sector->getStoredDefenders(i) == 0 &&
sector->getCurrentManufacture() == NULL ) {
// manufacture one
sector->setCurrentManufacture(design);
sector->setFAmount(1);
}
break;
}
}
}
if( !enemiesPresentWithBombardment ) {
// return defenders (except nuclear defence and lasers)
for(int j=0;j<N_BUILDINGS;j++) {
Building *building = sector->getBuilding((Type)j);
if( building != NULL ) {
//for(int k=0;k<max_building_turrets_c;k++) {
for(int k=0;k<building->getNTurrets();k++) {
if( building->getTurretMan(k) != -1 && building->getTurretMan(k) != nuclear_epoch_c && building->getTurretMan(k) != laser_epoch_c ) {
/*sector->stored_defenders[ building->turret_man[k] ]++;
building->turret_man[k] = -1;
int n_pop = sector->getPopulation() + 1;
sector->setPopulation(n_pop);*/
sector->returnDefender(building, k);
}
}
}
}
}
if( sector->getCurrentManufacture() == NULL ) {
// defences handled already, above
for(int i=game_g->getNSubEpochs()-1;i>=0;i--) {
if( game_g->getStartEpoch() + i == nuclear_epoch_c )
continue; // nuclear weapons handled later
if( game_g->getStartEpoch() + i >= factory_epoch_c ) {
Design *design = sector->canBuildDesign(Invention::WEAPON, game_g->getStartEpoch() + i);
if( design != NULL ) {
sector->setCurrentManufacture(design);
sector->setFAmount(1);
break;
}
}
}
}
// use shields?
for(int i=0;i<N_BUILDINGS;i++) {
Building *building = sector->getBuilding((Type)i);
if( building == NULL )
continue;
if( building->getHealth() < 30 ) {
bool healed = false;
for(int j=3;j>=0 && !healed;j--) {
healed = sector->useShield(building, j);
}
if( !healed && sector->getCurrentManufacture() != NULL ) {
// manufacture a shield
for(int j=game_g->getNSubEpochs()-1;j>=0;j--) {
Design *design = sector->canBuildDesign(Invention::SHIELD, game_g->getStartEpoch() + j);
if( design != NULL ) {
sector->setCurrentManufacture(design);
sector->setFAmount(1);
break;
}
}
}
}
}
// nuke a sector?
while( sector->getStoredArmy()->getSoldiers(nuclear_epoch_c) > 0 || sector->getCurrentManufacture() == NULL ) {
// look for tower to nuke
Sector *nuke_sector = NULL;
bool found_tower = false;
for(int x=0;x<map_width_c;x++) {
for(int y=0;y<map_height_c;y++) {
if( game_g->getMap()->isSectorAt(x, y) ) {
Sector *c_sector = game_g->getMap()->getSector(x, y);
int this_strength = c_sector->getArmy(sector->getPlayer())->getStrength();
if( this_strength > 0 && ( !enemiesPresentWithBombardment || sector->getBuilding(BUILDING_TOWER)->getHealth() > EVACUATE_LEVEL ) ) {
// only nuke our own men if this tower is under attack and nearly destroyed
continue;
}
// prefer nuking towers to men
if( c_sector->getActivePlayer() != -1 && c_sector->getPlayer() != sector->getPlayer() && !Player::isAlliance(c_sector->getPlayer(), sector->getPlayer()) ) {
if( nuke_sector == NULL || !found_tower || attack_pref[c_sector->getPlayer()] > attack_pref[nuke_sector->getPlayer()] ) {
nuke_sector = c_sector;
found_tower = true;
}
}
else if( !found_tower && c_sector->getActivePlayer() == -1 && c_sector->enemiesPresent(sector->getPlayer()) && !c_sector->getArmy(sector->getPlayer())->any(true) ) {
if( nuke_sector == NULL || attack_pref[c_sector->getPlayer()] > attack_pref[nuke_sector->getPlayer()] ) {
nuke_sector = c_sector;
}
}
}
}
}
if( nuke_sector == NULL ) {
break;
}
if( sector->getStoredArmy()->getSoldiers(nuclear_epoch_c) > 0 && !sector->isBeingNuked() ) {
// nuke
nuke_sector->nukeSector(sector);
sector->getStoredArmy()->remove(nuclear_epoch_c, 1);
}
else {
// start making a nuke, only if not already making something
Design *design = sector->canBuildDesign(Invention::WEAPON, nuclear_epoch_c);
if( design != NULL ) {
sector->setCurrentManufacture(design);
sector->setFAmount(1);
}
break;
}
}
// trash designs?
sector->autoTrashDesigns();
if( game_g->getTutorial() != NULL && !game_g->getTutorial()->aiAllowDesign() ) {
// don't allow designs
}
else if( sector->getCurrentDesign() == NULL ) {
// set new invention?
int best_weapon = -1;
int best_defence = -1;
int best_shield = -1;
for(int i=game_g->getNSubEpochs()-1;i>=0;i--) {
if( best_weapon == -1 && sector->inventionKnown(Invention::WEAPON, game_g->getStartEpoch() + i) )
best_weapon = game_g->getStartEpoch() + i;
if( best_defence == -1 && sector->inventionKnown(Invention::DEFENCE, game_g->getStartEpoch() + i) )
best_defence = game_g->getStartEpoch() + i;
if( best_shield == -1 && sector->inventionKnown(Invention::SHIELD, game_g->getStartEpoch() + i) )
best_shield = game_g->getStartEpoch() + i;
}
Design *design = NULL;
Design *reserve_design = NULL;
// prefer nuke!
design = sector->canResearch(Invention::WEAPON, nuclear_epoch_c);
bool try_mining_more = sector->tryMiningMore();
for(int i=0;i<game_g->getNSubEpochs() && design == NULL;i++) {
int eph = game_g->getStartEpoch() + i;
Design *this_design = NULL;
this_design = sector->canResearch(Invention::WEAPON, eph);
if( eph > best_weapon )
design = this_design;
else if( reserve_design == NULL )
reserve_design = this_design;
if( design == NULL ) {
this_design = sector->canResearch(Invention::DEFENCE, eph);
if( eph > best_defence )
design = this_design;
else if( reserve_design == NULL )
reserve_design = this_design;
}
if( design == NULL && ( best_weapon != -1 || best_defence != -1 || !try_mining_more ) ) {
// (only design shield if we've already designed either a weapon or a defence, or there's no point waiting)
this_design = sector->canResearch(Invention::SHIELD, eph);
if( eph > best_shield )
design = this_design;
else if( reserve_design == NULL )
reserve_design = this_design;
}
}
if( design == NULL && sector->getEpoch() < game_g->getStartEpoch() + 3 )
design = reserve_design;
if( design != NULL ) {
sector->setCurrentDesign(design);
}
}
bool used_up = game_g->getStartEpoch() != end_epoch_c && sector->usedUp();
bool can_design = sector->getCurrentDesign() != NULL;
bool can_mine = false;
if( !used_up ) {
// even if there are elements remaining to mine, we might still consider a sector "used up" if we've already mined at least 6 of that element, and we still can't design anything
//
for(int i=0;i<N_ID && !can_mine;i++) {
if( sector->canMine((Id)i) && game_g->elements[i]->getType() != Element::GATHERABLE )
can_mine = true;
}
}
bool build_mine = sector->canBuild(BUILDING_MINE);
bool build_factory = sector->canBuild(BUILDING_FACTORY);
bool build_lab = sector->canBuild(BUILDING_LAB);
bool need_workers = sector->getCurrentManufacture() != NULL;
if( enemiesPresentWithBombardment && sector->getBuilding(BUILDING_TOWER)->getHealth() <= EVACUATE_LEVEL+1 )
can_design = false;
if( enemiesPresentWithBombardment && sector->getBuilding(BUILDING_TOWER)->getHealth() <= EVACUATE_LEVEL+1 )
can_mine = false;
if( enemiesPresentWithBombardment && sector->getBuilding(BUILDING_TOWER)->getHealth() <= EVACUATE_LEVEL+1 )
need_workers = false;
if( enemiesPresentWithBombardment && sector->getBuilding(BUILDING_TOWER)->getHealth() <= EVACUATE_LEVEL+1 ) {
build_mine = false;
build_factory = false;
build_lab = false;
}
int split = 1;
int design_weight = 0;
int work_weight = 0;
if( can_design ) {
design_weight = 1;
if( sector->getCurrentDesign()->getInvention()->getEpoch() == nuclear_epoch_c )
design_weight = 4; // rush!
split += design_weight;
}
if( can_mine )
split++;
if( build_mine )
split++;
if( build_factory )
split++;
if( build_lab )
split++;
if( need_workers ) {
work_weight = 1;
if( sector->getCurrentManufacture()->getInvention()->getEpoch() == nuclear_epoch_c )
work_weight = 4; // rush!
split += work_weight;
}
int pop = sector->getAvailablePopulation();
if( can_design ) {
sector->setDesigners((design_weight * pop) / split);
}
if( can_mine ) {
int n_miners = 0;
while( n_miners < pop/split ) {
for(int i=0;i<N_ID && n_miners < pop/split;i++) {
if( sector->canMine((Id)i) && game_g->elements[i]->getType() != Element::GATHERABLE ) {
int n = sector->getMiners((Id)i) + 1;
sector->setMiners((Id)i, n);
n_miners++;
}
}
}
}
if( build_mine ) {
sector->setBuilders(BUILDING_MINE, pop / split);
}
if( build_factory ) {
sector->setBuilders(BUILDING_FACTORY, pop / split);
}
if( build_lab ) {
sector->setBuilders(BUILDING_LAB, pop / split);
}
if( need_workers ) {
sector->setWorkers((work_weight * pop) / split);
}
if( game_g->getTutorial() != NULL && !game_g->getTutorial()->aiAllowDeploy() ) {
// don't allow deployment
}
else if( sector->getCurrentDesign() == NULL || enemiesPresentWithBombardment ) {
//if( used_up || enemiesPresentWithBombardment ) {
// think about attacking?
Sector *target_sector = NULL;
bool by_land = false;
bool new_sector = false;
int strength = 0;
bool temp[map_width_c][map_height_c];
game_g->getMap()->canMoveTo(temp, sector->getXPos(),sector->getYPos(),sector->getPlayer());
// if used up, look for a new sector
bool look_for_new_sector = used_up || ( rand() % 3 == 0 );
if( look_for_new_sector ) {
vector<Sector *> candidate_sectors;
int max_n_men = 0;
for(int x=0;x<map_width_c;x++) {
for(int y=0;y<map_height_c;y++) {
Sector *c_sector = game_g->getMap()->getSector(x, y);
if( c_sector == NULL )
continue;
// Only worth moving to a sector that has no other players
// If we were to move to a sector with an ally army, the army would then be immediately moved back to the tower by code in Player::doSectorAI() (this bug was fixed in 0.28)
// No need to move to a sector with enemies - the decision to attack is done below
if( c_sector->getActivePlayer() == -1 ) {
if( temp[x][y] ) {
bool has_others = false;
for(int i=0;i<n_players_c && !has_others;i++) {
if( i != index && c_sector->getArmy(i)->any(true) ) {
has_others = true;
}
}
if( !has_others ) {
int n_men = c_sector->getArmy(index)->getTotal();
// prefer sectors that already have our men - and pick the largest number
if( n_men >= max_n_men ) {
if( n_men > max_n_men ) {
candidate_sectors.clear();
max_n_men = n_men;
}
candidate_sectors.push_back(c_sector);
}
}
}
}
}
}
if( candidate_sectors.size() > 0 ) {
// randomly pick out of the candidate sectors
int r = rand() % candidate_sectors.size();
target_sector = candidate_sectors.at(r);
by_land = true;
new_sector = true;
}
}
// look for tower to attack
for(int x=0;x<map_width_c;x++) {
for(int y=0;y<map_height_c;y++) {
Sector *c_sector = game_g->getMap()->getSector(x, y);
if( c_sector == NULL )
continue;
if( c_sector->getActivePlayer() != -1 && c_sector->getPlayer() != sector->getPlayer()
&& !Player::isAlliance(c_sector->getPlayer(), sector->getPlayer())
&& !new_sector // only consider attacking if aren't moving to a new sector
) {
//int this_strength = c_sector->getArmy(sector->getPlayer())->getTotal();
int this_strength = c_sector->getArmy(sector->getPlayer())->getStrength();
if( target_sector == NULL // we haven't chosen anywhere yet
|| ( temp[x][y] && !by_land ) // prefer by land over by air
|| ( temp[x][y] == by_land && this_strength > strength ) // prefer where we're already attacking
|| ( temp[x][y] == by_land && this_strength == strength && attack_pref[c_sector->getPlayer()] > attack_pref[target_sector->getPlayer()] ) // prefer a particular player
) {
target_sector = c_sector;
strength = this_strength;
by_land = temp[x][y];
}
}
}
}
if( target_sector == NULL ) {
// look for men to attack
for(int x=0;x<map_width_c;x++) {
for(int y=0;y<map_height_c;y++) {
Sector *c_sector = game_g->getMap()->getSector(x, y);
if( c_sector == NULL )
continue;
bool enemy = false;
for(int i=0;i<n_players_c && !enemy;i++) {
if( i != sector->getPlayer() && c_sector->getArmy(i)->getTotal() > 0 &&
!Player::isAlliance(i, sector->getPlayer()) )
enemy = true;
}
if( enemy ) {
//int this_strength = c_sector->getArmy(sector->getPlayer())->getTotal();
int this_strength = c_sector->getArmy(sector->getPlayer())->getStrength();
if( target_sector == NULL ||
( temp[x][y] && !by_land ) ||
( temp[x][y] == by_land && this_strength > strength ) ) {
target_sector = c_sector;
by_land = temp[x][y];
strength = this_strength;
}
}
}
}
}
if( enemiesPresentWithBombardment && !used_up ) {
target_sector = sector;
by_land = true;
new_sector = false;
}
if( target_sector != NULL ) {
int min_pop = MIN_POP;
//if( enemiesPresent && sector->getBuilding(BUILDING_TOWER)->health <= EVACUATE_LEVEL+1 )
//if( enemiesPresent || new_sector )
if( enemiesPresent || used_up )
min_pop = 0;
for(int i=n_epochs_c-1;i>=game_g->getStartEpoch();i--) {
if( i == nuclear_epoch_c )
continue;
if( !by_land && !isAirUnit(i) )
continue;
while(sector->getAvailablePopulation() > min_pop) {
if( !sector->assembleArmy(i, 1) )
break;
}
}
/*if( new_sector ) {
// add unarmed men
while(sector->getAvailablePopulation() > min_pop) {
if( !sector->assembleArmy(n_epochs_c, 1) )
break;
}
}*/
//int assembled_strength = sector->getAssembledArmy()->getTotal();
int assembled_strength = sector->getAssembledArmy()->getStrength();
//int min_req = 8;
//int min_req = 4 * (game_g->getStartEpoch()+1);
int min_req = 8 * (game_g->getStartEpoch()+1);
min_req = std::min(min_req, 50);
for(int i=0;i<=game_g->getStartEpoch();i++)
min_req *= 2;
if( used_up ) {
// no point waiting
min_req = 0;
}
/*if( by_land && sector->getCurrentDesign() == NULL && sector->getCurrentManufacture() == NULL &&
( enemiesPresent || assembled_strength > min_req || game_g->getStartEpoch() == end_epoch_c ) ) {
// only use unarmed men if we aren't designing or manufacturing anything
// and either we are under attack, or we are able to destroy enemy buildings, or moving to a new sector
// assemble unarmed men*/
if( by_land && sector->getCurrentDesign() == NULL && sector->getCurrentManufacture() == NULL &&
( enemiesPresentWithBombardment || game_g->getStartEpoch() == end_epoch_c || new_sector ) ) {
// only use unarmed men if we aren't designing or manufacturing anything
// and either we are under attack, or we are able to destroy enemy buildings, or we are moving to a new sector
// assemble unarmed men
int n_unarmed = sector->getAvailablePopulation() - min_pop;
if( n_unarmed > 0 ) {
int n_population = sector->getPopulation();
sector->getAssembledArmy()->add(n_epochs_c, n_unarmed);
sector->setPopulation( n_population - n_unarmed );
}
}
if( sector->getAssembledArmy()->any(true) ) {
assembled_strength = sector->getAssembledArmy()->getStrength();
if( new_sector && used_up && sector->getStoredArmy()->any(false) && (sector->getSparePopulation() + sector->getAssembledArmy()->getTotalMen()) < 0.75f*max_grow_population_c ) {
// If moving to a new sector because the sector is used up, we don't want to leave weapons behind - if we didn't have enough men to use them, better to wait until the population grows.
// However we need to have the population not too close to the max_grow_population_c (otherwise we'll no longer be growing very much)
// Arguably this logic should apply even if sending an army to attack (when not used up), but have to be careful - we don't want to make the AI take ages to decide to attack even though it has a reasonable strength.
sector->returnAssembledArmy();
}
else if( strength + assembled_strength >= min_req || enemiesPresentWithBombardment ) {
ASSERT( !target_sector->isNuked() );
if( target_sector->getPlayer() == client_player && !target_sector->getArmy(this->index)->any(true) ) {
game_g->setTimeRate(1); // auto-slow if attacking a player sector (but not if already being attacked by this player)
gamestate->refreshTimeRate();
}
bool moved_all = target_sector->moveArmy(sector->getAssembledArmy());
ASSERT(moved_all);
}
else {
sector->returnAssembledArmy();
}
}
}
}
}
void Player::doAIUpdate(int client_player, PlayingGameState *gamestate) {
if( game_g->players[index]->isDead() ) {
return;
}
//LOG("Player::doAIUpdate()\n");
int loop_time = game_g->getLoopTime();
// TODO: currently breaking/making alliances is entirely random, should improve this...
// break alliances
int p_break_alliance = poisson(20000, loop_time);
bool break_alliance = false;
if( (rand() % RAND_MAX) <= p_break_alliance ) {
for(int i=0;i<n_players_c;i++) {
if( i != index && Player::isAlliance(i, index) ) {
Player::setAlliance(i, index, false);
break_alliance = true;
}
}
}
if( break_alliance ) {
//gamestate->reset(); // reset shield buttons
//((PlayingGameState *)gamestate)->resetShieldButtons(); // needed to update player shield buttons
gamestate->resetShieldButtons(); // needed to update player shield buttons
}
// make alliances
for(int i=0;i<n_players_c;i++) {
if( i != this->index && game_g->players[i] != NULL && !game_g->players[i]->isDead() /*&& i != human_player*/ ) {
//if( this->index == ((PlayingGameState *)gamestate)->getPlayerAskingAlliance() || i == ((PlayingGameState *)gamestate)->getPlayerAskingAlliance() ) {
if( this->index == gamestate->getPlayerAskingAlliance() || i == gamestate->getPlayerAskingAlliance() ) {
// one of these AIs is asking the player, so don't request
continue;
}
// request alliance
/*if( ((PlayingGameState *)gamestate)->canRequestAlliance(index, i) ) {
((PlayingGameState *)gamestate)->requestAlliance(index, i, false);
}*/
if( gamestate->canRequestAlliance(index, i) ) {
gamestate->requestAlliance(index, i, false);
}
}
}
// update sectors
for(int x=0;x<map_width_c;x++) {
for(int y=0;y<map_height_c;y++) {
Sector *sector = game_g->getMap()->getSector(x, y);
if( sector == NULL )
continue;
if( sector->getActivePlayer() == this->index ) {
//game_g->getMap()->sectors[x][y]->doAIUpdate();
doSectorAI(client_player, gamestate, sector);
}
else {
Army *army = sector->getArmy(index);
if( !army->any(true) ) {
// no army to move
}
else if( !army->canLeaveSafely() ) {
// can't retreat safely
}
else {
// at this point, we have an army, with no enemies present, so check if we can build here
bool move = false;
if( sector->isShutdown() )
move = true;
else if( sector->getPlayer() != -1 ) {
ASSERT( Player::isAlliance(sector->getPlayer(), index) ); // must be true, otherwise we should not be able to retreat safely
move = true;
}
for(int i=0;i<n_players_c && !move;i++) {
if( i != index && sector->getArmy(i)->any(true) ) {
ASSERT( Player::isAlliance(i, index) ); // must be true, otherwise we should not be able to retreat safely
move = true;
}
}
if( move ) {
// find somewhere to move
// TODO: move to attack players, if can't return to a tower
bool done = false;
for(int cx=0;cx<map_width_c && !done;cx++) {
for(int cy=0;cy<map_height_c && !done;cy++) {
Sector *c_sector = game_g->getMap()->getSector(cx, cy);
if( c_sector != NULL && c_sector->getActivePlayer() == this->index ) {
ASSERT( c_sector != sector );
done = c_sector->moveArmy(army);
}
}
}
}
}
}
}
}
//LOG("EXIT Player::doAIUpdate()\n");
}
int Player::getFinalMen() const {
int final_men = n_men_for_this_island + n_births - n_deaths;
ASSERT(final_men >= 0);
return final_men;
}
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