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#include "CDefenseMatrix.h"
#include <math.h>
#include "CAI.h"
#include "CUnit.h"
#include "CUnitTable.h"
#include "CThreatMap.h"
#include "CIntel.h"
#include "MathUtil.h"
CDefenseMatrix::CDefenseMatrix(AIClasses *ai) {
this->ai = ai;
this->hm = ai->cb->GetHeightMap();
this->X = ai->cb->GetMapWidth();
this->Z = ai->cb->GetMapHeight();
}
float3 CDefenseMatrix::getBestDefendedPos(int n) {
n = std::min<int>(n, clusters.size()-1);
std::multimap<float, Cluster*>::iterator i;
int j = 0;
for (i = clusters.begin(); i != clusters.end(); i++) {
if (j == n)
break;
j++;
}
return i->second->center;
}
float3 CDefenseMatrix::getDefenseBuildSite(UnitType *tower) {
Cluster *c = (--clusters.end())->second;
float3 dir = ai->intel->getEnemyVector() - c->center;
dir.SafeNormalize();
float alpha = 0.0f;
switch(c->defenses) {
case 1: alpha = M_PI; break;
case 2: alpha = -M_PI/2.0f; break;
case 3: alpha = M_PI/2.0f; break;
default: alpha = 0.0f; break;
}
dir.x = dir.x*cos(alpha)-dir.z*sin(alpha);
dir.z = dir.x*sin(alpha)+dir.z*cos(alpha);
dir *= tower->def->maxWeaponRange*0.5f;
float3 pos = dir + c->center;
float3 best = pos;
float radius = tower->def->maxWeaponRange*0.3f;
float min = MAX_FLOAT, max = -MAX_FLOAT, maxHeight = -MAX_FLOAT;
float D = ((ai->intel->getEnemyVector() - pos).Length2D() + radius)/HEIGHT2REAL;
int R = ceil(radius);
for (int i = -R; i <= R; i++) {
for (int j = -R; j <= R; j++) {
int x = round((pos.x+j)/HEIGHT2REAL);
int z = round((pos.z+i)/HEIGHT2REAL);
if (x < 0 || z < 0 || x > X-1 || z > Z-1)
continue;
float3 dist = ai->intel->getEnemyVector() - float3(pos.x+j,pos.y,pos.z+i);
dist /= HEIGHT2REAL;
float height = hm[ID(x,z)]*(D - dist.Length2D());
if (height > maxHeight) {
best = float3(pos);
best.x += j;
best.z += i;
maxHeight = height;
}
if (hm[ID(x,z)] < min)
min = hm[ID(x,z)];
if (hm[ID(x,z)] > max)
max = hm[ID(x,z)];
}
}
best.y = ai->cb->GetElevation(best.x, best.z);
return (max - min) > 20.0f ? best : pos;
}
int CDefenseMatrix::getClusters() {
int bigClusters = 0;
std::multimap<float, Cluster*>::iterator i;
for (i = clusters.begin(); i != clusters.end(); i++) {
if (i->second->members.size() >= 2)
bigClusters++;
}
return bigClusters;
}
void CDefenseMatrix::update() {
/* Reset variables */
buildingToCluster.clear();
buildings.clear();
std::multimap<float, Cluster*>::iterator x;
for (x = clusters.begin(); x != clusters.end(); x++)
delete x->second;
clusters.clear();
totalValue = 0.0f;
/* Gather the non attacking, non mobile buildings */
std::map<int, CUnit*>::iterator i, j;
std::multimap<float,CUnit*>::iterator k;
for (i = ai->unittable->activeUnits.begin(); i != ai->unittable->activeUnits.end(); i++) {
unsigned c = i->second->type->cats;
if ((c&STATIC) && !(c&ATTACKER))
buildings[i->first] = i->second;
}
/* Calculate cumulative defensive power */
float sumDefPower = 0.0f;
std::map<int, CUnit*>::iterator l;
for (l = ai->unittable->defenses.begin(); l != ai->unittable->defenses.end(); l++)
sumDefPower += ai->cb->GetUnitPower(l->first);
/* Determine clusters */
for (i = buildings.begin(); i != buildings.end(); i++) {
/* Continue if the building is already contained in a cluster */
if (buildingToCluster.find(i->first) != buildingToCluster.end())
continue;
/* Define a new cluster */
Cluster *c = new Cluster();
c->members.insert(std::pair<float,CUnit*>(i->second->type->cost, i->second));
buildingToCluster[i->first] = c;
float3 summedCenter(i->second->pos());
c->value = getValue(i->second);
for (++(j = i); j != buildings.end(); j++) {
/* Continue if the building is already contained in a cluster */
if (buildingToCluster.find(j->first) != buildingToCluster.end())
continue;
/* If the unit is within range of the cluster, add it to the cluster */
const float3 pos1 = j->second->pos();
for (k = c->members.begin(); k != c->members.end(); k++) {
const float3 pos2 = k->second->pos();
if ((pos1 - pos2).Length2D() <= 320.0f) {
float buildingValue = getValue(j->second);
c->members.insert(std::pair<float,CUnit*>(buildingValue, j->second));
c->value += buildingValue;
summedCenter += pos1;
buildingToCluster[j->first] = c;
break;
}
}
}
/* Calculate coverage of current defense for this cluster */
c->center = (summedCenter / c->members.size());
for (l = ai->unittable->defenses.begin(); l != ai->unittable->defenses.end(); l++) {
const float3 pos1 = l->second->pos();
float range = l->second->def->maxWeaponRange*0.8f;
float power = ai->cb->GetUnitPower(l->first)/sumDefPower;
bool hasDefense = false;
for (k = c->members.begin(); k != c->members.end(); k++) {
const float3 pos2 = k->second->pos();
float dist = (pos1 - pos2).Length2D();
if (dist < range) {
c->value -= (power*(k->first*(range-dist))) / c->members.size();
hasDefense = true;
}
}
if (hasDefense)
c->defenses++;
}
/* Add the cluster */
clusters.insert(std::pair<float,Cluster*>(c->value, c));
totalValue += c->value;
/* All buildings have a cluster, stop */
if (buildingToCluster.size() == buildings.size())
break;
}
//draw();
}
float CDefenseMatrix::getValue(CUnit *unit) {
return unit->type->cost;
}
void CDefenseMatrix::draw() {
std::multimap<float, Cluster*>::iterator i;
for (i = clusters.begin(); i != clusters.end(); i++) {
int group = int(i->first);
float3 p0(i->second->center);
p0.y = ai->cb->GetElevation(p0.x, p0.z) + 10.0f;
if (i->second->members.size() == 1) {
float3 p1(p0);
p1.y += 100.0f;
ai->cb->CreateLineFigure(p0, p1, 10.0f, 0, DRAW_TIME, group);
}
else {
std::multimap<float, CUnit*>::iterator j;
for (j = i->second->members.begin(); j != i->second->members.end(); j++) {
float3 p2 = j->second->pos();
ai->cb->CreateLineFigure(p0, p2, 5.0f, 0, DRAW_TIME, group);
}
}
ai->cb->SetFigureColor(group, 0.0f, 0.0f, i->first/totalValue, 1.0f);
}
}
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