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#include "CThreatMap.h"
#include <math.h>
#include <map>
#include "CAI.h"
#include "CUnitTable.h"
#include "CUnit.h"
#include "MathUtil.h"
CThreatMap::CThreatMap(AIClasses *ai) {
this->ai = ai;
this->X = ai->cb->GetMapWidth() / (HEIGHT2SLOPE*I_MAP_RES);
this->Z = ai->cb->GetMapHeight() / (HEIGHT2SLOPE*I_MAP_RES);
REAL = HEIGHT2SLOPE*HEIGHT2REAL*I_MAP_RES;
map = new float[X*Z];
units = &ai->unitIDs[0]; // save about 4x32KB of memory
for (int i = 0; i < X*Z; i++)
map[i] = 1.0f;
}
CThreatMap::~CThreatMap() {
delete[] map;
}
float CThreatMap::getThreat(float3 ¢er, float radius) {
int i = center.z / REAL;
int j = center.x / REAL;
if (radius == 0.0f)
return map[ID(j,i)];
int R = ceil(radius / REAL);
float power = 0.0f;
for (int z = -R; z <= R; z++) {
int zz = z+i;
if (zz > Z-1 || zz < 0)
continue;
for (int x = -R; x <= R; x++) {
int xx = x+j;
if (xx < X-1 && xx >= 0)
power += map[ID(xx,zz)];
}
}
return power/(2.0f*R*M_PI);
}
void CThreatMap::update(int frame) {
totalPower = 0.0f;
for (int i = 0; i < X*Z; i++)
map[i] = 1.0f;
int numUnits = ai->cbc->GetEnemyUnits(units, MAX_UNITS_AI);
if (numUnits > MAX_UNITS_AI)
LOG_WW("CThreatMap::update " << numUnits << " > " << MAX_UNITS_AI)
/* Add enemy threats */
for (int i = 0; i < numUnits; i++) {
const UnitDef *ud = ai->cbc->GetUnitDef(units[i]);
const UnitType *ut = UT(ud->id);
/* Don't let air be part of the threatmap */
if ((ut->cats&ATTACKER) && (ut->cats&AIR) && (ut->cats&MOBILE))
continue;
/* Ignore paralyzed units */
if (ai->cbc->IsUnitParalyzed(units[i]))
continue;
if ((ut->cats&ATTACKER) && !(ut->cats&AIR) && !ai->cbc->UnitBeingBuilt(units[i])) {
const float3 upos = ai->cbc->GetUnitPos(units[i]);
const float uRealX = upos.x/REAL;
const float uRealZ = upos.z/REAL;
const float range = (ud->maxWeaponRange+100.0f)/REAL;
float powerT = ai->cbc->GetUnitPower(units[i]);
const float power = ut->cats&COMMANDER ? powerT/20.0f : powerT;
float3 pos(0.0f, 0.0f, 0.0f);
const int R = (int) ceil(range);
for (int z = -R; z <= R; z++) {
for (int x = -R; x <= R; x++) {
pos.x = x;
pos.z = z;
if (pos.Length2D() <= range) {
pos.x += uRealX;
pos.z += uRealZ;
const unsigned int mx = (unsigned int) round(pos.x);
const unsigned int mz = (unsigned int) round(pos.z);
if (mx < X && mz < Z)
map[ID(mx,mz)] += power;
}
}
}
totalPower += power;
}
}
/* Add friendlies, this encourages flanking */
// std::map<int, CUnit*>::iterator i;
// for (i = ai->unittable->activeUnits.begin(); i != ai->unittable->activeUnits.end(); i++) {
// const UnitDef *ud = i->second->def;
// const UnitType *ut = i->second->type;
//
// /* Don't let air be part of the threatmap */
// if ((ut->cats&ATTACKER) && (ut->cats&AIR) && (ut->cats&MOBILE))
// continue;
//
// /* Ignore paralyzed units */
// if (ai->cbc->IsUnitParalyzed(i->first))
// continue;
//
// if ((ut->cats&ATTACKER)) {
// const float3 upos = i->second->pos();
// const float uRealX = upos.x/REAL;
// const float uRealZ = upos.z/REAL;
// const float range = (ud->maxWeaponRange+100.0f)/REAL;
// float powerT = ud->power;
// const float power = 0.1f * (ut->cats&COMMANDER ? powerT/20.0f : powerT);
// float3 pos(0.0f, 0.0f, 0.0f);
//
// const int R = (int) ceil(range);
// for (int z = -R; z <= R; z++) {
// for (int x = -R; x <= R; x++) {
// pos.x = x;
// pos.z = z;
// if (pos.Length2D() <= range) {
// pos.x += uRealX;
// pos.z += uRealZ;
// const unsigned int mx = (unsigned int) round(pos.x);
// const unsigned int mz = (unsigned int) round(pos.z);
// if (mx < X && mz < Z)
// map[ID(mx,mz)] += power;
// }
// }
// }
// totalPower += power;
// }
// }
// draw();
}
float CThreatMap::gauss(float x, float sigma, float mu) {
float a = 1.0f / (sigma * sqrt(2*M_PI));
float b = exp( -( pow(x-mu, 2) / (2*(pow(sigma,2))) ) );
return a * b;
}
void CThreatMap::draw() {
for (int z = 0; z < Z; z++) {
for (int x = 0; x < X; x++) {
if (map[ID(x,z)] > 1.0f+EPSILON) {
float3 p0(x*REAL, ai->cb->GetElevation(x*REAL,z*REAL), z*REAL);
float3 p1(p0);
p1.y += (map[ID(x,z)]/totalPower) * 300.0f;
ai->cb->CreateLineFigure(p0, p1, 4, 10.0, DRAW_TIME, 5);
}
}
}
ai->cb->SetFigureColor(5, 1.0f, 0.0f, 0.0f, 1.0f);
}
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