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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#include "AAIMap.h"
#include "AAI.h"
#include "AAIBuildTable.h"
#include "AAIBrain.h"
#include "AAIConfig.h"
#include "AAISector.h"
#include "System/SafeUtil.h"
#include "LegacyCpp/UnitDef.h"
using namespace springLegacyAI;
#define MAP_CACHE_PATH "cache/"
int AAIMap::xSize;
int AAIMap::ySize;
int AAIMap::xMapSize;
int AAIMap::yMapSize;
int AAIMap::losMapRes;
int AAIMap::xLOSMapSize;
int AAIMap::yLOSMapSize;
int AAIMap::xDefMapSize;
int AAIMap::yDefMapSize;
int AAIMap::xContMapSize;
int AAIMap::yContMapSize;
int AAIMap::xSectors;
int AAIMap::ySectors;
int AAIMap::xSectorSize;
int AAIMap::ySectorSize;
int AAIMap::xSectorSizeMap;
int AAIMap::ySectorSizeMap;
list<AAIMetalSpot> AAIMap::metal_spots;
int AAIMap::land_metal_spots;
int AAIMap::water_metal_spots;
float AAIMap::land_ratio;
float AAIMap::flat_land_ratio;
float AAIMap::water_ratio;
bool AAIMap::metalMap;
MapType AAIMap::map_type;
vector< vector<int> > AAIMap::team_sector_map;
vector<int> AAIMap::buildmap;
vector<int> AAIMap::blockmap;
vector<float> AAIMap::plateau_map;
vector<int> AAIMap::continent_map;
vector<AAIContinent> AAIMap::continents;
int AAIMap::land_continents;
int AAIMap::water_continents;
int AAIMap::avg_land_continent_size;
int AAIMap::avg_water_continent_size;
int AAIMap::max_land_continent_size;
int AAIMap::max_water_continent_size;
int AAIMap::min_land_continent_size;
int AAIMap::min_water_continent_size;
list<UnitCategory> AAIMap::map_categories;
list<int> AAIMap::map_categories_id;
AAIMap::AAIMap(AAI *ai)
{
this->ai = ai;
initialized = false;
}
AAIMap::~AAIMap(void)
{
// delete common data only if last aai instace has gone
if(ai->GetInstances() == 0)
{
Learn();
const std::string mapLearn_filename = LocateMapLearnFile();
// save map data
FILE *save_file = fopen(mapLearn_filename.c_str(), "w+");
fprintf(save_file, "%s \n", MAP_LEARN_VERSION);
for(int y = 0; y < ySectors; y++)
{
for(int x = 0; x < xSectors; x++)
{
// save sector data
fprintf(save_file, "%f %f %f", sector[x][y].flat_ratio, sector[x][y].water_ratio, sector[x][y].importance_this_game);
// save combat data
for(size_t cat = 0; cat < ai->Getbt()->assault_categories.size(); ++cat)
fprintf(save_file, "%f %f ", sector[x][y].attacked_by_this_game[cat], sector[x][y].combats_this_game[cat]);
}
fprintf(save_file, "\n");
}
fclose(save_file);
buildmap.clear();
blockmap.clear();
plateau_map.clear();
continent_map.clear();
}
defence_map.clear();
air_defence_map.clear();
submarine_defence_map.clear();
scout_map.clear();
last_updated_map.clear();
sector_in_los.clear();
sector_in_los_with_enemies.clear();
units_in_los.clear();
enemy_combat_units_spotted.clear();
}
void AAIMap::Init()
{
// all static vars are only initialized by the first aai instance
if(ai->GetInstances() == 1)
{
// get size
xMapSize = ai->Getcb()->GetMapWidth();
yMapSize = ai->Getcb()->GetMapHeight();
xSize = xMapSize * SQUARE_SIZE;
ySize = yMapSize * SQUARE_SIZE;
losMapRes = ai->Getcb()->GetLosMapResolution();
xLOSMapSize = xMapSize / losMapRes;
yLOSMapSize = yMapSize / losMapRes;
xDefMapSize = xMapSize / 4;
yDefMapSize = yMapSize / 4;
xContMapSize = xMapSize / 4;
yContMapSize = yMapSize / 4;
// calculate number of sectors
xSectors = floor(0.5f + ((float) xMapSize)/cfg->SECTOR_SIZE);
ySectors = floor(0.5f + ((float) yMapSize)/cfg->SECTOR_SIZE);
// calculate effective sector size
xSectorSizeMap = floor( ((float) xMapSize) / ((float) xSectors) );
ySectorSizeMap = floor( ((float) yMapSize) / ((float) ySectors) );
xSectorSize = 8 * xSectorSizeMap;
ySectorSize = 8 * ySectorSizeMap;
buildmap.resize(xMapSize*yMapSize, 0);
blockmap.resize(xMapSize*yMapSize, 0);
continent_map.resize(xContMapSize*yContMapSize, -1);
plateau_map.resize(xContMapSize*yContMapSize, 0);
// create map that stores which aai player has occupied which sector (visible to all aai players)
team_sector_map.resize(xSectors);
for(int x = 0; x < xSectors; ++x)
team_sector_map[x].resize(ySectors, -1);
ReadContinentFile();
ReadMapCacheFile();
}
// create field of sectors
sector.resize(xSectors);
for(int x = 0; x < xSectors; ++x)
sector[x].resize(ySectors);
for(int j = 0; j < ySectors; ++j)
{
for(int i = 0; i < xSectors; ++i)
// provide ai callback to sectors & set coordinates of the sectors
sector[i][j].Init(ai, i, j, xSectorSize*i, xSectorSize*(i+1), ySectorSize * j, ySectorSize * (j+1));
}
// add metalspots to their sectors
int k, l;
for(list<AAIMetalSpot>::iterator spot = metal_spots.begin(); spot != metal_spots.end(); ++spot)
{
k = spot->pos.x/xSectorSize;
l = spot->pos.z/ySectorSize;
if(k < xSectors && l < ySectors)
sector[k][l].AddMetalSpot(&(*spot));
}
ReadMapLearnFile(true);
// for scouting
scout_map.resize(xLOSMapSize*yLOSMapSize, 0);
last_updated_map.resize(xLOSMapSize*yLOSMapSize, 0);
sector_in_los.resize( (xSectors+1) * (ySectors+1) );
sector_in_los_with_enemies.resize( (xSectors+1) * (ySectors+1) );
units_in_los.resize(cfg->MAX_UNITS, 0);
enemy_combat_units_spotted.resize(AAIBuildTable::ass_categories, 0);
// create defence
defence_map.resize(xDefMapSize*yDefMapSize, 0);
air_defence_map.resize(xDefMapSize*yDefMapSize, 0);
submarine_defence_map.resize(xDefMapSize*yDefMapSize, 0);
initialized = true;
// for log file
ai->Log("Map: %s\n",ai->Getcb()->GetMapName());
ai->Log("Maptype: %s\n", GetMapTypeTextString(map_type));
ai->Log("Mapsize is %i x %i\n", ai->Getcb()->GetMapWidth(),ai->Getcb()->GetMapHeight());
ai->Log("%i sectors in x direction\n", xSectors);
ai->Log("%i sectors in y direction\n", ySectors);
ai->Log("x-sectorsize is %i (Map %i)\n", xSectorSize, xSectorSizeMap);
ai->Log("y-sectorsize is %i (Map %i)\n", ySectorSize, ySectorSizeMap);
ai->Log( _STPF_ " metal spots found (%i are on land, %i under water) \n \n", metal_spots.size(), land_metal_spots, water_metal_spots);
ai->Log( _STPF_ " continents found on map\n", continents.size());
ai->Log("%i land and %i water continents\n", land_continents, water_continents);
ai->Log("Average land continent size is %i\n", avg_land_continent_size);
ai->Log("Average water continent size is %i\n", avg_water_continent_size);
//debug
/*float3 my_pos;
for(int x = 0; x < xMapSize; x+=2)
{
for(int y = 0; y < yMapSize; y+=2)
{
if(buildmap[x + y*xMapSize] == 1 || buildmap[x + y*xMapSize] == 5)
{
my_pos.x = x * 8;
my_pos.z = y * 8;
my_pos.y = ai->Getcb()->GetElevation(my_pos.x, my_pos.z);
ai->Getcb()->DrawUnit("ARMMINE1", my_pos, 0.0f, 8000, ai->Getcb()->GetMyAllyTeam(), true, true);
}
}
}*/
}
void AAIMap::ReadMapCacheFile()
{
// try to read cache file
bool loaded = false;
const size_t buffer_sizeMax = 512;
char buffer[buffer_sizeMax];
const std::string mapCache_filename = LocateMapCacheFile();
FILE *file;
if((file = fopen(mapCache_filename.c_str(), "r")) != NULL)
{
// check if correct version
fscanf(file, "%s ", buffer);
if(strcmp(buffer, MAP_CACHE_VERSION))
{
ai->LogConsole("Mapcache out of date - creating new one");
fclose(file);
}
else
{
int temp;
float temp_float;
// load if its a metal map
fscanf(file, "%i ", &temp);
metalMap = (bool)temp;
// load map type
fscanf(file, "%s ", buffer);
if(!strcmp(buffer, "LAND_MAP"))
map_type = LAND_MAP;
else if(!strcmp(buffer, "LAND_WATER_MAP"))
map_type = LAND_WATER_MAP;
else if(!strcmp(buffer, "WATER_MAP"))
map_type = WATER_MAP;
else
map_type = UNKNOWN_MAP;
ai->LogConsole("%s detected", GetMapTypeTextString(map_type));
// load water ratio
fscanf(file, "%f ", &water_ratio);
// load buildmap
for(int i = 0; i < xMapSize*yMapSize; ++i)
{
fscanf(file, "%i ", &temp);
buildmap[i] = temp;
}
// load plateau map
for(int i = 0; i < xMapSize*yMapSize/16; ++i)
{
fscanf(file, "%f ", &temp_float);
plateau_map[i] = temp_float;
}
// load mex spots
AAIMetalSpot spot;
fscanf(file, "%i ", &temp);
for(int i = 0; i < temp; ++i)
{
fscanf(file, "%f %f %f %f ", &(spot.pos.x), &(spot.pos.y), &(spot.pos.z), &(spot.amount));
spot.occupied = false;
metal_spots.push_back(spot);
}
fscanf(file, "%i %i ", &land_metal_spots, &water_metal_spots);
fclose(file);
ai->Log("Map cache file successfully loaded\n");
loaded = true;
}
}
if(!loaded) // create new map data
{
// look for metalspots
SearchMetalSpots();
CalculateWaterRatio();
// detect cliffs/water and create plateau map
AnalyseMap();
DetectMapType();
//////////////////////////////////////////////////////////////////////////////////////////////////////
// save mod independent map data
const std::string mapCache_filename = LocateMapCacheFile();
file = fopen(mapCache_filename.c_str(), "w+");
fprintf(file, "%s\n", MAP_CACHE_VERSION);
// save if its a metal map
fprintf(file, "%i\n", (int)metalMap);
const char *temp_buffer = GetMapTypeString(map_type);
// save map type
fprintf(file, "%s\n", temp_buffer);
// save water ratio
fprintf(file, "%f\n", water_ratio);
// save buildmap
for(int i = 0; i < xMapSize*yMapSize; ++i)
fprintf(file, "%i ", buildmap[i]);
fprintf(file, "\n");
// save plateau map
for(int i = 0; i < xMapSize*yMapSize/16; ++i)
fprintf(file, "%f ", plateau_map[i]);
// save mex spots
land_metal_spots = 0;
water_metal_spots = 0;
fprintf(file, "\n" _STPF_ " \n", metal_spots.size());
for(list<AAIMetalSpot>::iterator spot = metal_spots.begin(); spot != metal_spots.end(); ++spot)
{
fprintf(file, "%f %f %f %f \n", spot->pos.x, spot->pos.y, spot->pos.z, spot->amount);
if(spot->pos.y >= 0)
++land_metal_spots;
else
++water_metal_spots;
}
fprintf(file, "%i %i\n", land_metal_spots, water_metal_spots);
fclose(file);
ai->Log("New map cache-file created\n");
}
// determine important unit categories on this map
if(cfg->AIR_ONLY_MOD)
{
map_categories.push_back(GROUND_ASSAULT);
map_categories.push_back(AIR_ASSAULT);
map_categories.push_back(HOVER_ASSAULT);
map_categories.push_back(SEA_ASSAULT);
map_categories_id.push_back(0);
map_categories_id.push_back(1);
map_categories_id.push_back(2);
map_categories_id.push_back(3);
}
else
{
if(map_type == LAND_MAP)
{
map_categories.push_back(GROUND_ASSAULT);
map_categories.push_back(AIR_ASSAULT);
map_categories.push_back(HOVER_ASSAULT);
map_categories_id.push_back(0);
map_categories_id.push_back(1);
map_categories_id.push_back(2);
}
else if(map_type == LAND_WATER_MAP)
{
map_categories.push_back(GROUND_ASSAULT);
map_categories.push_back(AIR_ASSAULT);
map_categories.push_back(HOVER_ASSAULT);
map_categories.push_back(SEA_ASSAULT);
map_categories.push_back(SUBMARINE_ASSAULT);
map_categories_id.push_back(0);
map_categories_id.push_back(1);
map_categories_id.push_back(2);
map_categories_id.push_back(3);
map_categories_id.push_back(4);
}
else if(map_type == WATER_MAP)
{
map_categories.push_back(AIR_ASSAULT);
map_categories.push_back(HOVER_ASSAULT);
map_categories.push_back(SEA_ASSAULT);
map_categories.push_back(SUBMARINE_ASSAULT);
map_categories_id.push_back(1);
map_categories_id.push_back(2);
map_categories_id.push_back(3);
map_categories_id.push_back(4);
}
else
{
map_categories.push_back(AIR_ASSAULT);
map_categories_id.push_back(1);
}
}
}
void AAIMap::ReadContinentFile()
{
const std::string filename = cfg->GetFileName(ai, cfg->getUniqueName(ai, true, true, true, true), MAP_CACHE_PATH, "_continent.dat", true);
FILE* file = fopen(filename.c_str(), "r");
if(file != NULL)
{
char buffer[4096];
// check if correct version
fscanf(file, "%s ", buffer);
if(strcmp(buffer, CONTINENT_DATA_VERSION))
{
ai->LogConsole("Continent cache out of date - creating new one");
fclose(file);
}
else
{
int temp, temp2;
// load continent map
for(int j = 0; j < yContMapSize; ++j)
{
for(int i = 0; i < xContMapSize; ++i)
{
fscanf(file, "%i ", &temp);
continent_map[j * xContMapSize + i] = temp;
}
}
// load continents
fscanf(file, "%i ", &temp);
continents.resize(temp);
for(int i = 0; i < temp; ++i)
{
fscanf(file, "%i %i ", &continents[i].size, &temp2);
continents[i].water = (bool) temp2;
continents[i].id = i;
}
// load statistical data
fscanf(file, "%i %i %i %i %i %i %i %i", &land_continents, &water_continents, &avg_land_continent_size, &avg_water_continent_size,
&max_land_continent_size, &max_water_continent_size,
&min_land_continent_size, &min_water_continent_size);
fclose(file);
ai->Log("Continent cache file successfully loaded\n");
return;
}
}
// loading has not been succesful -> create new continent maps
// create continent/movement map
CalculateContinentMaps();
//////////////////////////////////////////////////////////////////////////////////////////////////////
// save movement maps
const std::string movementfile = cfg->GetFileName(ai, cfg->getUniqueName(ai, true, false, true, false), MAP_CACHE_PATH, "_movement.dat", true);
file = fopen(movementfile.c_str(), "w+");
fprintf(file, "%s\n", CONTINENT_DATA_VERSION);
// save continent map
for(int j = 0; j < yContMapSize; ++j)
{
for(int i = 0; i < xContMapSize; ++i)
fprintf(file, "%i ", continent_map[j * xContMapSize + i]);
fprintf(file, "\n");
}
// save continents
fprintf(file, "\n" _STPF_ " \n", continents.size());
for(size_t c = 0; c < continents.size(); ++c)
fprintf(file, "%i %i \n", continents[c].size, (int)continents[c].water);
// save statistical data
fprintf(file, "%i %i %i %i %i %i %i %i\n", land_continents, water_continents, avg_land_continent_size, avg_water_continent_size,
max_land_continent_size, max_water_continent_size,
min_land_continent_size, min_water_continent_size);
fclose(file);
}
std::string AAIMap::LocateMapLearnFile() const
{
return cfg->GetFileName(ai, cfg->getUniqueName(ai, true, true, true, true), MAP_LEARN_PATH, "_maplearn.dat", true);
}
std::string AAIMap::LocateMapCacheFile() const
{
return cfg->GetFileName(ai, cfg->getUniqueName(ai, false, false, true, true), MAP_LEARN_PATH, "_mapcache.dat", true);
}
void AAIMap::ReadMapLearnFile(bool auto_set)
{
const std::string mapLearn_filename = LocateMapLearnFile();
const size_t buffer_sizeMax = 2048;
char buffer[buffer_sizeMax];
// open learning files
FILE *load_file = fopen(mapLearn_filename.c_str(), "r");
// check if correct map file version
if(load_file)
{
fscanf(load_file, "%s", buffer);
// file version out of date
if(strcmp(buffer, MAP_LEARN_VERSION))
{
ai->LogConsole("Map learning file version out of date, creating new one");
fclose(load_file);
load_file = 0;
}
}
// load sector data from file or init with default values
if(load_file)
{
for(int j = 0; j < ySectors; ++j)
{
for(int i = 0; i < xSectors; ++i)
{
// load sector data
fscanf(load_file, "%f %f %f", §or[i][j].flat_ratio, §or[i][j].water_ratio, §or[i][j].importance_learned);
// set movement types that may enter this sector
// always: MOVE_TYPE_AIR, MOVE_TYPE_AMPHIB, MOVE_TYPE_HOVER;
sector[i][j].allowed_movement_types = 22;
if(sector[i][j].water_ratio < 0.3)
sector[i][j].allowed_movement_types |= MOVE_TYPE_GROUND;
else if(sector[i][j].water_ratio < 0.7)
{
sector[i][j].allowed_movement_types |= MOVE_TYPE_GROUND;
sector[i][j].allowed_movement_types |= MOVE_TYPE_SEA;
}
else
sector[i][j].allowed_movement_types |= MOVE_TYPE_SEA;
if(sector[i][j].importance_learned <= 1)
sector[i][j].importance_learned += (rand()%5)/20.0;
// load combat data
for(size_t cat = 0; cat < ai->Getbt()->assault_categories.size(); cat++)
fscanf(load_file, "%f %f ", §or[i][j].attacked_by_learned[cat], §or[i][j].combats_learned[cat]);
if(auto_set)
{
sector[i][j].importance_this_game = sector[i][j].importance_learned;
for(size_t cat = 0; cat < ai->Getbt()->assault_categories.size(); ++cat)
{
sector[i][j].attacked_by_this_game[cat] = sector[i][j].attacked_by_learned[cat];
sector[i][j].combats_this_game[cat] = sector[i][j].combats_learned[cat];
}
}
}
}
}
else
{
for(int j = 0; j < ySectors; ++j)
{
for(int i = 0; i < xSectors; ++i)
{
sector[i][j].importance_learned = 1 + (rand()%5)/20.0;
sector[i][j].flat_ratio = sector[i][j].GetFlatRatio();
sector[i][j].water_ratio = sector[i][j].GetWaterRatio();
// set movement types that may enter this sector
// always: MOVE_TYPE_AIR, MOVE_TYPE_AMPHIB, MOVE_TYPE_HOVER;
sector[i][j].allowed_movement_types = 22;
if(sector[i][j].water_ratio < 0.3)
sector[i][j].allowed_movement_types |= MOVE_TYPE_GROUND;
else if(sector[i][j].water_ratio < 0.7)
{
sector[i][j].allowed_movement_types |= MOVE_TYPE_GROUND;
sector[i][j].allowed_movement_types |= MOVE_TYPE_SEA;
}
else
sector[i][j].allowed_movement_types |= MOVE_TYPE_SEA;
if(auto_set)
{
sector[i][j].importance_this_game = sector[i][j].importance_learned;
for(size_t cat = 0; cat < ai->Getbt()->assault_categories.size(); ++cat)
{
// init with higher values in the center of the map
sector[i][j].attacked_by_learned[cat] = 2 * sector[i][j].GetEdgeDistance();
sector[i][j].attacked_by_this_game[cat] = sector[i][j].attacked_by_learned[cat];
sector[i][j].combats_this_game[cat] = sector[i][j].combats_learned[cat];
}
}
}
}
}
// determine land/water ratio of total map
flat_land_ratio = 0;
water_ratio = 0;
for(int j = 0; j < ySectors; ++j)
{
for(int i = 0; i < xSectors; ++i)
{
flat_land_ratio += sector[i][j].flat_ratio;
water_ratio += sector[i][j].water_ratio;
}
}
flat_land_ratio /= (float)(xSectors * ySectors);
water_ratio /= (float)(xSectors * ySectors);
land_ratio = 1.0f - water_ratio;
if(load_file)
fclose(load_file);
else
ai->LogConsole("New map-learning file created");
}
void AAIMap::Learn()
{
AAISector *sector;
for(int y = 0; y < ySectors; ++y)
{
for(int x = 0; x < xSectors; ++x)
{
sector = &this->sector[x][y];
sector->importance_this_game = 0.93f * (sector->importance_this_game + 3.0f * sector->importance_learned)/4.0f;
if(sector->importance_this_game < 1)
sector->importance_this_game = 1;
for(size_t cat = 0; cat < ai->Getbt()->assault_categories.size(); ++cat)
{
sector->attacked_by_this_game[cat] = 0.90f * (sector->attacked_by_this_game[cat] + 3.0f * sector->attacked_by_learned[cat])/4.0f;
sector->combats_this_game[cat] = 0.90f * (sector->combats_this_game[cat] + 3.0f * sector->combats_learned[cat])/4.0f;
}
}
}
}
// converts unit positions to cell coordinates
void AAIMap::Pos2BuildMapPos(float3 *pos, const UnitDef* def)
{
// get cell index of middlepoint
pos->x = (int) (pos->x/SQUARE_SIZE);
pos->z = (int) (pos->z/SQUARE_SIZE);
// shift to the leftmost uppermost cell
pos->x -= def->xsize/2;
pos->z -= def->zsize/2;
// check if pos is still in that map, otherwise retun 0
if(pos->x < 0 && pos->z < 0)
pos->x = pos->z = 0;
}
void AAIMap::BuildMapPos2Pos(float3 *pos, const UnitDef *def)
{
// shift to middlepoint
pos->x += def->xsize/2;
pos->z += def->zsize/2;
// back to unit coordinates
pos->x *= SQUARE_SIZE;
pos->z *= SQUARE_SIZE;
}
void AAIMap::Pos2FinalBuildPos(float3 *pos, const UnitDef* def)
{
if(def->xsize&2) // check if xsize is a multiple of 4
pos->x=floor((pos->x)/(SQUARE_SIZE*2))*SQUARE_SIZE*2+8;
else
pos->x=floor((pos->x+8)/(SQUARE_SIZE*2))*SQUARE_SIZE*2;
if(def->zsize&2)
pos->z=floor((pos->z)/(SQUARE_SIZE*2))*SQUARE_SIZE*2+8;
else
pos->z=floor((pos->z+8)/(SQUARE_SIZE*2))*SQUARE_SIZE*2;
}
bool AAIMap::SetBuildMap(int xPos, int yPos, int xSize, int ySize, int value, int ignore_value)
{
//float3 my_pos;
if(xPos+xSize <= xMapSize && yPos+ySize <= yMapSize)
{
for(int x = xPos; x < xSize+xPos; x++)
{
for(int y = yPos; y < ySize+yPos; y++)
{
if(buildmap[x+y*xMapSize] != ignore_value)
{
buildmap[x+y*xMapSize] = value;
// debug
/*if(x%2 == 0 && y%2 == 0)
{
my_pos.x = x * 8;
my_pos.z = y * 8;
my_pos.y = ai->Getcb()->GetElevation(my_pos.x, my_pos.z);
ai->Getcb()->DrawUnit("ARMMINE1", my_pos, 0.0f, 1500, ai->Getcb()->GetMyAllyTeam(), true, true);
}*/
}
}
}
return true;
}
return false;
}
float3 AAIMap::GetBuildSiteInRect(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, bool water)
{
float3 pos;
// get required cell-size of the building
int xSize, ySize, xPos, yPos;
GetSize(def, &xSize, &ySize);
// check rect
for(yPos = yStart; yPos < yEnd; yPos += 2)
{
for(xPos = xStart; xPos < xEnd; xPos += 2)
{
// check if buildmap allows construction
if(CanBuildAt(xPos, yPos, xSize, ySize, water))
{
if(ai->Getbt()->IsFactory(def->id))
yPos += 8;
pos.x = xPos;
pos.z = yPos;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&pos, def);
Pos2FinalBuildPos(&pos, def);
if(ai->Getcb()->CanBuildAt(def, pos))
{
int x = pos.x/xSectorSize;
int y = pos.z/ySectorSize;
if(x < xSectors && x >= 0 && y < ySectors && y >= 0)
return pos;
}
}
}
}
return ZeroVector;
}
float3 AAIMap::GetRadarArtyBuildsite(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, float range, bool water)
{
float3 pos;
float3 best_pos = ZeroVector;
float my_rating;
float best_rating = -10000.0f;
// convert range from unit coordinates to build map coordinates
range /= 8.0f;
// get required cell-size of the building
int xSize, ySize, xPos, yPos;
GetSize(def, &xSize, &ySize);
// go through rect
for(yPos = yStart; yPos < yEnd; yPos += 2)
{
for(xPos = xStart; xPos < xEnd; xPos += 2)
{
if(CanBuildAt(xPos, yPos, xSize, ySize, water))
{
if(water)
my_rating = 1.0f + 0.01f * (float)(rand()%100) - range / (float)(1 + GetEdgeDistance(xPos, yPos));
else
my_rating = 0.01f * (float)(rand()%50) + plateau_map[xPos + yPos * xSize] - range / (float)(1 + GetEdgeDistance(xPos, yPos));
if(my_rating > best_rating)
{
pos.x = xPos;
pos.z = yPos;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&pos, def);
Pos2FinalBuildPos(&pos, def);
if(ai->Getcb()->CanBuildAt(def, pos))
{
best_pos = pos;
best_rating = my_rating;
}
}
}
}
}
return best_pos;
}
float3 AAIMap::GetHighestBuildsite(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd)
{
float3 best_pos = ZeroVector, pos;
// get required cell-size of the building
int xSize, ySize, xPos, yPos, x, y;
GetSize(def, &xSize, &ySize);
// go through rect
for(xPos = xStart; xPos < xEnd; xPos += 2)
{
for(yPos = yStart; yPos < yEnd; yPos += 2)
{
if(CanBuildAt(xPos, yPos, xSize, ySize))
{
pos.x = xPos;
pos.z = yPos;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&pos, def);
Pos2FinalBuildPos(&pos, def);
if(ai->Getcb()->CanBuildAt(def, pos))
{
x = pos.x/xSectorSize;
y = pos.z/ySectorSize;
if(x < xSectors && x >= 0 && y < ySectors && y >= 0)
{
pos.y = ai->Getcb()->GetElevation(pos.x, pos.z);
if(pos.y > best_pos.y)
best_pos = pos;
}
}
}
}
}
return best_pos;
}
float3 AAIMap::GetCenterBuildsite(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, bool water)
{
float3 pos, temp_pos;
bool vStop = false, hStop = false;
int vCenter = yStart + (yEnd-yStart)/2;
int hCenter = xStart + (xEnd-xStart)/2;
int hIterator = 1, vIterator = 1;
// get required cell-size of the building
int xSize, ySize;
GetSize(def, &xSize, &ySize);
// check rect
while(!vStop || !hStop)
{
pos.z = vCenter - vIterator;
pos.x = hCenter - hIterator;
if(!vStop)
{
while(pos.x < hCenter+hIterator)
{
// check if buildmap allows construction
if(CanBuildAt(pos.x, pos.z, xSize, ySize, water))
{
temp_pos.x = pos.x;
temp_pos.y = 0;
temp_pos.z = pos.z;
if(ai->Getbt()->IsFactory(def->id))
temp_pos.z += 8;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&temp_pos, def);
Pos2FinalBuildPos(&temp_pos, def);
if(ai->Getcb()->CanBuildAt(def, temp_pos))
{
int x = temp_pos.x/xSectorSize;
int y = temp_pos.z/ySectorSize;
if(x < xSectors && x >= 0 && y < ySectors && y >= 0)
return temp_pos;
}
}
else if(CanBuildAt(pos.x, pos.z + 2 * vIterator, xSize, ySize, water))
{
temp_pos.x = pos.x;
temp_pos.y = 0;
temp_pos.z = pos.z + 2 * vIterator;
if(ai->Getbt()->IsFactory(def->id))
temp_pos.z += 8;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&temp_pos, def);
Pos2FinalBuildPos(&temp_pos, def);
if(ai->Getcb()->CanBuildAt(def, temp_pos))
{
int x = temp_pos.x/xSectorSize;
int y = temp_pos.z/ySectorSize;
if(x < xSectors && x >= 0 && y < ySectors && y >= 0)
return temp_pos;
}
}
pos.x += 2;
}
}
if (!hStop)
{
hIterator += 2;
if (hCenter - hIterator < xStart || hCenter + hIterator > xEnd)
{
hStop = true;
hIterator -= 2;
}
}
if(!hStop)
{
while(pos.z < vCenter+vIterator)
{
// check if buildmap allows construction
if(CanBuildAt(pos.x, pos.z, xSize, ySize, water))
{
temp_pos.x = pos.x;
temp_pos.y = 0;
temp_pos.z = pos.z;
if(ai->Getbt()->IsFactory(def->id))
temp_pos.z += 8;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&temp_pos, def);
Pos2FinalBuildPos(&temp_pos, def);
if(ai->Getcb()->CanBuildAt(def, temp_pos))
{
int x = temp_pos.x/xSectorSize;
int y = temp_pos.z/ySectorSize;
if(x < xSectors || x >= 0 || y < ySectors || y >= 0)
return temp_pos;
}
}
else if(CanBuildAt(pos.x + 2 * hIterator, pos.z, xSize, ySize, water))
{
temp_pos.x = pos.x + 2 * hIterator;
temp_pos.y = 0;
temp_pos.z = pos.z;
if(ai->Getbt()->IsFactory(def->id))
temp_pos.z += 8;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&temp_pos, def);
Pos2FinalBuildPos(&temp_pos, def);
if(ai->Getcb()->CanBuildAt(def, temp_pos))
{
int x = temp_pos.x/xSectorSize;
int y = temp_pos.z/ySectorSize;
if(x < xSectors && x >= 0 && y < ySectors && y >= 0)
return temp_pos;
}
}
pos.z += 2;
}
}
vIterator += 2;
if(vCenter - vIterator < yStart || vCenter + vIterator > yEnd)
vStop = true;
}
return ZeroVector;
}
float3 AAIMap::GetRandomBuildsite(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, int tries, bool water)
{
float3 pos;
// get required cell-size of the building
int xSize, ySize;
GetSize(def, &xSize, &ySize);
for(int i = 0; i < tries; i++)
{
// get random pos within rectangle
if(xEnd - xStart - xSize < 1)
pos.x = xStart;
else
pos.x = xStart + rand()%(xEnd - xStart - xSize);
if(yEnd - yStart - ySize < 1)
pos.z = yStart;
else
pos.z = yStart + rand()%(yEnd - yStart - ySize);
// check if buildmap allows construction
if(CanBuildAt(pos.x, pos.z, xSize, ySize, water))
{
if(ai->Getbt()->IsFactory(def->id))
pos.z += 8;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&pos, def);
Pos2FinalBuildPos(&pos, def);
if(ai->Getcb()->CanBuildAt(def, pos))
{
int x = pos.x/xSectorSize;
int y = pos.z/ySectorSize;
if(x < xSectors && x >= 0 && y < ySectors && y >= 0)
return pos;
}
}
}
return ZeroVector;
}
float3 AAIMap::GetClosestBuildsite(const UnitDef *def, float3 pos, int max_distance, bool water)
{
Pos2BuildMapPos(&pos, def);
int xStart = pos.x - max_distance;
int xEnd = pos.x + max_distance;
int yStart = pos.z - max_distance;
int yEnd = pos.z + max_distance;
if(xStart < 0)
xStart = 0;
if(xEnd >= xSectors * xSectorSizeMap)
xEnd = xSectors * xSectorSizeMap - 1;
if(yStart < 0)
yStart = 0;
if(yEnd >= ySectors * ySectorSizeMap)
yEnd = ySectors * ySectorSizeMap - 1;
return GetCenterBuildsite(def, xStart, xEnd, yStart, yEnd, water);
}
bool AAIMap::CanBuildAt(int xPos, int yPos, int xSize, int ySize, bool water)
{
if(xPos+xSize <= xMapSize && yPos+ySize <= yMapSize)
{
// check if all squares the building needs are empty
for(int x = xPos; x < xSize+xPos; ++x)
{
for(int y = yPos; y < ySize+yPos; ++y)
{
// check if cell already blocked by something
if(!water && buildmap[x+y*xMapSize] != 0)
return false;
else if(water && buildmap[x+y*xMapSize] != 4)
return false;
}
}
return true;
}
else
return false;
}
void AAIMap::CheckRows(int xPos, int yPos, int xSize, int ySize, bool add, bool water)
{
bool insert_space;
int cell;
int building;
if(water)
building = 5;
else
building = 1;
// check horizontal space
if(xPos+xSize+cfg->MAX_XROW <= xMapSize && xPos - cfg->MAX_XROW >= 0)
{
for(int y = yPos; y < yPos + ySize; ++y)
{
if(y >= yMapSize)
{
ai->Log("ERROR: y = %i index out of range when checking horizontal rows", y);
return;
}
// check to the right
insert_space = true;
for(int x = xPos+xSize; x < xPos+xSize+cfg->MAX_XROW; x++)
{
if(buildmap[x+y*xMapSize] != building)
{
insert_space = false;
break;
}
}
// check to the left
if(!insert_space)
{
insert_space = true;
for(int x = xPos-1; x >= xPos - cfg->MAX_XROW; x--)
{
if(buildmap[x+y*xMapSize] != building)
{
insert_space = false;
break;
}
}
}
if(insert_space)
{
// right side
cell = GetNextX(1, xPos+xSize, y, building);
if(cell != -1 && xPos+xSize+cfg->X_SPACE <= xMapSize)
{
BlockCells(cell, y, cfg->X_SPACE, 1, add, water);
//add blocking of the edges
if(y == yPos && (yPos - cfg->Y_SPACE) >= 0)
BlockCells(cell, yPos - cfg->Y_SPACE, cfg->X_SPACE, cfg->Y_SPACE, add, water);
if(y == yPos + ySize - 1)
BlockCells(cell, yPos + ySize, cfg->X_SPACE, cfg->Y_SPACE, add, water);
}
// left side
cell = GetNextX(0, xPos-1, y, building);
if(cell != -1 && cell-cfg->X_SPACE >= 0)
{
BlockCells(cell-cfg->X_SPACE, y, cfg->X_SPACE, 1, add, water);
// add diagonal blocks
if(y == yPos && (yPos - cfg->Y_SPACE) >= 0)
BlockCells(cell-cfg->X_SPACE, yPos - cfg->Y_SPACE, cfg->X_SPACE, cfg->Y_SPACE, add, water);
if(y == yPos + ySize - 1)
BlockCells(cell-cfg->X_SPACE, yPos + ySize, cfg->X_SPACE, cfg->Y_SPACE, add, water);
}
}
}
}
// check vertical space
if(yPos+ySize+cfg->MAX_YROW <= yMapSize && yPos - cfg->MAX_YROW >= 0)
{
for(int x = xPos; x < xPos + xSize; x++)
{
if(x >= xMapSize)
{
ai->Log("ERROR: x = %i index out of range when checking vertical rows", x);
return;
}
// check downwards
insert_space = true;
for(int y = yPos+ySize; y < yPos+ySize+cfg->MAX_YROW; ++y)
{
if(buildmap[x+y*xMapSize] != building)
{
insert_space = false;
break;
}
}
// check upwards
if(!insert_space)
{
insert_space = true;
for(int y = yPos-1; y >= yPos - cfg->MAX_YROW; --y)
{
if(buildmap[x+y*xMapSize] != building)
{
insert_space = false;
break;
}
}
}
if(insert_space)
{
// downwards
cell = GetNextY(1, x, yPos+ySize, building);
if(cell != -1 && yPos+ySize+cfg->Y_SPACE <= yMapSize)
{
BlockCells(x, cell, 1, cfg->Y_SPACE, add, water);
// add diagonal blocks
if(x == xPos && (xPos - cfg->X_SPACE) >= 0)
BlockCells(xPos-cfg->X_SPACE, cell, cfg->X_SPACE, cfg->Y_SPACE, add, water);
if(x == xPos + xSize - 1)
BlockCells(xPos + xSize, cell, cfg->X_SPACE, cfg->Y_SPACE, add, water);
}
// upwards
cell = GetNextY(0, x, yPos-1, building);
if(cell != -1 && cell-cfg->Y_SPACE >= 0)
{
BlockCells(x, cell-cfg->Y_SPACE, 1, cfg->Y_SPACE, add, water);
// add diagonal blocks
if(x == xPos && (xPos - cfg->X_SPACE) >= 0)
BlockCells(xPos-cfg->X_SPACE, cell-cfg->Y_SPACE, cfg->X_SPACE, cfg->Y_SPACE, add, water);
if(x == xPos + xSize - 1)
BlockCells(xPos + xSize, cell-cfg->Y_SPACE, cfg->X_SPACE, cfg->Y_SPACE, add, water);
}
}
}
}
}
void AAIMap::BlockCells(int xPos, int yPos, int width, int height, bool block, bool water)
{
// make sure to stay within map if too close to the edges
int xEnd = xPos + width;
int yEnd = yPos + height;
if(xEnd > xMapSize)
xEnd = xMapSize;
if(yEnd > yMapSize)
yEnd = yMapSize;
//float3 my_pos;
int empty, cell;
if(water)
empty = 4;
else
empty = 0;
if(block) // block cells
{
for(int y = yPos; y < yEnd; ++y)
{
for(int x = xPos; x < xEnd; ++x)
{
cell = x + xMapSize*y;
// if no building ordered that cell to be blocked, update buildmap
// (only if space is not already occupied by a building)
if(blockmap[cell] == 0 && buildmap[cell] == empty)
{
buildmap[cell] = 2;
// debug
/*if(x%2 == 0 && y%2 == 0)
{
my_pos.x = x * 8;
my_pos.z = y * 8;
my_pos.y = ai->Getcb()->GetElevation(my_pos.x, my_pos.z);
ai->Getcb()->DrawUnit("ARMMINE1", my_pos, 0.0f, 1500, ai->Getcb()->GetMyAllyTeam(), true, true);
}*/
}
++blockmap[cell];
}
}
}
else // unblock cells
{
for(int y = yPos; y < yEnd; ++y)
{
for(int x = xPos; x < xEnd; ++x)
{
cell = x + xMapSize*y;
if(blockmap[cell] > 0)
{
--blockmap[cell];
// if cell is not blocked anymore, mark cell on buildmap as empty (only if it has been marked bloked
// - if it is not marked as blocked its occupied by another building or unpassable)
if(blockmap[cell] == 0 && buildmap[cell] == 2)
{
buildmap[cell] = empty;
// debug
/*if(x%2 == 0 && y%2 == 0)
{
my_pos.x = x * 8;
my_pos.z = y * 8;
my_pos.y = ai->Getcb()->GetElevation(my_pos.x, my_pos.z);
ai->Getcb()->DrawUnit("ARMMINE1", my_pos, 0.0f, 1500, ai->Getcb()->GetMyAllyTeam(), true, true);
}*/
}
}
}
}
}
}
void AAIMap::UpdateBuildMap(float3 build_pos, const UnitDef *def, bool block, bool water, bool factory)
{
Pos2BuildMapPos(&build_pos, def);
if(block)
{
if(water)
SetBuildMap(build_pos.x, build_pos.z, def->xsize, def->zsize, 5);
else
SetBuildMap(build_pos.x, build_pos.z, def->xsize, def->zsize, 1);
}
else
{
// remove spaces before freeing up buildspace
CheckRows(build_pos.x, build_pos.z, def->xsize, def->zsize, block, water);
if(water)
SetBuildMap(build_pos.x, build_pos.z, def->xsize, def->zsize, 4);
else
SetBuildMap(build_pos.x, build_pos.z, def->xsize, def->zsize, 0);
}
if(factory)
{
// extra space for factories to keep exits clear
BlockCells(build_pos.x, build_pos.z - 8, def->xsize, 8, block, water);
BlockCells(build_pos.x + def->xsize, build_pos.z - 8, cfg->X_SPACE, def->zsize + 1.5f * (float)cfg->Y_SPACE, block, water);
BlockCells(build_pos.x, build_pos.z + def->zsize, def->xsize, 1.5f * (float)cfg->Y_SPACE - 8, block, water);
}
// add spaces after blocking buildspace
if(block)
CheckRows(build_pos.x, build_pos.z, def->xsize, def->zsize, block, water);
}
int AAIMap::GetNextX(int direction, int xPos, int yPos, int value)
{
int x = xPos;
if(direction)
{
while(buildmap[x+yPos*xMapSize] == value)
{
++x;
// search went out of map
if(x >= xMapSize)
return -1;
}
}
else
{
while(buildmap[x+yPos*xMapSize] == value)
{
--x;
// search went out of map
if(x < 0)
return -1;
}
}
return x;
}
int AAIMap::GetNextY(int direction, int xPos, int yPos, int value)
{
int y = yPos;
if(direction)
{
// scan line until next free cell found
while(buildmap[xPos+y*xMapSize] == value)
{
++y;
// search went out of map
if(y >= yMapSize)
return -1;
}
}
else
{
// scan line until next free cell found
while(buildmap[xPos+y*xMapSize] == value)
{
--y;
// search went out of map
if(y < 0)
return -1;
}
}
return y;
}
void AAIMap::GetSize(const UnitDef *def, int *xSize, int *ySize)
{
// calculate size of building
*xSize = def->xsize;
*ySize = def->zsize;
// if building is a factory additional vertical space is needed
if(ai->Getbt()->IsFactory(def->id))
{
*xSize += cfg->X_SPACE;
*ySize += ((float)cfg->Y_SPACE)*1.5;
}
}
int AAIMap::GetCliffyCells(int xPos, int yPos, int xSize, int ySize)
{
int cliffs = 0;
// count cells with big slope
for(int x = xPos; x < xPos + xSize; ++x)
{
for(int y = yPos; y < yPos + ySize; ++y)
{
if(buildmap[x+y*xMapSize] == 3)
++cliffs;
}
}
return cliffs;
}
int AAIMap::GetCliffyCellsInSector(AAISector *sector)
{
int cliffs = 0;
int xPos = sector->x * xSectorSize;
int yPos = sector->y * ySectorSize;
// count cells with big slope
for(int x = xPos; x < xPos + xSectorSizeMap; ++x)
{
for(int y = yPos; y < yPos + ySectorSizeMap; ++y)
{
if(buildmap[x+y*xMapSize] == 3)
++cliffs;
}
}
return cliffs;
}
void AAIMap::AnalyseMap()
{
float3 my_pos;
float slope;
const float *height_map = ai->Getcb()->GetHeightMap();
// get water/cliffs
for(int x = 0; x < xMapSize; ++x)
{
for(int y = 0; y < yMapSize; ++y)
{
// check for water
if(height_map[y * xMapSize + x] < 0)
buildmap[x+y*xMapSize] = 4;
else if(x < xMapSize - 4 && y < yMapSize - 4)
// check slope
{
slope = (height_map[y * xMapSize + x] - height_map[y * xMapSize + x + 4])/64.0;
// check x-direction
if(slope > cfg->CLIFF_SLOPE || -slope > cfg->CLIFF_SLOPE)
buildmap[x+y*xMapSize] = 3;
else // check y-direction
{
slope = (height_map[y * xMapSize + x] - height_map[(y+4) * xMapSize + x])/64.0;
if(slope > cfg->CLIFF_SLOPE || -slope > cfg->CLIFF_SLOPE)
buildmap[x+y*xMapSize] = 3;
}
}
}
}
// calculate plateu map
int xSize = xMapSize/4;
int ySize = yMapSize/4;
int TERRAIN_DETECTION_RANGE = 6;
float my_height, diff;
for(int x = TERRAIN_DETECTION_RANGE; x < xSize - TERRAIN_DETECTION_RANGE; ++x)
{
for(int y = TERRAIN_DETECTION_RANGE; y < ySize - TERRAIN_DETECTION_RANGE; ++y)
{
my_height = height_map[4 * (x + y * xMapSize)];
for(int i = x - TERRAIN_DETECTION_RANGE; i < x + TERRAIN_DETECTION_RANGE; ++i)
{
for(int j = y - TERRAIN_DETECTION_RANGE; j < y + TERRAIN_DETECTION_RANGE; ++j)
{
diff = (height_map[4 * (i + j * xMapSize)] - my_height);
if(diff > 0)
{
if(buildmap[4 * (i + j * xMapSize)] != 3)
plateau_map[i + j * xSize] += diff;
}
else
plateau_map[i + j * xSize] += diff;
}
}
}
}
for(int x = 0; x < xSize; ++x)
{
for(int y = 0; y < ySize; ++y)
{
if(plateau_map[x + y * xSize] >= 0)
plateau_map[x + y * xSize] = sqrt(plateau_map[x + y * xSize]);
else
plateau_map[x + y * xSize] = -1.0f * sqrt((-1.0f) * plateau_map[x + y * xSize]);
}
}
}
void AAIMap::DetectMapType()
{
if( (float)max_land_continent_size < 0.5f * (float)max_water_continent_size || water_ratio > 0.80f)
map_type = WATER_MAP;
else if(water_ratio > 0.25f)
map_type = LAND_WATER_MAP;
else
map_type = LAND_MAP;
}
void AAIMap::CalculateWaterRatio()
{
water_ratio = 0;
for(int y = 0; y < yMapSize; ++y)
{
for(int x = 0; x < xMapSize; ++x)
{
if(buildmap[x + y*xMapSize] == 4)
++water_ratio;
}
}
water_ratio = water_ratio / ((float)(xMapSize*yMapSize));
}
void AAIMap::CalculateContinentMaps()
{
vector<int> *new_edge_cells;
vector<int> *old_edge_cells;
vector<int> a, b;
old_edge_cells = &a;
new_edge_cells = &b;
const float *height_map = ai->Getcb()->GetHeightMap();
int x, y;
AAIContinent temp;
int continent_id = 0;
for(int i = 0; i < xContMapSize; i += 1)
{
for(int j = 0; j < yContMapSize; j += 1)
{
// add new continent if cell has not been visited yet
if(continent_map[j * xContMapSize + i] < 0 && height_map[4 * (j * xMapSize + i)] >= 0)
{
temp.id = continent_id;
temp.size = 1;
temp.water = false;
continents.push_back(temp);
continent_map[j * xContMapSize + i] = continent_id;
old_edge_cells->push_back(j * xContMapSize + i);
// check edges of the continent as long as new cells have been added to the continent during the last loop
while(old_edge_cells->size() > 0)
{
for(vector<int>::iterator cell = old_edge_cells->begin(); cell != old_edge_cells->end(); ++cell)
{
// get cell indizes
x = (*cell)%xContMapSize;
y = ((*cell) - x) / xContMapSize;
// check edges
if(x > 0 && continent_map[y * xContMapSize + x - 1] == -1)
{
if(height_map[4 * (y * xMapSize + x - 1)] >= 0)
{
continent_map[y * xContMapSize + x - 1] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( y * xContMapSize + x - 1 );
}
else if(height_map[4 * (y * xMapSize + x - 1)] >= - cfg->NON_AMPHIB_MAX_WATERDEPTH)
{
continent_map[y * xContMapSize + x - 1] = -2;
new_edge_cells->push_back( y * xContMapSize + x - 1 );
}
}
if(x < xContMapSize-1 && continent_map[y * xContMapSize + x + 1] == -1)
{
if(height_map[4 * (y * xMapSize + x + 1)] >= 0)
{
continent_map[y * xContMapSize + x + 1] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( y * xContMapSize + x + 1 );
}
else if(height_map[4 * (y * xMapSize + x + 1)] >= - cfg->NON_AMPHIB_MAX_WATERDEPTH)
{
continent_map[y * xContMapSize + x + 1] = -2;
new_edge_cells->push_back( y * xContMapSize + x + 1 );
}
}
if(y > 0 && continent_map[(y - 1) * xContMapSize + x] == -1)
{
if(height_map[4 * ( (y - 1) * xMapSize + x)] >= 0)
{
continent_map[(y - 1) * xContMapSize + x] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( (y - 1) * xContMapSize + x);
}
else if(height_map[4 * ( (y - 1) * xMapSize + x)] >= - cfg->NON_AMPHIB_MAX_WATERDEPTH)
{
continent_map[(y - 1) * xContMapSize + x] = -2;
new_edge_cells->push_back( (y - 1) * xContMapSize + x );
}
}
if(y < yContMapSize-1 && continent_map[(y + 1 ) * xContMapSize + x] == -1)
{
if(height_map[4 * ( (y + 1) * xMapSize + x)] >= 0)
{
continent_map[(y + 1) * xContMapSize + x] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( (y + 1) * xContMapSize + x );
}
else if(height_map[4 * ( (y + 1) * xMapSize + x)] >= - cfg->NON_AMPHIB_MAX_WATERDEPTH)
{
continent_map[(y + 1) * xContMapSize + x] = -2;
new_edge_cells->push_back( (y + 1) * xContMapSize + x );
}
}
}
old_edge_cells->clear();
// invert pointers to new/old edge cells
if(new_edge_cells == &a)
{
new_edge_cells = &b;
old_edge_cells = &a;
}
else
{
new_edge_cells = &a;
old_edge_cells = &b;
}
}
// finished adding continent
++continent_id;
old_edge_cells->clear();
new_edge_cells->clear();
}
}
}
// water continents
for(int i = 0; i < xContMapSize; i += 1)
{
for(int j = 0; j < yContMapSize; j += 1)
{
// add new continent if cell has not been visited yet
if(continent_map[j * xContMapSize + i] < 0)
{
temp.id = continent_id;
temp.size = 1;
temp.water = true;
continents.push_back(temp);
continent_map[j * xContMapSize + i] = continent_id;
old_edge_cells->push_back(j * xContMapSize + i);
// check edges of the continent as long as new cells have been added to the continent during the last loop
while(old_edge_cells->size() > 0)
{
for(vector<int>::iterator cell = old_edge_cells->begin(); cell != old_edge_cells->end(); ++cell)
{
// get cell indizes
x = (*cell)%xContMapSize;
y = ((*cell) - x) / xContMapSize;
// check edges
if(x > 0 && continent_map[y * xContMapSize + x - 1] < 0)
{
if(height_map[4 * (y * xMapSize + x - 1)] < 0)
{
continent_map[y * xContMapSize + x - 1] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( y * xContMapSize + x - 1 );
}
}
if(x < xContMapSize-1 && continent_map[y * xContMapSize + x + 1] < 0)
{
if(height_map[4 * (y * xMapSize + x + 1)] < 0)
{
continent_map[y * xContMapSize + x + 1] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( y * xContMapSize + x + 1 );
}
}
if(y > 0 && continent_map[(y - 1) * xContMapSize + x ] < 0)
{
if(height_map[4 * ( (y - 1) * xMapSize + x )] < 0)
{
continent_map[(y - 1) * xContMapSize + x ] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( (y - 1) * xContMapSize + x );
}
}
if(y < yContMapSize-1 && continent_map[(y + 1) * xContMapSize + x ] < 0)
{
if(height_map[4 * ( (y + 1) * xMapSize + x)] < 0)
{
continent_map[(y + 1) * xContMapSize + x ] = continent_id;
continents[continent_id].size += 1;
new_edge_cells->push_back( (y + 1) * xContMapSize + x );
}
}
}
old_edge_cells->clear();
// invert pointers to new/old edge cells
if(new_edge_cells == &a)
{
new_edge_cells = &b;
old_edge_cells = &a;
}
else
{
new_edge_cells = &a;
old_edge_cells = &b;
}
}
// finished adding continent
++continent_id;
old_edge_cells->clear();
new_edge_cells->clear();
}
}
}
// calculate some statistical data
land_continents = 0;
water_continents = 0;
avg_land_continent_size = 0;
avg_water_continent_size = 0;
max_land_continent_size = 0;
max_water_continent_size = 0;
min_land_continent_size = xContMapSize * yContMapSize;
min_water_continent_size = xContMapSize * yContMapSize;
for(size_t i = 0; i < continents.size(); ++i)
{
if(continents[i].water)
{
++water_continents;
avg_water_continent_size += continents[i].size;
if(continents[i].size > max_water_continent_size)
max_water_continent_size = continents[i].size;
if(continents[i].size < min_water_continent_size)
min_water_continent_size = continents[i].size;
}
else
{
++land_continents;
avg_land_continent_size += continents[i].size;
if(continents[i].size > max_land_continent_size)
max_land_continent_size = continents[i].size;
if(continents[i].size < min_land_continent_size)
min_land_continent_size = continents[i].size;
}
}
if(water_continents > 0)
avg_water_continent_size /= water_continents;
if(land_continents > 0)
avg_land_continent_size /= land_continents;
}
// algorithm more or less by krogothe - thx very much
void AAIMap::SearchMetalSpots()
{
const int unitid = ai->Getbt()->GetBiggestMex()-1; //WTF, why -1?
if (unitid <= 0) {
ai->Log("No metal extractor unit known!");
return;
}
const UnitDef* def = &ai->Getbt()->GetUnitDef(unitid);
metalMap = false;
bool Stopme = false;
int TotalMetal = 0;
int MaxMetal = 0;
int TempMetal = 0;
int SpotsFound = 0;
int coordx = 0, coordy = 0;
// float AverageMetal;
AAIMetalSpot temp;
float3 pos;
int MinMetalForSpot = 30; // from 0-255, the minimum percentage of metal a spot needs to have
//from the maximum to be saved. Prevents crappier spots in between taken spaces.
//They are still perfectly valid and will generate metal mind you!
int MaxSpots = 5000; //If more spots than that are found the map is considered a metalmap, tweak this as needed
int MetalMapHeight = ai->Getcb()->GetMapHeight() / 2; //metal map has 1/2 resolution of normal map
int MetalMapWidth = ai->Getcb()->GetMapWidth() / 2;
int TotalCells = MetalMapHeight * MetalMapWidth;
unsigned char XtractorRadius = ai->Getcb()->GetExtractorRadius()/ 16.0;
unsigned char DoubleRadius = ai->Getcb()->GetExtractorRadius() / 8.0;
int SquareRadius = (ai->Getcb()->GetExtractorRadius() / 16.0) * (ai->Getcb()->GetExtractorRadius() / 16.0); //used to speed up loops so no recalculation needed
int DoubleSquareRadius = (ai->Getcb()->GetExtractorRadius() / 8.0) * (ai->Getcb()->GetExtractorRadius() / 8.0); // same as above
// int CellsInRadius = PI * XtractorRadius * XtractorRadius; //yadda yadda
unsigned char* MexArrayA = new unsigned char [TotalCells];
unsigned char* MexArrayB = new unsigned char [TotalCells];
int* TempAverage = new int [TotalCells];
// clear variables, just in case!
TotalMetal = 0;
MaxMetal = 0;
SpotsFound = 0;
//Load up the metal Values in each pixel
for (int i = 0; i != TotalCells - 1; i++)
{
MexArrayA[i] = *(ai->Getcb()->GetMetalMap() + i);
TotalMetal += MexArrayA[i]; // Count the total metal so you can work out an average of the whole map
}
// AverageMetal = ((float)TotalMetal) / ((float)TotalCells); //do the average
// Now work out how much metal each spot can make by adding up the metal from nearby spots
for (int y = 0; y != MetalMapHeight; y++)
{
for (int x = 0; x != MetalMapWidth; x++)
{
TotalMetal = 0;
for (int myx = x - XtractorRadius; myx != x + XtractorRadius; myx++)
{
if (myx >= 0 && myx < MetalMapWidth)
{
for (int myy = y - XtractorRadius; myy != y + XtractorRadius; myy++)
{
if (myy >= 0 && myy < MetalMapHeight && ((x - myx)*(x - myx) + (y - myy)*(y - myy)) <= SquareRadius)
{
TotalMetal += MexArrayA[myy * MetalMapWidth + myx]; //get the metal from all pixels around the extractor radius
}
}
}
}
TempAverage[y * MetalMapWidth + x] = TotalMetal; //set that spots metal making ability (divide by cells to values are small)
if (MaxMetal < TotalMetal)
MaxMetal = TotalMetal; //find the spot with the highest metal to set as the map's max
}
}
for (int i = 0; i != TotalCells; i++) // this will get the total metal a mex placed at each spot would make
{
MexArrayB[i] = spring::SafeDivide(TempAverage[i] * 255, MaxMetal); //scale the metal so any map will have values 0-255, no matter how much metal it has
}
for (int a = 0; a != MaxSpots; a++)
{
if(!Stopme)
TempMetal = 0; //reset tempmetal so it can find new spots
for (int i = 0; i != TotalCells; i=i+2)
{ //finds the best spot on the map and gets its coords
if (MexArrayB[i] > TempMetal && !Stopme)
{
TempMetal = MexArrayB[i];
coordx = i%MetalMapWidth;
coordy = i/MetalMapWidth;
}
}
if (TempMetal < MinMetalForSpot)
Stopme = true; // if the spots get too crappy it will stop running the loops to speed it all up
if (!Stopme)
{
pos.x = coordx * 2 * SQUARE_SIZE;
pos.z = coordy * 2 * SQUARE_SIZE;
pos.y = ai->Getcb()->GetElevation(pos.x, pos.z);
Pos2FinalBuildPos(&pos, def);
temp.amount = TempMetal * ai->Getcb()->GetMaxMetal() * MaxMetal / 255.0;
temp.occupied = false;
temp.pos = pos;
//if(ai->Getcb()->CanBuildAt(def, pos))
//{
Pos2BuildMapPos(&pos, def);
if(pos.z >= 2 && pos.x >= 2 && pos.x < xMapSize-2 && pos.z < yMapSize-2)
{
if(CanBuildAt(pos.x, pos.z, def->xsize, def->zsize))
{
metal_spots.push_back(temp);
SpotsFound++;
if(pos.y >= 0)
SetBuildMap(pos.x-2, pos.z-2, def->xsize+4, def->zsize+4, 1);
else
SetBuildMap(pos.x-2, pos.z-2, def->xsize+4, def->zsize+4, 5);
}
}
//}
for (int myx = coordx - XtractorRadius; myx != coordx + XtractorRadius; myx++)
{
if (myx >= 0 && myx < MetalMapWidth)
{
for (int myy = coordy - XtractorRadius; myy != coordy + XtractorRadius; myy++)
{
if (myy >= 0 && myy < MetalMapHeight && ((coordx - myx)*(coordx - myx) + (coordy - myy)*(coordy - myy)) <= SquareRadius)
{
MexArrayA[myy * MetalMapWidth + myx] = 0; //wipes the metal around the spot so its not counted twice
MexArrayB[myy * MetalMapWidth + myx] = 0;
}
}
}
}
// Redo the whole averaging process around the picked spot so other spots can be found around it
for (int y = coordy - DoubleRadius; y != coordy + DoubleRadius; y++)
{
if(y >=0 && y < MetalMapHeight)
{
for (int x = coordx - DoubleRadius; x != coordx + DoubleRadius; x++)
{//funcion below is optimized so it will only update spots between r and 2r, greatly speeding it up
if((coordx - x)*(coordx - x) + (coordy - y)*(coordy - y) <= DoubleSquareRadius && x >=0 && x < MetalMapWidth && MexArrayB[y * MetalMapWidth + x])
{
TotalMetal = 0;
for (int myx = x - XtractorRadius; myx != x + XtractorRadius; myx++)
{
if (myx >= 0 && myx < MetalMapWidth)
{
for (int myy = y - XtractorRadius; myy != y + XtractorRadius; myy++)
{
if (myy >= 0 && myy < MetalMapHeight && ((x - myx)*(x - myx) + (y - myy)*(y - myy)) <= SquareRadius)
{
TotalMetal += MexArrayA[myy * MetalMapWidth + myx]; //recalculate nearby spots to account for deleted metal from chosen spot
}
}
}
}
MexArrayB[y * MetalMapWidth + x] = spring::SafeDivide(TotalMetal * 255, MaxMetal); //set that spots metal amount
}
}
}
}
}
}
if(SpotsFound > 500)
{
metalMap = true;
metal_spots.clear();
ai->Log("Map is considered to be a metal map\n");
}
else
metalMap = false;
spring::SafeDeleteArray(MexArrayA);
spring::SafeDeleteArray(MexArrayB);
spring::SafeDeleteArray(TempAverage);
}
void AAIMap::UpdateRecon()
{
const UnitDef *def;
UnitCategory cat;
float3 pos;
int frame = ai->Getcb()->GetCurrentFrame();
fill(sector_in_los.begin(), sector_in_los.end(), 0);
fill(sector_in_los_with_enemies.begin(), sector_in_los_with_enemies.end(), 0);
fill(enemy_combat_units_spotted.begin(), enemy_combat_units_spotted.end(), 0);
//
// reset scouted buildings for all cells within current los
//
const unsigned short *los_map = ai->Getcb()->GetLosMap();
for(int y = 0; y < yLOSMapSize; ++y)
{
for(int x = 0; x < xLOSMapSize; ++x)
{
if(los_map[x + y * xLOSMapSize])
{
scout_map[x + y * xLOSMapSize] = 0;
last_updated_map[x + y * xLOSMapSize] = frame;
++sector_in_los[(losMapRes*x / xSectorSizeMap) + (losMapRes*y / ySectorSizeMap) * (xSectors+1)];
}
}
}
for(int y = 0; y < ySectors; ++y)
{
for(int x = 0; x < xSectors; ++x)
sector[x][y].enemies_on_radar = 0;
}
// update enemy units
int number_of_units = ai->Getcb()->GetEnemyUnitsInRadarAndLos(&(units_in_los.front()));
int x_pos, y_pos;
for(int i = 0; i < number_of_units; ++i)
{
//pos = ai->Getcb()->GetUnitPos(units_in_los[i]);
def = ai->Getcb()->GetUnitDef(units_in_los[i]);
if(def) // unit is within los
{
x_pos = (int)pos.x / (losMapRes * SQUARE_SIZE);
y_pos = (int)pos.z / (losMapRes * SQUARE_SIZE);
// make sure unit is within the map (e.g. no aircraft that has flown outside of the map)
if(x_pos >= 0 && x_pos < xLOSMapSize && y_pos >= 0 && y_pos < yLOSMapSize)
{
cat = ai->Getbt()->units_static[def->id].category;
// add buildings/combat units to scout map
if(cat >= STATIONARY_DEF && cat <= SUBMARINE_ASSAULT)
{
scout_map[x_pos + y_pos * xLOSMapSize] = def->id;
++sector_in_los_with_enemies[(losMapRes * x_pos) / xSectorSizeMap + (xSectors + 1) * ((losMapRes * y_pos) / ySectorSizeMap) ];
}
if(cat >= GROUND_ASSAULT && cat <= SUBMARINE_ASSAULT)
++enemy_combat_units_spotted[cat - GROUND_ASSAULT];
}
}
else // unit on radar only
{
pos = ai->Getcb()->GetUnitPos(units_in_los[i]);
x_pos = pos.x/xSectorSize;
y_pos = pos.z/ySectorSize;
if(x_pos >= 0 && y_pos >= 0 && x_pos < xSectors && y_pos < ySectors)
sector[x_pos][y_pos].enemies_on_radar += 1;
}
}
// map of known enemy buildings has been updated -> update sector data
for(int y = 0; y < ySectors; ++y)
{
for(int x = 0; x < xSectors; ++x)
{
// only update sector data if its within los
if(sector_in_los[x + y * (xSectors+1)])
{
sector[x][y].own_structures = 0;
sector[x][y].allied_structures = 0;
fill(sector[x][y].my_combat_units.begin(), sector[x][y].my_combat_units.end(), 0);
fill(sector[x][y].my_mobile_combat_power.begin(), sector[x][y].my_mobile_combat_power.end(), 0);
fill(sector[x][y].my_stat_combat_power.begin(), sector[x][y].my_stat_combat_power.end(), 0);
}
}
}
// update own/friendly units
int x, y;
int my_team = ai->Getcb()->GetMyTeam();
number_of_units = ai->Getcb()->GetFriendlyUnits(&(units_in_los.front()));
for(int i = 0; i < number_of_units; ++i)
{
// get unit def & category
def = ai->Getcb()->GetUnitDef(units_in_los[i]);
cat = ai->Getbt()->units_static[def->id].category;
if(cat >= STATIONARY_DEF && cat <= SUBMARINE_ASSAULT)
{
pos = ai->Getcb()->GetUnitPos(units_in_los[i]);
x = pos.x/xSectorSize;
y = pos.z/ySectorSize;
if(x >= 0 && y >= 0 && x < xSectors && y < ySectors)
{
// add building to sector (and update stat_combat_power if it's a stat defence)
if(cat <= METAL_MAKER)
{
if(ai->Getcb()->GetUnitTeam(units_in_los[i]) == my_team)
++sector[x][y].own_structures;
else
++sector[x][y].allied_structures;
if(cat == STATIONARY_DEF)
{
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
sector[x][y].my_stat_combat_power[i] += ai->Getbt()->units_static[def->id].efficiency[i];
}
}
// add unit to sector and update mobile_combat_power
else if(cat >= GROUND_ASSAULT)
{
++sector[x][y].my_combat_units[ai->Getbt()->units_static[def->id].category - GROUND_ASSAULT];
for(int i = 0; i < AAIBuildTable::combat_categories; ++i)
sector[x][y].my_mobile_combat_power[i] += ai->Getbt()->units_static[def->id].efficiency[i];
}
}
}
}
ai->Getbrain()->UpdateMaxCombatUnitsSpotted(enemy_combat_units_spotted);
}
void AAIMap::UpdateEnemyScoutingData()
{
int def_id;
int frame = ai->Getcb()->GetCurrentFrame();
float last_seen;
AAISector *sector;
// map of known enemy buildings has been updated -> update sector data
for(int y = 0; y < ySectors; ++y)
{
for(int x = 0; x < xSectors; ++x)
{
sector = &this->sector[x][y];
sector->enemy_structures = 0;
fill(sector->enemy_combat_units.begin(), sector->enemy_combat_units.end(), 0);
fill(sector->enemy_stat_combat_power.begin(), sector->enemy_stat_combat_power.end(), 0);
fill(sector->enemy_mobile_combat_power.begin(), sector->enemy_mobile_combat_power.end(), 0);
for(int y = sector->y * ySectorSizeMap/losMapRes; y < (sector->y + 1) * ySectorSizeMap/losMapRes; ++y)
{
for(int x = sector->x * xSectorSizeMap/losMapRes; x < (sector->x + 1) * xSectorSizeMap/losMapRes; ++x)
{
def_id = scout_map[x + y * xLOSMapSize];
if(def_id)
{
// add building to sector (and update stat_combat_power if it's a stat defence)
if(ai->Getbt()->units_static[def_id].category <= METAL_MAKER)
{
++sector->enemy_structures;
if(ai->Getbt()->units_static[def_id].category == STATIONARY_DEF)
{
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
sector->enemy_stat_combat_power[i] += ai->Getbt()->units_static[def_id].efficiency[i];
}
}
// add unit to sector and update mobile_combat_power
else if(ai->Getbt()->units_static[def_id].category >= GROUND_ASSAULT)
{
// units that have been scouted long time ago matter less
last_seen = exp(cfg->SCOUTING_MEMORY_FACTOR * ((float)(last_updated_map[x + y * xLOSMapSize] - frame)) / 3600.0f );
sector->enemy_combat_units[ai->Getbt()->units_static[def_id].category - GROUND_ASSAULT] += last_seen;
sector->enemy_combat_units[5] += last_seen;
for(int i = 0; i < AAIBuildTable::combat_categories; ++i)
sector->enemy_mobile_combat_power[i] += last_seen * ai->Getbt()->units_static[def_id].efficiency[i];
}
}
}
}
}
}
}
void AAIMap::UpdateSectors()
{
for(int x = 0; x < xSectors; ++x)
{
for(int y = 0; y < ySectors; ++y)
sector[x][y].Update();
}
}
const char* AAIMap::GetMapTypeString(MapType map_type)
{
if(map_type == LAND_MAP)
return "LAND_MAP";
else if(map_type == LAND_WATER_MAP)
return "LAND_WATER_MAP";
else if(map_type == WATER_MAP)
return "WATER_MAP";
else
return "UNKNOWN_MAP";
}
const char* AAIMap::GetMapTypeTextString(MapType map_type)
{
if(map_type == LAND_MAP)
return "land map";
else if(map_type == LAND_WATER_MAP)
return "land-water map";
else if(map_type == WATER_MAP)
return "water map";
else
return "unknown map type";
}
bool AAIMap::ValidSector(int x, int y)
{
if(x >= 0 && y >= 0 && x < xSectors && y < ySectors)
return true;
else
return false;
}
AAISector* AAIMap::GetSectorOfPos(float3 *pos)
{
int x = pos->x/xSectorSize;
int y = pos->z/ySectorSize;
if(ValidSector(x,y))
return &(sector[x][y]);
else
return 0;
}
void AAIMap::AddDefence(float3 *pos, int defence)
{
int range = ai->Getbt()->units_static[defence].range / (SQUARE_SIZE * 4);
int cell;
float power;
float air_power;
float submarine_power;
if(cfg->AIR_ONLY_MOD)
{
power = ai->Getbt()->fixed_eff[defence][0];
air_power = (ai->Getbt()->fixed_eff[defence][1] + ai->Getbt()->fixed_eff[defence][2])/2.0f;
submarine_power = ai->Getbt()->fixed_eff[defence][3];
}
else
{
if(ai->Getbt()->GetUnitDef(defence).minWaterDepth > 0)
power = (ai->Getbt()->fixed_eff[defence][2] + ai->Getbt()->fixed_eff[defence][3]) / 2.0f;
else
power = ai->Getbt()->fixed_eff[defence][0];
air_power = ai->Getbt()->fixed_eff[defence][1];
submarine_power = ai->Getbt()->fixed_eff[defence][4];
}
int xPos = (pos->x + ai->Getbt()->GetUnitDef(defence).xsize/2)/ (SQUARE_SIZE * 4);
int yPos = (pos->z + ai->Getbt()->GetUnitDef(defence).zsize/2)/ (SQUARE_SIZE * 4);
// x range will change from line to line
int xStart;
int xEnd;
int xRange;
// y range is const
int yStart = yPos - range;
int yEnd = yPos + range;
if(yStart < 0)
yStart = 0;
if(yEnd > yDefMapSize)
yEnd = yDefMapSize;
for(int y = yStart; y < yEnd; ++y)
{
// determine x-range
xRange = (int) floor( fastmath::apxsqrt2( (float) ( std::max(1, range * range - (y - yPos) * (y - yPos)) ) ) + 0.5f );
xStart = xPos - xRange;
xEnd = xPos + xRange;
if(xStart < 0)
xStart = 0;
if(xEnd > xDefMapSize)
xEnd = xDefMapSize;
for(int x = xStart; x < xEnd; ++x)
{
cell = x + xDefMapSize*y;
defence_map[cell] += power;
air_defence_map[cell] += air_power;
submarine_defence_map[cell] += submarine_power;
}
}
// further increase values close around the bulding (to prevent aai from packing buildings too close together)
xStart = xPos - 3;
xEnd = xPos + 3;
yStart = yPos - 3;
yEnd = yPos + 3;
if(xStart < 0)
xStart = 0;
if(xEnd >= xDefMapSize)
xEnd = xDefMapSize-1;
if(yStart < 0)
yStart = 0;
if(yEnd >= yDefMapSize)
yEnd = yDefMapSize-1;
float3 my_pos;
for(int y = yStart; y <= yEnd; ++y)
{
for(int x = xStart; x <= xEnd; ++x)
{
cell = x + xDefMapSize*y;
defence_map[cell] += 5000.0f;
air_defence_map[cell] += 5000.0f;
submarine_defence_map[cell] += 5000.0f;
/*my_pos.x = x * 32;
my_pos.z = y * 32;
my_pos.y = ai->Getcb()->GetElevation(my_pos.x, my_pos.z);
ai->Getcb()->DrawUnit("ARMMINE1", my_pos, 0.0f, 8000, ai->Getcb()->GetMyAllyTeam(), false, true);
my_pos.x = (x+1) * 32;
my_pos.z = (y+1) * 32;
my_pos.y = ai->Getcb()->GetElevation(my_pos.x, my_pos.z);
ai->Getcb()->DrawUnit("ARMMINE1", my_pos, 0.0f, 8000, ai->Getcb()->GetMyAllyTeam(), false, true);*/
}
}
const std::string filename = cfg->GetFileName(ai, "AAIDefMap.txt", "", "", true);
FILE* file = fopen(filename.c_str(), "w+");
for(int y = 0; y < yDefMapSize; ++y)
{
for(int x = 0; x < xDefMapSize; ++x)
{
fprintf(file, "%i ", (int) defence_map[x + y *xDefMapSize]);
}
fprintf(file, "\n");
}
fclose(file);
}
void AAIMap::RemoveDefence(float3 *pos, int defence)
{
int cell;
int range = ai->Getbt()->units_static[defence].range / 32;
float power;
float air_power;
float submarine_power;
if(cfg->AIR_ONLY_MOD)
{
power = ai->Getbt()->fixed_eff[defence][0];
air_power = (ai->Getbt()->fixed_eff[defence][1] + ai->Getbt()->fixed_eff[defence][2])/2.0f;
submarine_power = ai->Getbt()->fixed_eff[defence][3];
}
else
{
if(ai->Getbt()->GetUnitDef(defence).minWaterDepth > 0)
power = (ai->Getbt()->fixed_eff[defence][2] + ai->Getbt()->fixed_eff[defence][3]) / 2.0f;
else
power = ai->Getbt()->fixed_eff[defence][0];
air_power = ai->Getbt()->fixed_eff[defence][1];
submarine_power = ai->Getbt()->fixed_eff[defence][4];
}
int xPos = (pos->x + ai->Getbt()->GetUnitDef(defence).xsize/2) / (SQUARE_SIZE * 4);
int yPos = (pos->z + ai->Getbt()->GetUnitDef(defence).zsize/2) / (SQUARE_SIZE * 4);
// further decrease values close around the bulding (to prevent aai from packing buildings too close together)
int xStart = xPos - 3;
int xEnd = xPos + 3;
int yStart = yPos - 3;
int yEnd = yPos + 3;
if(xStart < 0)
xStart = 0;
if(xEnd >= xDefMapSize)
xEnd = xDefMapSize-1;
if(yStart < 0)
yStart = 0;
if(yEnd >= yDefMapSize)
yEnd = yDefMapSize-1;
for(int y = yStart; y <= yEnd; ++y)
{
for(int x = xStart; x <= xEnd; ++x)
{
cell = x + xDefMapSize*y;
defence_map[cell] -= 5000.0f;
air_defence_map[cell] -= 5000.0f;
submarine_defence_map[cell] -= 5000.0f;
}
}
// y range is const
int xRange;
yStart = yPos - range;
yEnd = yPos + range;
if(yStart < 0)
yStart = 0;
if(yEnd > yDefMapSize)
yEnd = yDefMapSize;
for(int y = yStart; y < yEnd; ++y)
{
// determine x-range
xRange = (int) floor( fastmath::apxsqrt2( (float) ( std::max(1, range * range - (y - yPos) * (y - yPos)) ) ) + 0.5f );
xStart = xPos - xRange;
xEnd = xPos + xRange;
if(xStart < 0)
xStart = 0;
if(xEnd > xDefMapSize)
xEnd = xDefMapSize;
for(int x = xStart; x < xEnd; ++x)
{
cell = x + xDefMapSize*y;
defence_map[cell] -= power;
air_defence_map[cell] -= air_power;
submarine_defence_map[cell] -= submarine_power;
if(defence_map[cell] < 0)
defence_map[cell] = 0;
if(air_defence_map[cell] < 0)
air_defence_map[cell] = 0;
if(submarine_defence_map[cell] < 0)
submarine_defence_map[cell] = 0;
}
}
}
float AAIMap::GetDefenceBuildsite(float3 *best_pos, const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, UnitCategory category, float terrain_modifier, bool water)
{
float3 pos;
*best_pos = ZeroVector;
float my_rating, best_rating = -100000;
int edge_distance;
// get required cell-size of the building
int xSize, ySize, xPos, yPos, cell;
GetSize(def, &xSize, &ySize);
vector<float> *map = &defence_map;
if(cfg->AIR_ONLY_MOD)
{
if(category == AIR_ASSAULT || category == HOVER_ASSAULT)
map = &air_defence_map;
else if(category == SEA_ASSAULT)
map = &submarine_defence_map;
}
else if(category == AIR_ASSAULT)
map = &air_defence_map;
else if(category == SUBMARINE_ASSAULT)
map = &submarine_defence_map;
float range = ai->Getbt()->units_static[def->id].range / 8.0;
const std::string filename = cfg->GetFileName(ai, "AAIDebug.txt", "", "", true);
FILE* file = fopen(filename.c_str(), "w+");
fprintf(file, "Search area: (%i, %i) x (%i, %i)\n", xStart, yStart, xEnd, yEnd);
fprintf(file, "Range: %g\n", range);
// check rect
for(yPos = yStart; yPos < yEnd; yPos += 4)
{
for(xPos = xStart; xPos < xEnd; xPos += 4)
{
// check if buildmap allows construction
if(CanBuildAt(xPos, yPos, xSize, ySize, water))
{
cell = (xPos/4 + xDefMapSize * yPos/4);
my_rating = terrain_modifier * plateau_map[cell] - (*map)[cell] + 0.5f * (float)(rand()%10);
//my_rating = - (*map)[cell];
// determine minimum distance from buildpos to the edges of the map
edge_distance = GetEdgeDistance(xPos, yPos);
fprintf(file, "Pos: (%i,%i) -> Def map cell %i -> rating: %i , edge_dist: %i\n",xPos, yPos, cell, (int)my_rating, edge_distance);
// prevent aai from building defences too close to the edges of the map
if( (float)edge_distance < range)
my_rating -= (range - (float)edge_distance) * (range - (float)edge_distance);
if(my_rating > best_rating)
{
pos.x = xPos;
pos.z = yPos;
// buildmap allows construction, now check if otherwise blocked
BuildMapPos2Pos(&pos, def);
Pos2FinalBuildPos(&pos, def);
if(ai->Getcb()->CanBuildAt(def, pos))
{
*best_pos = pos;
best_rating = my_rating;
}
}
}
}
}
fclose(file);
return best_rating;
}
int AAIMap::GetContinentID(int x, int y)
{
return continent_map[(y/4) * xContMapSize + x / 4];
}
int AAIMap::GetContinentID(float3 *pos)
{
int x = pos->x / 32;
int y = pos->z / 32;
// check if pos inside of the map
if(x < 0)
x = 0;
else if(x >= xContMapSize)
x = xContMapSize - 1;
if(y < 0)
y = 0;
else if(y >= yContMapSize)
y = yContMapSize - 1;
return continent_map[y * xContMapSize + x];
}
int AAIMap::GetSmartContinentID(float3 *pos, unsigned int unit_movement_type)
{
// check if non sea/amphib unit in shallow water
if(ai->Getcb()->GetElevation(pos->x, pos->z) < 0 && unit_movement_type & MOVE_TYPE_GROUND)
{
//look for closest land cell
for(int k = 1; k < 10; ++k)
{
if(ai->Getcb()->GetElevation(pos->x + k * 16, pos->z) > 0)
{
pos->x += k *16;
break;
}
else if(ai->Getcb()->GetElevation(pos->x - k * 16, pos->z) > 0)
{
pos->x -= k *16;
break;
}
else if(ai->Getcb()->GetElevation(pos->x, pos->z + k * 16) > 0)
{
pos->z += k *16;
break;
}
else if(ai->Getcb()->GetElevation(pos->x, pos->z - k * 16) > 0)
{
pos->z -= k *16;
break;
}
}
}
int x = pos->x / 32;
int y = pos->z / 32;
// check if pos inside of the map
if(x < 0)
x = 0;
else if(x >= xContMapSize)
x = xContMapSize - 1;
if(y < 0)
y = 0;
else if(y >= yContMapSize)
y = yContMapSize - 1;
return continent_map[y * xContMapSize + x];
}
bool AAIMap::LocatedOnSmallContinent(float3 *pos)
{
return continents[GetContinentID(pos)].size < 0.25f * (avg_land_continent_size + avg_water_continent_size);
}
void AAIMap::UnitKilledAt(float3 *pos, UnitCategory category)
{
int x = pos->x / xSectorSize;
int y = pos->z / ySectorSize;
if(sector[x][y].distance_to_base > 0)
sector[x][y].lost_units[category-COMMANDER] += 1;
}
int AAIMap::GetEdgeDistance(int xPos, int yPos)
{
int edge_distance = xPos;
if(xMapSize - xPos < edge_distance)
edge_distance = xMapSize - xPos;
if(yPos < edge_distance)
edge_distance = yPos;
if(yMapSize - yPos < edge_distance)
edge_distance = yMapSize - yPos;
return edge_distance;
}
float AAIMap::GetEdgeDistance(float3 *pos)
{
float edge_distance = pos->x;
if(xSize - pos->x < edge_distance)
edge_distance = xSize - pos->x;
if(pos->z < edge_distance)
edge_distance = pos->z;
if(ySize - pos->z < edge_distance)
edge_distance = ySize - pos->z;
return edge_distance;
}
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