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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.
// -------------------------------------------------------------------------
#ifndef AAI_BUILDTABLE_H
#define AAI_BUILDTABLE_H
class AAI;
namespace springLegacyAI {
struct UnitDef;
}
using namespace springLegacyAI;
#include "aidef.h"
#include "AAIBuildTree.h"
#include "AAIUnitTypes.h"
#include <assert.h>
#include <list>
#include <vector>
#include <string>
//using namespace std;
struct UnitTypeDynamic
{
int underConstruction; //!< how many units of that type are under construction
int requested; //!< how many units of that type have been requested
int active; //!< how many units of that type are currently alive
int constructorsAvailable; //!< how many factories/builders available being able to build that unit
int constructorsRequested; //!< how many factories/builders requested being able to build that unit
};
//! Criteria used for selection of units
struct UnitSelectionCriteria
{
float power; //!< Combat power for combat units; Buildpower for construction units
float efficiency; //!< Power relative to cost
float cost; //!< Unit cost
float speed; //!< Speed of unit
float range; //!< max range for combat units/artillery, los for scouts
float factoryUtilization; //!< the current utilization of the factories that can construct the unit
};
//! Criteria used for selection of static defences
struct StaticDefenceSelectionCriteria
{
StaticDefenceSelectionCriteria(const AAITargetType& targetType, float combatPower, float range, float cost, float buildtime, float terrain, int randomness) :
targetType(targetType), combatPower(combatPower), range(range), cost(cost), buildtime(buildtime), terrain(terrain), randomness(randomness) {}
AAITargetType targetType; //!< The target type the static defence shall counter
float combatPower; //!< Combat power
float range; //!< Maximum range (i.e. range of highest ranged weapon)
float cost; //!< Total cost of static defence
float buildtime; //!< Buildtime of static defence
float terrain; //!< How important placement on elevated ground (e.g. for long ranged weapons)
int randomness; //!< Randomness applied (starting from 0, random addition to rating of up to randomness * 0.05)
};
//! Criteria used for selection of power plants
struct PowerPlantSelectionCriteria
{
PowerPlantSelectionCriteria(float cost, float buildtime, float powerProduction, float currentEnergyIncome)
: cost(cost), buildtime(buildtime), powerProduction(powerProduction), currentEnergyIncome(currentEnergyIncome) {}
float cost; //!< Total cost of power plant
float buildtime; //!< Buildtime of power plant
float powerProduction; //!< Power generation of power plant
float currentEnergyIncome; //!< The current energy production
};
//! Criteria used for selection of power plants
struct StorageSelectionCriteria
{
StorageSelectionCriteria(float cost, float buildtime, float storedMetal, float storedEnergy)
: cost(cost), buildtime(buildtime), storedMetal(storedMetal), storedEnergy(storedEnergy) {}
float cost; //!< Total cost of power plant
float buildtime; //!< Buildtime of power plant
float storedMetal; //!< Storage capacity for metal
float storedEnergy; //!< Storage capacity for energy
};
//! Data used to calculate rating of factories
class FactoryRatingInputData
{
public:
FactoryRatingInputData() : factoryDefId(), combatPowerRating(0.0f), canConstructBuilder(false), canConstructScout(false) { }
UnitDefId factoryDefId;
float combatPowerRating;
bool canConstructBuilder;
bool canConstructScout;
};
class AAIBuildTable
{
public:
AAIBuildTable(AAI* ai);
~AAIBuildTable(void);
//! @brief Loads data from a file or initializes fresh combat unit related learning data.
void Init();
//! @brief Updates the stored combat efficiencies and attack frequencies by enemy target types for the given map type
void SaveModLearnData(const GamePhase& gamePhase, const AttackedByRatesPerGamePhase& atackedByRates, const AAIMapType& mapType) const;
//! @brief Updates counters for requested constructors for units that can be built by given construction unit
void ConstructorRequested(UnitDefId constructor);
//! @brief Updates counters for available/requested constructors for units that can be built by given construction unit
void ConstructorFinished(UnitDefId constructor);
//! @brief Updates counters for available constructors for units that can be built by given construction unit
void ConstructorKilled(UnitDefId constructor);
//! @brief Updates counters for requested constructors for units that can be built by given construction unit
void UnfinishedConstructorKilled(UnitDefId constructor);
//! @brief Determines the weight factor for every combat unit category based on map type and how often AI had been attacked by
//! this category in the first phase of the game in the past
void DetermineCombatPowerWeights(MobileTargetTypeValues& combatPowerWeights, const AAIMapType& mapType) const;
//! @brief Updates counters/buildqueue if a buildorder for a certain factory has been given
void ConstructionOrderForFactoryGiven(const UnitDefId& factoryDefId)
{
units_dynamic[factoryDefId.id].requested -= 1;
m_factoryBuildqueue.remove(factoryDefId);
}
//! @brief Returns the list containing which factories shall be built next
const std::list<UnitDefId>& GetFactoryBuildqueue() const { return m_factoryBuildqueue; }
//! @brief Calculates the rating of the given factory
float DetermineFactoryRating(UnitDefId factoryDefId) const;
//! @brief Returns the attackedByRates read from the mod learning file upon initialization
const AttackedByRatesPerGamePhase& GetAttackedByRates(const AAIMapType& mapType) const { return s_attackedByRates.GetAttackedByRates(mapType); }
//! @brief Indicates that construction of unit has started
void ConstructionStarted(UnitDefId unitDefId)
{
units_dynamic[unitDefId.id].requested -= 1;
units_dynamic[unitDefId.id].underConstruction += 1;
}
//! @brief Indicates that construction of unit has finished
void ConstructionFinished(UnitDefId unitDefId)
{
units_dynamic[unitDefId.id].underConstruction -= 1;
units_dynamic[unitDefId.id].active += 1;
}
//! @brief Returns the future number (under construction and requested) of units of the given type
int GetNumberOfFutureUnits(UnitDefId unitDefId) const { return (units_dynamic[unitDefId.id].underConstruction + units_dynamic[unitDefId.id].requested); }
//! @brief Returns the total number (active, under construction, and requested) of units of the given type
int GetTotalNumberOfUnits(UnitDefId unitDefId) const { return (units_dynamic[unitDefId.id].active + units_dynamic[unitDefId.id].underConstruction + units_dynamic[unitDefId.id].requested); }
//! @brief Returns the total number (available and requested) of constructors for the given units of the given type
int GetTotalNumberOfConstructorsForUnit(UnitDefId unitDefId) const { return (units_dynamic[unitDefId.id].constructorsAvailable + units_dynamic[unitDefId.id].constructorsRequested); }
// ******************************************************************************************************
// the following functions are used to determine units that suit a certain purpose
// if water == true, only water based units/buildings will be returned
// randomness == 1 means no randomness at all; never set randomnes to zero -> crash
// ******************************************************************************************************
//! @brief Selects a power plant according to given criteria; a builder is requested if none available and a different power plant is chosen.
UnitDefId SelectPowerPlant(int side, const PowerPlantSelectionCriteria& selectionCriteria, bool water);
//! @brief Selects a metal extractor according to given criteria; a builder is requested if none available and a different extractor is chosen.
UnitDefId SelectExtractor(int side, float cost, float extractedMetal, bool armed, bool water);
//! @brief Selects a radar according to given criteria; a builder is requested if none available and a different radar is chosen.
UnitDefId SelectRadar(int side, float cost, float range, bool water);
//! @brief Selects a static defence according to given criteria; a builder is requested if none available and a different static defence is chosen.
UnitDefId SelectStaticDefence(int side, const StaticDefenceSelectionCriteria& selectionCriteria, bool water);
//! @brief Selects a metal maker - currently not implemented (returns no valid unit def id)
UnitDefId GetMetalMaker(int side, float cost, float efficiency, float metal, float urgency, bool water, bool canBuild) const;
//! @brief Selects a storage according to given criteria; a builder is requested if none available and a different storage is chosen.
UnitDefId SelectStorage(int side, const StorageSelectionCriteria& selectionCriteria, bool water);
// return repair pad
int GetAirBase(int side, float cost, bool water, bool canBuild);
//! @brief Selects a combat unit of specified movement type according to given criteria
UnitDefId SelectCombatUnit(int side, const AAIMovementType& moveType, const TargetTypeValues& combatPowerCriteria, const UnitSelectionCriteria& unitCriteria, const std::vector<float>& factoryUtilization, int randomness);
//! @brief Selects a static artillery according to given criteria
UnitDefId SelectStaticArtillery(int side, float cost, float range, bool water) const;
//! @brief Determines a scout unit with given properties
UnitDefId SelectScout(int side, float sightRange, float cloakable, float cost, uint32_t movementType, int randomness, bool factoryAvailable);
int GetJammer(int side, float cost, float range, bool water, bool canBuild);
//! @brief Determines most suitable factory to construct given unit and requests its construnction
void RequestFactoryFor(UnitDefId unitDefId);
//! @brief Looks for most suitable construction unit for given building and places buildorder if such a unit is not already under construction/requested
void RequestBuilderFor(UnitDefId building);
// @brief Tries to build an assistant for the specified kind of unit
//void AddAssistant(uint32_t allowedMovementTypes, bool mustBeConstructable);
//! @brief Returns metal extractor with the largest yardmap
UnitDefId GetLargestExtractor() const;
//! @brief Returns the dynamic unit type data for the given unitDefId
const UnitTypeDynamic& GetDynamicUnitTypeData(UnitDefId unitDefId) const { return units_dynamic[unitDefId.id]; }
// AAI unit defs with aai-instance specific information (number of requested, active units, etc.)
std::vector<UnitTypeDynamic> units_dynamic;
const springLegacyAI::UnitDef& GetUnitDef(int i) const { return *unitList[i]; };
private:
std::string GetBuildCacheFileName() const;
//! @brief Loads mod learn data from file
bool LoadModLearnData();
//! @brief Helper function used for building selection
bool IsBuildingSelectable(UnitDefId building, bool water, bool mustBeConstructable) const;
//! @brief Returns a power plant based on the given criteria
UnitDefId SelectPowerPlant(int side, const PowerPlantSelectionCriteria& selectionCriteria, bool water, bool mustBeConstructable) const;
//! @brief Returns an extractor based on the given criteria
UnitDefId SelectExtractor(int side, float cost, float extractedMetal, bool armed, bool water, bool canBuild) const;
//! @brief Returns a radar according to given criteria
UnitDefId SelectRadar(int side, float cost, float range, bool water, bool canBuild) const;
//! @brief Selects a defence building according to given criteria
UnitDefId SelectStaticDefence(int side, const StaticDefenceSelectionCriteria& selectionCriteria, bool water, bool constructable) const;
//! @brief Selects a storage according to given criteria
UnitDefId SelectStorage(int side, const StorageSelectionCriteria& selectionCriteria, bool water, bool mustBeConstructable) const;
//! @brief Determines the most suitable constructor for the given unit (mobile unit or building)
UnitDefId SelectConstructorFor(UnitDefId unitDefId) const;
//! @brief Order construction of the given construction unit (factory or builder); returns whether construction unit has been added to buildqueue of a factory
bool RequestConstructionOfConstructor(UnitDefId constructor);
//! @brief Calculates the rating of the given factory for the given map type
void CalculateFactoryRating(FactoryRatingInputData& ratingData, const UnitDefId factoryDefId, const MobileTargetTypeValues& combatPowerWeights, const AAIMapType& mapType) const;
//! @brief Calculates the combat statistics needed for unit selection
void CalculateCombatPowerForUnits(const std::list<UnitDefId>& unitList, const TargetTypeValues& combatPowerWeights, std::vector<float>& combatPowerValues, StatisticalData& combatPowerStat, StatisticalData& combatEfficiencyStat);
//! A list containing the next factories that shall be built
std::list<UnitDefId> m_factoryBuildqueue;
//! Rates of attacks by different combat categories per map and game phase
static AttackedByRatesPerGamePhaseAndMapType s_attackedByRates;
AAI *ai;
// all the unit defs, FIXME: this can't be made static as spring seems to free the memory returned by GetUnitDefList()
std::vector<const UnitDef*> unitList;
};
#endif
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