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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_MAP_H
#define AAI_MAP_H
#include "aidef.h"
#include "AAITypes.h"
#include "AAIMapRelatedTypes.h"
#include "AAIMapTypes.h"
#include "AAIUnitTypes.h"
#include "AAISector.h"
#include "System/float3.h"
#include <vector>
#include <list>
#include <string>
using namespace std;
class AAI;
namespace springLegacyAI {
struct UnitDef;
}
using namespace springLegacyAI;
class AAIMap
{
friend AAIScoutedUnitsMap;
public:
AAIMap(AAI *ai);
~AAIMap(void);
void Init();
//! @brief Returns the map type
const AAIMapType& GetMapType() const { return s_mapType; }
//! @brief Returns max distance (in sectors) a sector can have to base
int GetMaxSectorDistanceToBase() const { return (xSectors + ySectors - 2); }
//! @brief Returns the approximated map coordinates of the center of the enemy base (determined based on scouted enemy buildings)
const MapPos& GetCenterOfEnemyBase() const { return m_centerOfEnemyBase; }
//! @brief Returns the distance to the estimated center of enemy base
float GetDistanceToCenterOfEnemyBase(const float3& position) const;
//! @brief Converts given position to final building position for the given unit type
void Pos2FinalBuildPos(float3 *pos, const UnitDef *def) const;
//! @brief Returns whether x/y specify a valid sector
bool IsValidSector(int x, int y) const { return( (x >= 0) && (y >= 0) && (x < xSectors) && (y < ySectors) ); }
//! @brief Returns true if the given sector is a neighbour to the current base
bool IsSectorBorderToBase(int x, int y) const;
//! @brief Returns continent id with respect to the unit's movement type (e.g. ground (=non amphibious) unit being in shallow water will return id of nearest land continent)
int DetermineSmartContinentID(float3 pos, const AAIMovementType& moveType) const;
//! @brief Returns whether continent to which given sector mainly belongs is sea
bool IsSectorOnWaterContinent(const AAISector* sector) const { return s_continents[sector->GetContinentID()].water; }
//! @brief Returns whether the position is located on a small continent (meant to detect "ponds" or "small islands")
bool LocatedOnSmallContinent(const float3& pos) const { return (s_continents[s_continentMap.GetContinentID(pos)].size < (avg_land_continent_size + avg_water_continent_size)/4); }
//! @brief Returns the id of continent the given position belongs to
static int GetContinentID(const float3& pos) { return s_continentMap.GetContinentID(pos); }
//! @brief Returns the number of continents
static int GetNumberOfContinents() { return s_continents.size(); }
//! @brief Determines the total number of spotted (= currently known) enemy buildings on land / sea
void DetermineSpottedEnemyBuildingsOnContinentType(int& enemyBuildingsOnLand, int& enemyBuildingsOnSea) const;
//! @brief Returns a bitmask storing which movement types are suitable for the map type
uint32_t GetSuitableMovementTypesForMap() const { return GetSuitableMovementTypes(s_mapType); }
//! @brief Returns the sector in which the given position lies (nullptr if out of sector map -> e.g. aircraft flying outside of the map)
AAISector* GetSectorOfPos(const float3& pos);
//! @brief Returns distance to closest edge of the map (in unit map coordinates)
float GetEdgeDistance(const float3& pos) const;
//! @brief Returns the maximum number of units lost in any sector of the map
float GetMaximumNumberOfLostUnits() const;
float3 GetRandomBuildsite(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, int tries, bool water = false);
//! @brief Searches for a buildiste in given sector starting from top left corner
float3 DetermineBuildsiteInSector(UnitDefId buildingDefId, const AAISector* sector) const;
// prefer buildsites that are on plateus and not too close to the edge of the map
float3 GetRadarArtyBuildsite(const UnitDef *def, int xStart, int xEnd, int yStart, int yEnd, float range, bool water);
//! @brief Determines the most suitable buidliste for the given static defence in the given sector (returns ZeroVector if no buildsite found)
float3 DetermineBuildsiteForStaticDefence(UnitDefId staticDefence, const AAISector* sector, const AAITargetType& targetType, float terrainModifier) const;
//! @brief Updates buildmap & defence map (for static defences) and building data of target sector
//! Return true if building will be placed at a valid position, i.e. inside sectors
bool InitBuilding(const UnitDef *def, const float3& position);
//! @brief Updates the buildmap: (un)block cells + insert/remove spaces (factory exits get some extra space)
void UpdateBuildMap(const float3& buildPos, const UnitDef *def, bool block);
// returns number of cells with big slope
int GetCliffyCells(int xPos, int yPos, int xSize, int ySize) const;
//! @brief Triggers an update of the current units in LOS if there are enough frames since the last update or it is enforced
void CheckUnitsInLOSUpdate(bool forceUpdate = false);
//! @brief Returns whether given position lies within current LOS
bool IsPositionInLOS(const float3& position) const;
//! @brief Returns whether given position lies within map (e.g. aircraft may leave map)
bool IsPositionWithinMap(const float3& position) const;
//! @brief Returns whether a water tile belonging to an ocean (i.e. large water continent) lies within the given rectangle
bool IsConnectedToOcean(int xStart, int xEnd, int yStart, int yEnd) const;
//! @brief Returns position of first enemy building found in the part of the map (in build map coordinates)
float3 DeterminePositionOfEnemyBuildingInSector(int xStart, int xEnd, int yStart, int yEnd) const;
//! @brief Decreases the lost units and updates the the "center of gravity" of the enemy base(s)
void UpdateSectors();
//! @brief Checks for new neighbours (and removes old ones if necessary)
void UpdateNeighbouringSectors(std::vector< std::list<AAISector*> >& sectorsInDistToBase);
//! @brief Adds or removes a defence buidling to/from the defence map
void AddOrRemoveStaticDefence(const float3& position, UnitDefId defence, bool addDefence);
//! @brief Determines to which location a given scout schould be sent to next
float3 GetNewScoutDest(UnitId scoutUnitId);
//! @brief Returns a sector to proceed with attack (nullptr if none found)
const AAISector* DetermineSectorToContinueAttack(const AAISector *currentSector, const MobileTargetTypeValues& targetTypeOfUnits, AAIMovementType moveTypeOfUnits) const;
//! @brief Returns the sector which is the highest rated attack target (or nullptr if none found)
const AAISector* DetermineSectorToAttack(const std::vector<float>& globalCombatPower, const std::vector< std::vector<float> >& continentCombatPower, const MobileTargetTypeValues& assaultGroupsOfType) const;
//! The sectors of the map
std::vector< std::vector<AAISector> > m_sector;
// used for scouting, used to get all friendly/enemy units in los
std::vector<int> unitsInLOS;
//! Maximum squared distance on map in unit coordinates (i.e. from one corner to the other, xSize*xSize+ySize*ySize)
static float maxSquaredMapDist;
//! x and y size of the map (unit coordinates)
static int xSize, ySize;
//! x and y size of the map (map coordinates, i.e. map tiles)
static int xMapSize, yMapSize;
//! Number of sectors in x/y direction
static int xSectors, ySectors;
//! Size of sectors (in unit coordinates)
static int xSectorSize, ySectorSize;
//! Size of sectors (in map coordinates, i.e. tiles = 1/8 xSize/ySize)
static int xSectorSizeMap, ySectorSizeMap;
//! Ration of land tiles
static float s_landTilesRatio;
//! Ratio of water tiles
static float s_waterTilesRatio;
//! Number of metal spots in sea
static int water_metal_spots;
//! Number of metal spots on land
static int land_metal_spots;
//! Indicates if map is considered to be a metal map (i.e. exctractors can be built anywhere)
static bool metalMap;
//! The map storing which sector has been occupied by what team
static AAITeamSectorMap s_teamSectorMap;
//! The buildmap stores the type/occupation status of every cell;
static std::vector<BuildMapTileType> s_buildmap;
static int avg_water_continent_size;
static constexpr int ignoreContinentID = -1;
private:
//! @brief Updates spotted enemy buildings/units on the map (incl. data per sector)
void UpdateEnemyUnitsInLOS();
//! @brief Updates own/allied buildings/units on the map (in each sector)
void UpdateFriendlyUnitsInLos();
//! @brief Updates enemy buildings/enemy combat power in sectors based on scout map entris updated by UpdateEnemyUnitsInLOS()
void UpdateEnemyScoutingData();
//! @brief Converts the given position (in map coordinates) to a position in buildmap coordinates
void Pos2BuildMapPos(float3* position, const UnitDef* def) const;
// krogothe's metal spot finder
void DetectMetalSpots();
//! @brief Returns descriptor for map type (used to save map type)
const char* GetMapTypeString(const AAIMapType& mapType) const;
//! @brief Returns which movement types are suitable for the given map type
uint32_t GetSuitableMovementTypes(const AAIMapType& mapType) const;
//! @brief Determine the type of every map tile (e.g. water, flat. cliff) and calculates the plateue map
void AnalyseMap();
//! @brief Determines the type of map
void DetermineMapType();
// calculates learning effect
void Learn();
//! @brief Read the learning data for this map (or initialize with defualt data if none are available)
void ReadMapLearnFile();
// reads continent cache file (and creates new one if necessary)
void ReadContinentFile();
// reads map cache file (and creates new one if necessary)
// loads mex spots, cliffs etc. from file or creates new one
void ReadMapCacheFile();
//! @brief Returns true if buildmap allows construction of unit with given footprint at goven position
bool CanBuildAt(int xPos, int yPos, const UnitFootprint& size, bool water = false) const;
//! @brief Blocks/unblocks map tiles (to prevent AAI from packing buildings too close to each other)
//! Automatically clamps given values to map size (avoids running over any map edges)
void BlockTiles(int xPos, int yPos, int width, int height, bool block);
//! @brief Prevents AAI from building too many buildings in a row by adding blocking spaces if necessary
void CheckRows(int xPos, int yPos, int xSize, int ySize, bool add);
//! @brief Returns the size which is needed for this building (building size + exit for factories)
UnitFootprint DetermineRequiredFreeBuildspace(UnitDefId unitDefId) const;
//! @brief Returns distance to closest edge of the map (in build_map coordinates)
int GetEdgeDistance(int xPos, int yPos) const;
//! @brief Occupies/frees the given cells of the buildmap
void ChangeBuildMapOccupation(int xPos, int yPos, int xSize, int ySize, bool occupy);
public:
void BuildMapPos2Pos(float3 *pos, const UnitDef* def) const;
private:
std::string LocateMapLearnFile() const;
std::string LocateMapCacheFile() const;
AAI *ai;
//! Stores the defId of the building or combat unit placed on that cell (0 if none), same resolution as los map
AAIScoutedUnitsMap m_scoutedEnemyUnitsMap;
//! The number of scouted enemy units on the given continent
std::vector<int> m_buildingsOnContinent;
//! Approximate center of enemy base in build map coordinates (not reliable if enemy buldings are spread over map)
MapPos m_centerOfEnemyBase;
//! The frame in which the last update of the units in LOS has been performed
int m_lastLOSUpdateInFrame;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// static (shared with other ai players)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
//! The defence maps (storing combat power by static defences vs the different mobile target types)
static AAIDefenceMaps s_defenceMaps;
//! Stores the id of the continent every tiles belongs to and additional information about continents
static AAIContinentMap s_continentMap;
//! An array storing the detected continents on the map
static std::vector<AAIContinent> s_continents;
//! The map type
static AAIMapType s_mapType;
static int losMapRes; // resolution of the LOS map
static int xLOSMapSize, yLOSMapSize; // x and y size of the LOS map
static int xDefMapSize, yDefMapSize; // x and y size of the defence maps (1/4 resolution of map)
static std::list<AAIMetalSpot> metal_spots;
static float flat_land_ratio;
static vector<int> blockmap; // number of buildings which ordered a cell to blocked
static vector<float> plateau_map; // positive values indicate plateaus, same resolution as continent map 1/4 of resolution of blockmap/buildmap
static vector<int> ship_movement_map; // movement maps for different categories, 1/4 of resolution of blockmap/buildmap
static vector<int> kbot_movement_map;
static vector<int> vehicle_movement_map;
static vector<int> hover_movement_map;
static int land_continents;
static int water_continents;
static int avg_land_continent_size;
static int max_land_continent_size;
static int max_water_continent_size;
static int min_land_continent_size;
static int min_water_continent_size;
};
#endif
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