1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296
|
// Copyright Hugh Perkins 2006, 2009
// hughperkins@gmail.com http://manageddreams.com
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the
// Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along
// with this program in the file licence.txt; if not, write to the
// Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-
// 1307 USA
// You can find the licence also on the web at:
// http://www.opensource.org/licenses/gpl-license.php
//
// ======================================================================================
//
package hughai;
import java.util.*;
import java.util.Map;
import com.springrts.ai.*;
import com.springrts.ai.oo.clb.*;
import hughai.*;
import hughai.basictypes.*;
import hughai.mapping.*;
import hughai.packcoordinators.*;
import hughai.unitdata.*;
import hughai.utils.*;
// legacy comment, not sure it's really accurate ;-) :
// this class should ideally work out appropriate enemies to attack,
// based on profile we define for it
// since different units have a different preference for
// attacking (air vs ground vs speed etc), we need a different object for each
public class EnemySelector2
{
public double maxenemyspeed;
public boolean WaterOk;
public boolean BadTerrainOk;
CSAI csai;
OOAICallback aicallback;
LogFile logfile;
EnemyTracker enemyTracker;
UnitDefHelp unitdefhelp;
Maps maps;
int startarea = 0;
UnitDef typicalunitdef;
public EnemySelector2( PlayerObjects playerObjects, double maxenemyspeed, UnitDef typicalunitdef)
{
csai = playerObjects.getCSAI();
aicallback = csai.aicallback;
logfile = playerObjects.getLogFile();
enemyTracker = playerObjects.getEnemyTracker();
unitdefhelp = playerObjects.getUnitDefHelp();
maps = playerObjects.getMaps();
// csai.EnemyEntersLOSEvent += new CSAI.EnemyEntersLOSHandler( EnemyEntersLOS );
// enemycontroller = EnemyController.GetInstance();
// unitdefhelp = new UnitDefHelp(aicallback);
this.maxenemyspeed = maxenemyspeed;
// this.WaterOk = WaterOk;
// this.BadTerrainOk = BadTerrainOk;
this.typicalunitdef = typicalunitdef;
csai.RegisterVoiceCommand( "fakeenemy", new VoiceFakeEnemy() );
csai.RegisterVoiceCommand( "cancelfakeenemy", new VoiceCancelFakeEnemy() );
// startarea = MovementMaps.GetInstance().GetArea(typicalunitdef, startpos);
}
public void InitStartPos(TerrainPos startpos)
{
startarea = maps.getMovementMaps().GetArea(typicalunitdef, startpos);
}
class VoiceFakeEnemy implements VoiceCommandHandler {
@Override
public void commandReceived( String command, String[] splitargs, int teamnumber ) {
fakeEnemyPos = new TerrainPos( Integer.parseInt( splitargs[2] ), 0,
Integer.parseInt( splitargs[3] ) );
fakeEnemy = true;
}
}
class VoiceCancelFakeEnemy implements VoiceCommandHandler {
@Override
public void commandReceived( String command, String[] splitargs, int teamnumber ) {
fakeEnemy = false;
}
}
boolean fakeEnemy = false;
TerrainPos fakeEnemyPos;
// just get nearest known slow enemy
// otherwise any enemy
// no priority for buildings
public TerrainPos ChooseAttackPoint( TerrainPos ourpos)
{
if( fakeEnemy ) {
return fakeEnemyPos;
}
Unit bestunit = null;
boolean gotknownunit = false;
UnitDef defforbestid = null;
TerrainPos posforbestid = null;
double BestSquaredDistance = 100000000000d;
for( Unit enemyunit : enemyTracker.EnemyUnits ) {
UnitDef enemyunitdef = enemyTracker.EnemyUnitDefByUnit.get( enemyunit );
TerrainPos enemypos = enemyTracker.getPos( enemyunit );
if (enemypos != null)
{
if (maps.getMovementMaps().GetArea(typicalunitdef, enemypos) == startarea)
{
if (enemypos.GetSquaredDistance(new TerrainPos() ) > 1)
{
double thissquareddistance = enemypos.GetSquaredDistance( ourpos );
if (enemyunitdef != null)
{
if (enemyunitdef.getSpeed() < maxenemyspeed) // if we already have building we dont care
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best known so far" );
bestunit = enemyunit;
gotknownunit = true;
posforbestid = enemypos;
defforbestid = enemyunitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
else
{
if (!gotknownunit) // if we haven't found a known unit,
// go for an unknown unit
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best unknown so far" );
bestunit = enemyunit;
posforbestid = enemypos;
defforbestid = enemyunitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
}
}
}
}
for( Unit enemyunit : enemyTracker.EnemyUnits ) {
// logfile.WriteLine( "EnemySelector: checking static... " );
UnitDef unitdef = enemyTracker.EnemyUnitDefByUnit.get( enemyunit );
TerrainPos enemypos = enemyTracker.getPos( enemyunit );
if (enemypos != null)
{
double thissquareddistance = enemypos.GetSquaredDistance( ourpos );
// logfile.WriteLine( "EnemySelector: Potential enemy at " + enemypos.toString() + " squareddistance: " + thissquareddistance );
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "EnemySelector: best distance so far" );
bestunit = enemyunit;
//gotbuilding = true;
gotknownunit = true;
posforbestid = enemypos;
//defforbestid = unitdef;
}
}
}
if( posforbestid != null ) {
logfile.WriteLine( "EnemySelector.chooseattackpoint. best enemy: " +
bestunit.getUnitId() + " " + posforbestid );
}
return posforbestid;
}
// this is going to have to interact with all sorts of stuff in the future
// for now keep it simple
// for now we look for nearby buildings, then nearby enemy units with low speed, then anything
public TerrainPos OldChooseAttackPoint(TerrainPos ourpos)
{
boolean gotbuilding = false;
boolean gotknownunit = false;
double BestSquaredDistance = 100000000000d;
Unit bestunit = null;
UnitDef defforbestid = null;
TerrainPos posforbestid = null;
// logfile.WriteLine( "EnemySelector: checking mobile... " );
for( Unit enemyunit : enemyTracker.EnemyUnits ) {
UnitDef unitdef = enemyTracker.EnemyUnitDefByUnit.get( enemyunit );
TerrainPos enemypos = enemyTracker.getPos( enemyunit );
// logfile.WriteLine( "Found building " +
if (maps.getMovementMaps().GetArea(typicalunitdef, enemypos)
== startarea)
{
if (enemypos.GetSquaredDistance( new TerrainPos() ) > 1)
{
double thissquareddistance = ourpos.GetSquaredDistance( enemypos);
// logfile.WriteLine( "EnemySelector: Potential enemy at " + enemypos.toString() + " squareddistance: " + thissquareddistance );
if (unitdef != null)
{
// logfile.WriteLine( "unitdef not null " + unitdef.getHumanName() + " ismobile: " + unitdefhelp.IsMobile( unitdef ).toString() );
// logfile.WriteLine( "gotbuilding = " + gotbuilding.toString() );
if (gotbuilding)
{
if (!unitdefhelp.IsMobile(unitdef))
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best building so far" );
bestunit = enemyunit;
gotbuilding = true;
gotknownunit = true;
posforbestid = enemypos;
defforbestid = unitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
else
{
if (unitdef.getSpeed() < maxenemyspeed) // if we already have building we dont care
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best known so far" );
bestunit = enemyunit;
gotknownunit = true;
posforbestid = enemypos;
defforbestid = unitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
}
else // if unitdef unknown
{
// logfile.WriteLine( "gotknownunit = " + gotknownunit.toString() );
if (!gotknownunit) // otherwise just ignore unknown units
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best unknown so far" );
bestunit = enemyunit;
posforbestid = enemypos;
defforbestid = unitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
}
}
}
for( Unit enemyunit : enemyTracker.EnemyUnits ) {
UnitDef unitdef = enemyTracker.EnemyUnitDefByUnit.get( enemyunit );
TerrainPos enemypos = enemyTracker.getPos( enemyunit );
double thissquareddistance = ourpos.GetSquaredDistance(enemypos);
// logfile.WriteLine( "EnemySelector: Potential enemy at " + enemypos.toString() + " squareddistance: " + thissquareddistance );
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "EnemySelector: best distance so far" );
bestunit = enemyunit;
gotbuilding = true;
gotknownunit = true;
posforbestid = enemypos;
//defforbestid = unitdef;
}
}
//if( enemycontroller.EnemyStaticPosByDeployedId.Contains( bestid ) )
// {
// enemycontroller.EnemyStaticPosByDeployedId.remove( bestid );
// }
return posforbestid;
}
}
|