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// 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
//
// ======================================================================================
//
// in charge of determining when we last had LOS to each part of the map
// what we can do is to go through each of our units, get its radar radius, and check it off against map
// we obviously dont need to do this very often for static units
// slower movements (tanks) probably need this less often than faster ones (scouts, planes)
//
// We cache the position of each unit at the time we wrote its losprint onto the losmap
// we only update the lospring from a unit when it has moved significantly, or a lot of time has passed
//
// possible optimization: dont do every unit, check when units are close to others, using a sector by sector index (caveat: need to check losradius is equivalent, or sort by losradius)
//
// why dont we just copy the spring-generated losmap each frame? Well, because that would be slower(?)
package hughai.mapping;
import java.util.HashMap;
import com.springrts.ai.*;
import com.springrts.ai.oo.*;
import com.springrts.ai.oo.clb.*;
import hughai.*;
import hughai.basictypes.*;
import hughai.mapping.EnemyMap.EnemyMapPos;
import hughai.unitdata.*;
import hughai.utils.*;
import hughai.ui.*;
// holds the last seen frame-time of each part of the map, in a 2d array
public class LosMap
{
public static final int granularity = 2;
public static class LosMapPos extends Int2 {
public LosMapPos() {
}
public LosMapPos( Int2 int2 ) {
x = int2.x;
y = int2.y;
}
public LosMapPos( int x, int y ) {
super( x, y );
}
public TerrainPos toTerrainPos() {
return new TerrainPos( x * 8 * granularity, 0, y * 8 * granularity );
}
public static LosMapPos fromTerrainPos( TerrainPos terrainPos ) {
return new LosMapPos( (int)terrainPos.x / 8 / granularity,
(int)terrainPos.z / 8 / granularity );
}
public LosMapPos add( LosMapPos second ) {
return new LosMapPos( super.add( second ) );
}
public boolean validate(){
return x >= 0 && y >= 0 && x < losmapwidth && y < losmapheight;
}
}
PlayerObjects playerObjects;
CSAI csai;
OOAICallback aicallback;
LogFile logfile;
DrawingUtils drawingUtils;
UnitDefHelp unitDefHelp;
UnitController unitcontroller;
Config config;
public HashMap<Unit,Integer> LastLosRefreshFrameCountByUnit = new HashMap<Unit,Integer>(); // all units here, just dont update static ones very often
public HashMap<Unit,TerrainPos> PosAtLastRefreshByUnit = new HashMap<Unit,TerrainPos>();
private int[][] LastSeenFrameCount; // map, mapwidth / 2 by mapheight / 2
int lasttotalrefresh = -100000;
static int losmapwidth;
static int losmapheight;
public int getLosMapWidth(){ return losmapwidth; }
public int getLosMapHeight(){ return losmapheight; }
int mapwidth;
int mapheight;
public LosMap( PlayerObjects playerObjects )
{
this.playerObjects = playerObjects;
csai = playerObjects.getCSAI();
aicallback = csai.aicallback;
logfile = playerObjects.getLogFile();
unitcontroller = playerObjects.getUnitController();
drawingUtils = playerObjects.getDrawingUtils();
unitDefHelp = playerObjects.getUnitDefHelp();
config = playerObjects.getConfig();
unitcontroller.registerListener(new UnitControllerHandler());
csai.registerGameListener( new GameListenerHandler() );
Map map = aicallback.getMap();
mapwidth = map.getWidth();
mapheight = map.getHeight();
losmapwidth = mapwidth / granularity;
losmapheight = mapheight / granularity;
logfile.WriteLine( "LosMap, create losarray" );
LastSeenFrameCount = new int[ mapwidth / granularity][ mapheight / granularity ];
logfile.WriteLine( "losarray created, initializing..." );
for( int y = 0; y < mapheight / granularity; y++ )
{
for( int x = 0; x < mapwidth / granularity; x++ )
{
LastSeenFrameCount[ x][ y ] = -1000000;
}
}
logfile.WriteLine( "losarray initialized" );
if (csai.DebugOn)
{
// csai.RegisterVoiceCommand("showlosmap", new DumpLosMapHandler());
}
playerObjects.getMainUI().registerButton( "Show los map", new ShowLosMapButton() );
}
public int getLastSeenFrameCount( LosMapPos losMapPos ) {
return LastSeenFrameCount[losMapPos.x][losMapPos.y];
}
class ShowLosMapButton implements MainUI.ButtonHandler {
@Override
public void go() {
showLosMap(200);
}
}
class DumpLosMapHandler implements VoiceCommandHandler {
@Override
public void commandReceived(String cmd, String[] split, int player)
{
int maxageseconds = 200;
if( split.length > 2 ) {
maxageseconds = Integer.parseInt( split[2] );
}
showLosMap( maxageseconds);
}
}
void showLosMap(int maxageseconds) {
int mapdrawgranularity = config.getMapDrawGranularity() / granularity;
boolean[][]losmap = new boolean[mapwidth / granularity / mapdrawgranularity ][ mapheight/ 2 / mapdrawgranularity ];
int frame = playerObjects.getFrameController().getFrame();
for( int y = 0; y < mapheight / granularity / mapdrawgranularity; y += 1 )
{
for( int x = 0; x < mapwidth / granularity / mapdrawgranularity; x += 1 )
{
losmap[x][y] = ( frame - LastSeenFrameCount[ x * mapdrawgranularity][ y * mapdrawgranularity ] < maxageseconds * 30 );
}
}
drawingUtils.DrawMap(losmap);
}
void DoIncrementalRefreshes()
{
// logfile.WriteLine( "LosMap start incrementalrefreshes" );
int numupdates = 0;
int thresholddistance = config.getLosmapdistancethresholdforunitupdate();
int thresholddistancesquared = thresholddistance * thresholddistance;
//for( Unit mobileidobject : friendlyunitpositionobserver.MobileUnitIds )
for( Unit unit : unitcontroller.units )
{
UnitDef unitdef = unitcontroller.getUnitDef( unit );
if( unitDefHelp.IsMobile( unitdef ) ) {
TerrainPos currentpos = unitcontroller.getPos(unit);
TerrainPos lastpos = PosAtLastRefreshByUnit.get( unit );
boolean doUpdate = false;
if( lastpos == null ) {
doUpdate = true;
} else {
float distancesquared = lastpos.GetSquaredDistance(
currentpos );
if( distancesquared >= thresholddistancesquared )
{
doUpdate = true;
}
}
if( doUpdate ) {
UpdateLosForUnit( unit );
numupdates++;
}
} else { // if static unit, we still need to handle the los ;-)
TerrainPos lastpos = PosAtLastRefreshByUnit.get( unit );
if( lastpos == null ) {
UpdateLosForUnit( unit );
numupdates++;
}
}
}
// logfile.WriteLine( "LosMap end incrementalrefreshes, " + numupdates + " units refreshed" );
}
// right, this used to just update every few frames,
// but in JNA, that's quite slow, since getPos() takes about 0.2 milliseconds to
// run, which is a lot, for every mobile unit every frame
// so now, what we do is: just run this once a second or so,
// and we interpolate between the last position and this one
void UpdateLosForUnit( Unit unit )
{
// logfile.WriteLine( "Updating los for unit " + unit.getUnitId() + " " + unit.getDef().getHumanName() );
int frame = playerObjects.getFrameController().getFrame();
TerrainPos pos = unitcontroller.getPos( unit );
TerrainPos lastpos = PosAtLastRefreshByUnit.get( unit );
UnitDef unitdef = unit.getDef();
// int seenmapx = (int)( pos.x / 16 );
// int seenmapy = (int)( pos.z / 16 );
if( unitdef == null ) {
PosAtLastRefreshByUnit.remove(unit);
this.LastLosRefreshFrameCountByUnit.remove(unit);
return;
}
int radius = (int)unitdef.getLosRadius();
if( csai.DebugOn )
{
//aicallback.SendTextMsg( "Updating los for " + unitid + " " + unitdef.getHumanName() + " los radius " + radius, 0 );
//drawingUtils.DrawCircle( pos, radius * 16 );
}
//logfile.WriteLine( "Updating los for " + unit.getUnitId()
// + " " + unitdef.getHumanName()
// + " los radius " + radius
// + " pos " + pos.toString() );
//
if( lastpos != null ) {
// interpolate between last point and now, if necessary
float distanceFromLastPoint = (float)Math.sqrt(
pos.GetSquaredDistance( lastpos ) );
int numberInterpolations = 1 + (int)( distanceFromLastPoint / config.getLosMapInterpolationDistance() );
// let's think about possibilities:
// distancefromlastpoint < losmapinterpolationinterval: number = 1
// distancefromlastpoint == losmapinterpolationinterval: number = 2
// distancefromlastpoint > losmapinterpolationinterval: number = 2
// distancefromlastpoint >> losmapinterpolationinterval: number > 2
TerrainPos interpolationVector = ( pos.subtract( lastpos ) )
.divide( numberInterpolations );
// logfile.WriteLine( "number interpolations: " + numberInterpolations + " interpolationvector: " + interpolationVector );
// if numberInterpolations = 1, we want the loop to run once,
// with interpolation = 1
// interpolation = 0 was already handled by last refresh
// so we just start from interpolation = 1
for( int interpolation = 1; interpolation < numberInterpolations; interpolation++ ) {
TerrainPos thispos = lastpos.add(
interpolationVector.multiply( interpolation ) );
MarkInCurrentLos( frame, thispos, radius );
// logfile.WriteLine( " interpolations " + interpolation + " " + thispos );
// you know, we could just do this for the first and last circle,
// and then just draw a rectangle between the two?
// that would be more accurate too...
}
} else {
MarkInCurrentLos( frame, pos, radius );
}
LastLosRefreshFrameCountByUnit.put( unit, frame );
PosAtLastRefreshByUnit.put( unit, pos );
// logfile.WriteLine( "...done" );
}
// go line by line, determine positive and negative extent of line, mark lostime
void MarkInCurrentLos( int frame, TerrainPos pos, int radius ) {
LosMapPos losMapPos = LosMapPos.fromTerrainPos( pos );
for( int deltay = -radius; deltay <= radius; deltay++ )
{
int xextent = (int)Math.sqrt( radius * radius - deltay * deltay );
for( int deltax = -xextent; deltax <= xextent; deltax++ )
{
int thisx = losMapPos.x + deltax;
int thisy = losMapPos.y + deltay;
if( thisx >= 0 && thisx < mapwidth / granularity && thisy >= 0 && thisy < mapheight / granularity )
{
LastSeenFrameCount[ thisx][ thisy ] = frame;
}
}
}
}
void TotalRefresh()
{
logfile.WriteLine( "LosMap start totalrefresh" );
for( Unit unit : unitcontroller.units ) {
UpdateLosForUnit( unit );
}
logfile.WriteLine( "LosMap end totalrefresh" );
}
class UnitControllerHandler extends UnitController.UnitAdapter {
@Override
public void UnitAdded( Unit unit )
{
if( !LastLosRefreshFrameCountByUnit.containsKey( unit ) )
{
//LastLosRefreshFrameCountByUnit.put( unit, aicallback.getGame().getCurrentFrame() );
//PosAtLastRefreshByUnit.put( unit, unitcontroller.getPos( unit ) );
UpdateLosForUnit( unit );
}
}
@Override
public void UnitRemoved( Unit unit )
{
//if( LastLosRefreshFrameCountByUnit.containsKey( unit ) )
//{
LastLosRefreshFrameCountByUnit.remove( unit );
PosAtLastRefreshByUnit.remove( unit );
//}
}
}
class GameListenerHandler extends GameAdapter {
@Override
public void Tick( int frame )
{
// if( frame % 10 == 0 ) { // just occasionally for now, to avoid slowing game down too much...
DoIncrementalRefreshes();
// }
if( frame - lasttotalrefresh > config.getLosrefreshallintervalframecount() )
{
logfile.WriteLine( "losmap: doing total refresh" );
TotalRefresh();
lasttotalrefresh = frame;
}
}
}
}
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