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#include <sstream>
#include "IncCREG.h"
#include "IncExternAI.h"
#include "IncGlobalAI.h"
#define K_MEANS_ELEVATION 40
#define IDLE_GROUP_ID 0
#define STUCK_GROUP_ID 1
#define AIR_GROUP_ID 2
#define GROUND_GROUP_ID_START 1000
#define SAFE_SPOT_DISTANCE 300
//#define SAFE_SPOT_DISTANCE_SLACK 700
#define KMEANS_ENEMY_MAX_K 32
#define KMEANS_BASE_MAX_K 32
#define KMEANS_MINIMUM_LINE_LENGTH (THREATRES * SQUARE_SIZE)
CR_BIND(CAttackHandler, (NULL))
CR_REG_METADATA(CAttackHandler, (
CR_MEMBER(ai),
CR_MEMBER(attackUnits),
CR_MEMBER(stuckUnits),
CR_MEMBER(unarmedAirUnits),
CR_MEMBER(armedAirUnits),
CR_MEMBER(airIsAttacking),
CR_MEMBER(airPatrolOrdersGiven),
CR_MEMBER(airTarget),
CR_MEMBER(newGroupID),
CR_MEMBER(attackGroups),
// CR_MEMBER(defenseGroups),
CR_MEMBER(kMeansBase),
CR_MEMBER(kMeansK),
CR_MEMBER(kMeansEnemyBase),
CR_MEMBER(kMeansEnemyK),
CR_RESERVED(16)
))
CAttackHandler::CAttackHandler(AIClasses* aic): ai(aic) {
if (ai) {
// setting a position to the middle of the map
float mapWidth = ai->cb->GetMapWidth() * SQUARE_SIZE;
float mapHeight = ai->cb->GetMapHeight() * SQUARE_SIZE;
newGroupID = GROUND_GROUP_ID_START;
this->kMeansK = 1;
this->kMeansBase.push_back(float3(mapWidth / 2.0f, K_MEANS_ELEVATION, mapHeight / 2.0f));
this->kMeansEnemyK = 1;
this->kMeansEnemyBase.push_back(float3(mapWidth / 2.0f, K_MEANS_ELEVATION, mapHeight / 2.0f));
UpdateKMeans();
}
airIsAttacking = false;
airPatrolOrdersGiven = false;
airTarget = -1;
}
CAttackHandler::~CAttackHandler(void) {
}
void CAttackHandler::AddUnit(int unitID) {
CUNIT* unit = ai->GetUnit(unitID);
if ((unit->def())->canfly) {
// the groupID of this "group" is 0, to separate them from other idle units
unit->groupID = AIR_GROUP_ID;
// this might be a new unit with the same id as an older dead unit
unit->stuckCounter = 0;
// do some checking then essentially add it to defense group
if ((unit->def())->weapons.size() == 0) {
unarmedAirUnits.push_back(unitID);
} else {
armedAirUnits.push_back(unitID);
}
// patrol orders need to be updated
airPatrolOrdersGiven = false;
} else {
// the groupID of this "group" is 0, to separate them from other idle units
unit->groupID = IDLE_GROUP_ID;
// this might be a new unit with the same id as an older dead unit
unit->stuckCounter = 0;
// do some checking then essentially add it to defense group
attackUnits.push_back(unitID);
// TODO: not that good
PlaceIdleUnit(unitID);
}
}
void CAttackHandler::UnitDestroyed(int unitID) {
int attackGroupID = ai->GetUnit(unitID)->groupID;
// if it's in the defense group
if (attackGroupID == IDLE_GROUP_ID) {
bool foundDeadUnit = false;
for (std::list<int>::iterator it = attackUnits.begin(); it != attackUnits.end(); it++) {
if (*it == unitID) {
attackUnits.erase(it);
foundDeadUnit = true;
break;
}
}
if (foundDeadUnit) {
// one of our (idle) attack units died but
// we somehow have lost track of it before
std::stringstream msg;
msg << "[CAttackHandler::UnitDestroyed()][frame=" << ai->cb->GetCurrentFrame() << "]\n";
msg << "\tidle attack unit " << unitID << " was destroyed but already erased\n";
ai->GetLogger()->Log(msg.str());
}
}
else if (attackGroupID >= GROUND_GROUP_ID_START) {
// unit in an attack-group died
bool foundGroup = false;
bool removedDeadUnit = false;
std::list<CAttackGroup>::iterator it;
for (it = attackGroups.begin(); it != attackGroups.end(); it++) {
if (it->GetGroupID() == attackGroupID) {
removedDeadUnit = it->RemoveUnit(unitID);
foundGroup = true;
break;
}
}
assert(foundGroup);
assert(removedDeadUnit);
// check if the group is now empty
if (it->Size() == 0) {
attackGroups.erase(it);
}
}
else if (attackGroupID == AIR_GROUP_ID) {
// unit in air-group died
bool armed = true;
std::list<int>::iterator unarmedAirIt = unarmedAirUnits.begin();
std::list<int>::iterator armedAirIt = armedAirUnits.begin();
for (; unarmedAirIt != unarmedAirUnits.end(); unarmedAirIt++) {
if (unitID == *unarmedAirIt) {
unarmedAirUnits.erase(unarmedAirIt);
armed = false;
break;
}
}
if (armed) {
for (; armedAirIt != armedAirUnits.end(); armedAirIt++) {
if (unitID == *armedAirIt) {
armedAirUnits.erase(armedAirIt);
break;
}
}
}
}
else {
// unit in stuck-units group
bool found_dead_in_stuck_units = false;
std::list<std::pair<int, float3> >::iterator it;
for (it = stuckUnits.begin(); it != stuckUnits.end(); it++) {
if (it->first == unitID) {
stuckUnits.erase(it);
found_dead_in_stuck_units = true;
break;
}
}
assert(found_dead_in_stuck_units);
}
}
bool CAttackHandler::PlaceIdleUnit(int unit) {
if (ai->cb->GetUnitDef(unit) != NULL) {
const float3& pos = FindUnsafeArea(ai->cb->GetUnitPos(unit));
if (pos != ZeroVector) {
ai->GetUnit(unit)->Move(pos);
return true;
}
}
return false;
}
// is it ok to build at CBS from this position?
bool CAttackHandler::IsSafeBuildSpot(float3 mypos) {
// TODO: get a subset of the k-means, then
// iterate the lines along the path that they
// make with a min distance slightly lower than
// the area radius definition
mypos = mypos;
return false;
}
// returns a safe spot from k-means, adjacent to myPos, safety params are (0..1).
// change to: decide on the random float 0...1 first, then find it (easier)
float3 CAttackHandler::FindSafeSpot(float3 myPos, float minSafety, float maxSafety) {
// find a safe spot
myPos = myPos;
int startIndex = int(minSafety * this->kMeansK);
if (startIndex < 0)
startIndex = 0;
// if (startIndex >= kMeansK)
// startIndex = kMeansK - 1;
int endIndex = int(maxSafety * this->kMeansK);
if (endIndex < 0)
startIndex = 0;
// if (endIndex >= kMeansK)
// endIndex = kMeansK - 1;
if (startIndex > endIndex)
startIndex = endIndex;
if (kMeansK <= 1 || startIndex == endIndex) {
if (startIndex >= kMeansK)
startIndex = kMeansK - 1;
float3 pos = kMeansBase[startIndex] + float3((RANDINT % SAFE_SPOT_DISTANCE), 0, (RANDINT % SAFE_SPOT_DISTANCE));
pos.y = ai->cb->GetElevation(pos.x, pos.z);
return pos;
}
assert(startIndex < endIndex);
assert(startIndex < kMeansK);
assert(endIndex <= kMeansK);
// get a subset of the k-means
std::vector<float3> subset;
for (int i = startIndex; i < endIndex; i++) {
// subset[i] = kMeansBase[startIndex + i];
assert(i < kMeansK);
subset.push_back(kMeansBase[i]);
}
// then find a position on one of the lines between those points (pather)
int whichPath;
if (subset.size() > 1) {
whichPath = (RANDINT % (int) subset.size());
} else {
whichPath = 0;
}
assert(whichPath < (int) subset.size());
assert(subset.size() > 0);
if ((whichPath + 1) < (int) subset.size() && subset[whichPath].distance2D(subset[whichPath + 1]) > KMEANS_MINIMUM_LINE_LENGTH) {
std::vector<float3> posPath;
//TODO: implement one in pathfinder without radius (or unit ID)
// if (size > (int)kMeansBase.size())
// size = kMeansBase.size();
float dist = ai->pather->MakePath(posPath, subset[whichPath], subset[whichPath + 1], THREATRES * SQUARE_SIZE);
float3 res;
if (dist > 0) {
// dist > 0 from path, use res from pather
int whichPos = RANDINT % (int) posPath.size();
res = posPath[whichPos];
} else {
// dist == 0 from path, using first point
res = subset[whichPath];
}
return res;
} else {
assert(whichPath < (int) subset.size());
return (subset[whichPath]);
}
}
float3 CAttackHandler::FindSafeArea(float3 pos) {
if (this->DistanceToBase(pos) < SAFE_SPOT_DISTANCE)
return pos;
float min = 0.6f;
float max = 0.95f;
float3 safe = this->FindSafeSpot(pos, min, max);
// HACK
safe += pos;
safe /= 2;
return safe;
}
float3 CAttackHandler::FindVerySafeArea(float3 pos) {
float min = 0.9f;
float max = 1.0f;
return (FindSafeSpot(pos, min, max));
}
float3 CAttackHandler::FindUnsafeArea(float3 pos) {
float min = 0.1f;
float max = 0.3f;
return (FindSafeSpot(pos, min, max));
}
float CAttackHandler::DistanceToBase(float3 pos) {
float closestDistance = MY_FLT_MAX;
for (int i = 0; i < this->kMeansK; i++) {
float3 mean = this->kMeansBase[i];
float distance = pos.distance2D(mean);
closestDistance = std::min(distance, closestDistance);
}
return closestDistance;
}
float3 CAttackHandler::GetClosestBaseSpot(float3 pos) {
float closestDistance = MY_FLT_MAX;
int index = 0;
for (int i = 0; i < this->kMeansK; i++) {
float3 mean = this->kMeansBase[i];
float distance = pos.distance2D(mean);
if (distance < closestDistance) {
closestDistance = distance;
index = i;
}
}
return kMeansBase[index];
}
std::vector<float3> CAttackHandler::KMeansIteration(std::vector<float3> means, std::vector<float3> unitPositions, int newK) {
assert(newK > 0 && means.size() > 0);
int numUnits = unitPositions.size();
// change the number of means according to newK
int oldK = means.size();
means.resize(newK);
// add a new means, just use one of the positions
float3 newMeansPosition = unitPositions[0];
newMeansPosition.y = ai->cb->GetElevation(newMeansPosition.x, newMeansPosition.z) + K_MEANS_ELEVATION;
for (int i = oldK; i < newK; i++) {
means[i] = newMeansPosition;
}
// check all positions and assign them to means, complexity n*k for one iteration
std::vector<int> unitsClosestMeanID(numUnits, -1);
std::vector<int> numUnitsAssignedToMean(newK, 0);
for (int i = 0; i < numUnits; i++) {
float3 unitPos = unitPositions.at(i);
float closestDistance = MY_FLT_MAX;
int closestIndex = -1;
for (int m = 0; m < newK; m++) {
float3 mean = means[m];
float distance = unitPos.distance2D(mean);
if (distance < closestDistance) {
closestDistance = distance;
closestIndex = m;
}
}
// position i is closest to the mean at closestIndex
unitsClosestMeanID[i] = closestIndex;
numUnitsAssignedToMean[closestIndex]++;
}
// change the means according to which positions are assigned to them
// use meanAverage for indexes with 0 pos'es assigned
// make a new means list
std::vector<float3> newMeans(newK, float3(0, 0, 0));
for (int i = 0; i < numUnits; i++) {
int meanIndex = unitsClosestMeanID[i];
// don't divide by 0
float num = std::max(1, numUnitsAssignedToMean[meanIndex]);
newMeans[meanIndex] += unitPositions[i] / num;
}
// do a check and see if there are any empty means and set the height
for (int i = 0; i < newK; i++) {
// if a newmean is unchanged, set it to the new means pos instead of (0, 0, 0)
if (newMeans[i] == float3(0, 0, 0)) {
newMeans[i] = newMeansPosition;
}
else {
// get the proper elevation for the y-coord
newMeans[i].y = ai->cb->GetElevation(newMeans[i].x, newMeans[i].z) + K_MEANS_ELEVATION;
}
}
return newMeans;
}
void CAttackHandler::UpdateKMeans(void) {
// we want local variable definitions
{
// get positions of all friendly units and put them in a vector (completed buildings only)
std::vector<float3> friendlyPositions;
int numFriendlies = ai->cb->GetFriendlyUnits(&ai->unitIDs[0]);
for (int i = 0; i < numFriendlies; i++) {
CUNIT* u = ai->GetUnit(ai->unitIDs[i]);
// its a building, it has hp, and its mine (0)
if (UnitBuildingFilter(u->def()) && UnitReadyFilter(u->uid) && u->owner() == 0) {
friendlyPositions.push_back(u->pos());
}
}
// hack to make it at least 1 unit, should only happen when you have no base
if (friendlyPositions.empty()) {
// it has to be a proper position, unless there are no proper positions
// in the latter case, use the position of the unit with ID 0 (?)
// HOIJUI_NOTE - isn't it simply the first unit in the list?
const CUNIT* unit = NULL;
const UnitDef* unitDef = NULL;
if (ai->unitIDs[0] != -1) {
unit = ai->GetUnit(ai->unitIDs[0]);
unitDef = ai->cb->GetUnitDef(ai->unitIDs[0]);
}
if (numFriendlies > 0 && unitDef != NULL && unit != NULL && unit->owner() == 0) {
friendlyPositions.push_back(unit->pos());
} else {
// when everything is dead
friendlyPositions.push_back(float3(RANDINT % (ai->cb->GetMapWidth() * SQUARE_SIZE), 1000, RANDINT % (ai->cb->GetMapHeight() * SQUARE_SIZE)));
}
}
// calculate a new K. change the formula to adjust max K, needs to be 1 minimum.
kMeansK = int(std::min((float) (KMEANS_BASE_MAX_K), 1.0f + sqrtf((float) numFriendlies + 0.01f)));
// iterate k-means algo over these positions and move the means
kMeansBase = KMeansIteration(kMeansBase, friendlyPositions, kMeansK);
}
// update enemy position k-means
// get positions of all enemy units and put them in a vector (completed buildings only)
std::vector<float3> enemyPositions;
const int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0]);
for (int i = 0; i < numEnemies; i++) {
const UnitDef* ud = ai->ccb->GetUnitDef(ai->unitIDs[i]);
if (UnitBuildingFilter(ud)) {
// if (this->UnitReadyFilter(unit)) { ... }
enemyPositions.push_back(ai->ccb->GetUnitPos(ai->unitIDs[i]));
}
}
// hack to make it at least 1 unit, should only happen when you have no base
if (enemyPositions.size() < 1) {
// it has to be a proper position, unless there are no proper positions
if (numEnemies > 0 && ai->ccb->GetUnitDef(ai->unitIDs[0])) {
enemyPositions.push_back(ai->ccb->GetUnitPos(ai->unitIDs[0]));
}
else {
// when everything is dead
enemyPositions.push_back(float3(RANDINT % (ai->cb->GetMapWidth() * SQUARE_SIZE), 1000, RANDINT % (ai->cb->GetMapHeight() * SQUARE_SIZE)));
}
}
// calculate a new K. change the formula to adjust max K, needs to be 1 minimum
this->kMeansEnemyK = int(std::min(float(KMEANS_ENEMY_MAX_K), 1.0f + sqrtf((float) numEnemies + 0.01f)));
// iterate k-means algo over these positions and move the means
this->kMeansEnemyBase = KMeansIteration(this->kMeansEnemyBase, enemyPositions, this->kMeansEnemyK);
// base k-means and enemy base k-means are updated
// approach: add up (max - distance) to enemies
std::vector<float> proximity(kMeansK, 0.0000001f);
const float mapDiagonal = sqrt(pow((float) ai->cb->GetMapHeight() * SQUARE_SIZE, 2) + pow((float) ai->cb->GetMapWidth() * SQUARE_SIZE, 2) + 1.0f);
for (int f = 0; f < kMeansK; f++) {
for (int e = 0; e < kMeansEnemyK; e++) {
proximity[f] += mapDiagonal - kMeansBase[f].distance2D(kMeansEnemyBase[e]);
}
}
// sort kMeans by the proximity score
float3 tempPos;
float temp;
for (int i = 1; i < kMeansK; i++) {
for (int j = 0; j < i; j++) {
// switch
if (proximity[i] > proximity[j]) {
tempPos = kMeansBase[i];
kMeansBase[i] = kMeansBase[j];
kMeansBase[j] = tempPos;
temp = proximity[i];
proximity[i] = proximity[j];
proximity[j] = temp;
}
}
}
// now we have a kMeans list sorted by distance
// to enemies, 0 being risky and k being safest
}
bool CAttackHandler::UnitGroundAttackFilter(int unitID) {
const CUNIT* unit = ai->GetUnit(unitID);
const UnitDef* unitDef = unit->def();
return ((unitDef != NULL) && (unitDef->canmove) && (unit->category() == CAT_G_ATTACK));
}
bool CAttackHandler::UnitBuildingFilter(const UnitDef* ud) {
return ((ud != NULL) && (ud->speed <= 0));
}
bool CAttackHandler::UnitReadyFilter(int unitID) {
const CUNIT* unit = ai->GetUnit(unitID);
const UnitDef* unitDef = unit->def();
return (
(unitDef != NULL) &&
(!ai->cb->UnitBeingBuilt(unitID)) &&
((ai->cb->GetUnitHealth(unitID)) > (ai->cb->GetUnitMaxHealth(unitID) * 0.8f))
);
}
void CAttackHandler::AirAttack(int currentFrame) {
int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0]);
int bestTargetID = -1;
float bestTargetCost = -1.0f;
// TODO: if enemy has antinuke and we have nuke, etc
for (int i = 0; i < numEnemies; i++) {
int enemyID = ai->unitIDs[i];
const UnitDef* udef = (enemyID >= 0)? ai->ccb->GetUnitDef(enemyID): 0;
if (udef) {
float mCost = udef->metalCost;
float eCost = udef->energyCost;
float baseCost = mCost + eCost * 0.1f;
bool isStaticTarget = (udef->speed < 0.1f);
float targetCost = isStaticTarget? baseCost: baseCost * 0.01f;
if (targetCost > bestTargetCost) {
bestTargetID = enemyID;
bestTargetCost = targetCost;
}
}
}
if (bestTargetID != -1) {
// attack en-masse, regardless of AA
for (std::list<int>::iterator it = armedAirUnits.begin(); it != armedAirUnits.end(); it++) {
ai->GetUnit(*it)->Attack(bestTargetID);
}
airIsAttacking = true;
airTarget = bestTargetID;
}
}
void CAttackHandler::AirPatrol(int currentFrame) {
// get and make up some outer base perimeter
// points for air patrol route updates (if we
// aren't attacking)
std::vector<float3> outerMeans;
const unsigned int numClusters = 3;
outerMeans.reserve(numClusters);
if (kMeansK > 1) {
// offset the outermost one
int counter = (kMeansK / 8);
for (unsigned int i = 0; i < numClusters; i++) {
outerMeans.push_back(kMeansBase[counter]);
if (counter < kMeansK - 1)
counter++;
}
} else {
// there is just 1 k-means cluster and we need three
for (unsigned int i = 0; i < numClusters; i++) {
outerMeans.push_back(kMeansBase[0] + float3(250 * i, 0, 0));
}
}
if (outerMeans.size() < numClusters) {
// there were two kMeansK clusters?
return;
}
for (std::list<int>::iterator it = armedAirUnits.begin(); it != armedAirUnits.end(); it++) {
CUNIT* u = ai->GetUnit(*it);
// do this first in case we are in the enemy base
u->Move(outerMeans[0] + float3(0, 50, 0));
for (unsigned int i = 0; i < outerMeans.size(); i++) {
u->PatrolShift(outerMeans[i]);
}
}
airPatrolOrdersGiven = true;
}
void CAttackHandler::UpdateAir(int currentFrame) {
airIsAttacking = (airIsAttacking && !armedAirUnits.empty());
if (airIsAttacking) {
if (airTarget == -1) {
// we are attacking an invalid target, or
// have no more attack-capable planes left
airIsAttacking = false;
} else {
// if we are attacking but our target is dead
if (ai->ccb->GetUnitHealth(airTarget) <= 0.0f) {
airIsAttacking = false;
airTarget = -1;
}
}
}
if (!airIsAttacking) {
if (armedAirUnits.size() >= 16) {
// start or continue attacking
// if we have 16 or more armed
// planes and no target
AirAttack(currentFrame);
} else {
// return to base
airTarget = -1;
}
}
if (currentFrame % 1800 == 0) {
// clear patrol orders every 60 seconds
airPatrolOrdersGiven = false;
}
if (!airPatrolOrdersGiven && !airIsAttacking) {
AirPatrol(currentFrame);
}
}
void CAttackHandler::UpdateSea(int currentFrame) {
// TODO
}
void CAttackHandler::UpdateNukeSilos(int currentFrame) {
if ((currentFrame % 300) == 0 && ai->uh->NukeSilos.size() > 0) {
std::vector<std::pair<int, float> > potentialTargets;
GetNukeSiloTargets(potentialTargets);
for (std::list<NukeSilo>::iterator i = ai->uh->NukeSilos.begin(); i != ai->uh->NukeSilos.end(); i++) {
NukeSilo* silo = &*i;
if (silo->numNukesReady > 0) {
int targetID = PickNukeSiloTarget(potentialTargets);
if (targetID != -1) {
ai->GetUnit(silo->id)->Attack(targetID);
}
}
}
}
}
// pick a nuke-silo target from a vector of potential ones
// (if there are more than MAX_NUKE_SILOS/2 targets to choose
// from, pick one of the first <MAX_NUKE_SILOS/2>, else pick
// from the full size of the vector)
int CAttackHandler::PickNukeSiloTarget(std::vector<std::pair<int, float> >& potentialTargets) {
int s = potentialTargets.size();
int n = ((s > (MAX_NUKE_SILOS >> 1))? (MAX_NUKE_SILOS >> 1): s);
return ((s > 0)? potentialTargets[RANDINT % n].first: -1);
}
inline bool ComparePairs(const std::pair<int, float>& l, const std::pair<int, float>& r) {
return (l.second > r.second);
}
// sort all enemy targets in decreasing order by unit value
void CAttackHandler::GetNukeSiloTargets(std::vector<std::pair<int, float> >& potentialTargets) {
int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0]);
float minTargetValue = 500.0f;
std::vector<std::pair<int, float> > staticTargets;
std::vector<std::pair<int, float> > mobileTargets;
for (int i = 0; i < numEnemies; i++) {
int targetID = ai->unitIDs[i];
const UnitDef* udef = ai->ccb->GetUnitDef(targetID);
if (udef) {
float mCost = ai->ccb->GetUnitDef(targetID)->metalCost;
float eCost = ai->ccb->GetUnitDef(targetID)->energyCost;
float targetValue = mCost + eCost * 0.1f;
bool isMobileTarget = (udef->speed > 0.0f);
if (targetValue > minTargetValue) {
// don't waste nukes on radar towers
if (isMobileTarget) {
mobileTargets.push_back(std::make_pair(targetID, targetValue));
} else {
staticTargets.push_back(std::make_pair(targetID, targetValue));
}
}
}
}
std::sort(staticTargets.begin(), staticTargets.end(), &ComparePairs);
std::sort(mobileTargets.begin(), mobileTargets.end(), &ComparePairs);
// copy over all static targets
for (unsigned int i = 0; i < staticTargets.size(); i++) {
potentialTargets.push_back(staticTargets[i]);
}
// if there weren't any static targets
// then copy over all the mobile ones
if (staticTargets.size() == 0) {
for (unsigned int i = 0; i < mobileTargets.size(); i++) {
potentialTargets.push_back(mobileTargets[i]);
}
}
}
void CAttackHandler::AssignTarget(CAttackGroup* group_in) {
int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0]);
if (numEnemies > 0) {
std::vector<int> allEligibleEnemies;
allEligibleEnemies.reserve(numEnemies);
// make a vector with the positions of all
// non-air and non-cloaked (non-dead) enemies
for (int i = 0; i < numEnemies; i++) {
if (ai->unitIDs[i] != -1) {
const UnitDef* ud = ai->ccb->GetUnitDef(ai->unitIDs[i]);
if (ud) {
bool canFly = ud->canfly;
bool isCloaked = ud->canCloak && ud->startCloaked;
bool goodPos = !(ai->ccb->GetUnitPos(ai->unitIDs[i]) == ZeroVector);
if (!canFly && !isCloaked && goodPos) {
allEligibleEnemies.push_back(ai->unitIDs[i]);
}
}
}
}
std::vector<int> availableEnemies;
std::vector<float3> enemyPositions;
availableEnemies.reserve(allEligibleEnemies.size());
// make a list of all enemies already assigned to (non-defending) groups
std::list<int> takenEnemies;
for (std::list<CAttackGroup>::iterator groupIt = attackGroups.begin(); groupIt != attackGroups.end(); groupIt++) {
if ((!groupIt->defending) && (groupIt->GetGroupID() != group_in->GetGroupID())) {
std::list<int> assignedEnemies = groupIt->GetAssignedEnemies();
takenEnemies.merge(assignedEnemies);
}
}
// filter out assigned enemies from eligible enemies
for (std::vector<int>::iterator enemy = allEligibleEnemies.begin(); enemy != allEligibleEnemies.end(); enemy++) {
int enemyID = *enemy;
bool taken = false;
for (std::list<int>::iterator it = takenEnemies.begin(); it != takenEnemies.end(); it++) {
if (*it == enemyID) {
taken = true;
break;
}
}
if (!taken) {
availableEnemies.push_back(enemyID);
enemyPositions.push_back(ai->ccb->GetUnitPos(enemyID));
}
}
if (availableEnemies.size() == 0) {
return;
}
// find cheapest (best) target for this group
std::vector<float3> pathToTarget;
float3 groupPos = group_in->GetGroupPos();
ai->pather->micropather->SetMapData(
ai->pather->MoveArrays[group_in->GetWorstMoveType()],
ai->thm->GetThreatArray(),
ai->thm->GetThreatMapWidth(),
ai->thm->GetThreatMapHeight()
);
// pick an enemy position and path to it
// KLOOTNOTE: should be more like KAI 0.23 by passing group DPS to FindBestPath()
ai->pather->FindBestPath(pathToTarget, groupPos, THREATRES * SQUARE_SIZE, enemyPositions);
if (pathToTarget.size() > 2) {
const int ATTACKED_AREA_RADIUS = 800;
const float3 endPos = pathToTarget[pathToTarget.size() - 1];
// get all enemies surrounding endpoint of found path
int enemiesInArea = ai->ccb->GetEnemyUnits(&ai->unitIDs[0], endPos, ATTACKED_AREA_RADIUS);
float powerOfEnemies = 0.000001f;
// calculate combined "firepower" of armed enemies near endpoint
for (int i = 0; i < enemiesInArea; i++) {
if (ai->ccb->GetUnitDef(ai->unitIDs[i])->weapons.size() > 0) {
powerOfEnemies += ai->ccb->GetUnitPower(ai->unitIDs[i]);
}
}
if ((enemiesInArea > 0) && group_in->Size() >= 4 && (group_in->Power() > powerOfEnemies * 1.25f)) {
// assign target to this group
group_in->AssignTarget(pathToTarget, pathToTarget.back(), ATTACKED_AREA_RADIUS);
} else {
// group too weak, forget about this target
group_in->ClearTarget();
}
}
}
}
void CAttackHandler::AssignTargets(int frameNr) {
if (frameNr % 120 == 0) {
// for each attack-group check whether it needs new target, if so assign one
for (std::list<CAttackGroup>::iterator it = attackGroups.begin(); it != attackGroups.end(); it++) {
CAttackGroup* group = &(*it);
// force group target updates every 300 frames
if (group->NeedsNewTarget() || frameNr % 300 == 0) {
AssignTarget(group);
}
}
}
}
void CAttackHandler::CombineGroups(void) {
bool removedSomething = false;
// pick a group A
for (std::list<CAttackGroup>::iterator groupA = attackGroups.begin(); groupA != attackGroups.end(); groupA++) {
// if it is defending
if (groupA->defending) {
int groupAid = groupA->GetGroupID();
float3 groupApos = groupA->GetGroupPos();
// look for other groups that are defending
for (std::list<CAttackGroup>::iterator groupB = attackGroups.begin(); groupB != attackGroups.end(); groupB++) {
// if they are close, combine
float3 groupBpos = groupB->GetGroupPos();
int groupBid = groupB->GetGroupID();
if ((groupB->defending) && (groupAid != groupBid) && (groupApos.distance2D(groupBpos) < 1500)) {
std::vector<int>* bUnits = groupB->GetAllUnits();
for (std::vector<int>::iterator groupBunit = bUnits->begin(); groupBunit != bUnits->end(); groupBunit++) {
groupA->AddUnit(*groupBunit);
}
this->attackGroups.erase(groupB);
removedSomething = true;
break;
}
}
}
if (removedSomething)
break;
}
}
void CAttackHandler::Update(int frameNr) {
int frameSpread = 300;
if (frameNr < 2)
UpdateKMeans();
// set map data here so it doesn't have to be done
// in each group (movement map PATHTOUSE is hack)
ai->pather->micropather->SetMapData(
ai->pather->MoveArrays[PATHTOUSE],
ai->thm->GetThreatArray(),
ai->thm->GetThreatMapWidth(),
ai->thm->GetThreatMapHeight()
);
// calculate and draw k-means for the base perimeters every 10 seconds
if (frameNr % frameSpread == 0) {
UpdateKMeans();
int num = ai->uh->NumIdleUnits(CAT_G_ATTACK);
for (int i = 0; i < num; i++) {
int unit = ai->uh->GetIU(CAT_G_ATTACK);
if (PlaceIdleUnit(unit) && !ai->cb->GetUnitDef(unit)->canfly) {
ai->uh->IdleUnitRemove(unit);
}
}
}
// check for stuck units in each attack group every second
if (frameNr % 30 == 0) {
for (std::list<CAttackGroup>::iterator it = attackGroups.begin(); it != attackGroups.end(); it++) {
int stuckUnitID = it->PopStuckUnit();
if (stuckUnitID != -1 && ai->cb->GetUnitDef(stuckUnitID) != NULL) {
std::pair<int, float3> foo;
foo.first = stuckUnitID;
foo.second = ai->cb->GetUnitPos(stuckUnitID);
stuckUnits.push_back(foo);
// popped a stuck unit from attack group it->GetGroupID()
ai->GetUnit(stuckUnitID)->Stop();
ai->GetUnit(stuckUnitID)->groupID = STUCK_GROUP_ID;
}
// if attack group now empty then kill it
if (it->Size() == 0) {
attackGroups.erase(it);
break;
}
}
}
// combine groups that are defending and too weak to attack anything
if (frameNr % frameSpread == 0) {
CombineGroups();
}
// check if we have any new units, add them to a
// nearby defending group of less than 16 units
if (frameNr % 30 == 0 && attackUnits.size() > 0) {
CAttackGroup* existingGroup = NULL;
for (std::list<CAttackGroup>::iterator it = attackGroups.begin(); it != attackGroups.end(); it++) {
if (it->Size() < 16 && it->defending && this->DistanceToBase(it->GetGroupPos()) < 300) {
// KLOOTNOTE: pick the first valid group, not the last
existingGroup = &(*it);
break;
}
}
if (existingGroup != NULL) {
// add all new units to found group
for (std::list<int>::iterator it = attackUnits.begin(); it != attackUnits.end(); it++) {
int unit = *it;
if (ai->cb->GetUnitDef(unit) != NULL) {
existingGroup->AddUnit(unit);
}
}
attackUnits.clear();
}
else {
// no suitable group found, make new defending one
newGroupID++;
CAttackGroup newGroup(ai, newGroupID);
newGroup.defending = true;
for (std::list<int>::iterator it = attackUnits.begin(); it != attackUnits.end(); it++) {
int unit = *it;
if (ai->cb->GetUnitDef(unit) != NULL) {
newGroup.AddUnit(unit);
}
}
attackUnits.clear();
attackGroups.push_back(newGroup);
}
}
// do basic attack group formation from defense units
UpdateAir(frameNr);
UpdateSea(frameNr);
UpdateNukeSilos(frameNr);
AssignTargets(frameNr);
// update current groups
for (std::list<CAttackGroup>::iterator it = attackGroups.begin(); it != attackGroups.end(); it++) {
it->Update(frameNr);
}
}
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