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#include <sstream>
#include "IncCREG.h"
#include "IncExternAI.h"
#include "IncGlobalAI.h"
CR_BIND(CBuildUp, (NULL))
CR_REG_METADATA(CBuildUp, (
CR_MEMBER(ai),
CR_MEMBER(factoryTimer),
CR_MEMBER(builderTimer),
CR_MEMBER(storageTimer),
CR_MEMBER(nukeSiloTimer),
CR_RESERVED(16)
))
CBuildUp::CBuildUp(AIClasses* ai) {
this->ai = ai;
// these are used to determine how many update
// cycles should pass before building or unit of
// this type is (re-)considered for construction
factoryTimer = 0;
builderTimer = 1;
storageTimer = 0;
nukeSiloTimer = 0;
}
CBuildUp::~CBuildUp() {
}
void CBuildUp::Update(int frame) {
if (frame % 15 == 0) {
// update current threat map
ai->thm->Update();
ai->uh->UpdateUpgradeTasks(frame);
GetEconState(&econState);
Buildup(frame);
// KLOOTNOTE: b1 will be false if we have
// large amounts of metal storage, so the
// multiplier <m> must not be a constant
// (more or less assumes starting storage
// capacity of 1000)
const float m = 900.0f / (ai->cb->GetMetalStorage());
const bool b1 = (ai->cb->GetMetal()) > (ai->cb->GetMetalStorage() * m);
const bool b2 = (ai->cb->GetEnergyIncome()) > (ai->cb->GetEnergyUsage() * 1.3f);
const bool b3 = (ai->cb->GetMetalIncome()) > (ai->cb->GetMetalUsage() * 1.3f);
if ((b1 && b2 && b3) && builderTimer > 0 && !(rand() % 3) && frame > 3600) {
// decrease builderTime if we have more metal
// than 90% of our metal storage capacity and
// we are generating more than 130% the amount
// of M and E used (meaning we have excess M
// and are over-producing M and E)
builderTimer--;
factoryTimer--;
}
if (storageTimer > 0) { storageTimer--; }
if (nukeSiloTimer > 0) { nukeSiloTimer--; }
}
}
void CBuildUp::GetEconState(EconState* es) const {
es->nIdleBuilders = ai->uh->NumIdleUnits(CAT_BUILDER);
// get the first idle (mobile) builder
es->builderID = (es->nIdleBuilders > 0)? ai->uh->GetIU(CAT_BUILDER): -1;
es->builderDef = (es->nIdleBuilders > 0)? ai->cb->GetUnitDef(es->builderID): NULL;
es->factoryDef = (es->nIdleBuilders > 0)? ai->ut->GetUnitByScore(es->builderID, CAT_FACTORY): NULL;
// TODO: emphasize mexes and energy more during
// the first two minutes (important for eg. PURE)
es->mIncome = ai->cb->GetMetalIncome();
es->eIncome = ai->cb->GetEnergyIncome();
es->mLevel = ai->cb->GetMetal();
es->eLevel = ai->cb->GetEnergy();
es->mStorage = ai->cb->GetMetalStorage();
es->eStorage = ai->cb->GetEnergyStorage();
es->mUsage = ai->cb->GetMetalUsage();
es->eUsage = ai->cb->GetEnergyUsage();
es->makersOn = ai->uh->metalMaker->AllAreOn();
es->m1 = 500.0f / es->mStorage; // 0.5f IIF starting with 1000E
es->m2 = 200.0f / es->mStorage; // 0.2f IIF starting with 1000E
es->e1 = 500.0f / es->eStorage; // 0.5f IIF starting with 1000M
es->e2 = 800.0f / es->eStorage; // 0.8f IIF starting with 1000M
// es->m1 = es->mStorage * 0.5f; // bad: as M-storage cap. increases the needed M-level to build also rises
// es->m2 = es->mStorage * 0.2f;
// es->e1 = es->eStorage * 0.5f; // bad: as E-storage cap. increases the needed E-level to build also rises
// es->e2 = es->eStorage * 0.8f;
es->mLevel50 = (es->mLevel < (es->mStorage * es->m1));
es->eLevel50 = (es->eLevel > (es->eStorage * es->e1));
es->eLevel80 = (es->eLevel > (es->eStorage * es->e2));
// fake a resource crisis during the first
// minute to get our economy going quicker
// KLOOTNOTE: reverted, has opposite effect
es->mStall = (/*(frame < 1800) ||*/ (es->mIncome < (es->mUsage * 1.3f)));
es->eStall = (/*(frame < 900) ||*/ (es->eIncome < (es->eUsage * 1.6f)));
es->mOverflow = (es->mStorage / (es->mIncome + 0.01)) < (STORAGETIME * 2);
es->eLevelMed = (es->eLevel50 && es->makersOn);
es->factFeasM =
(es->factoryDef != NULL)?
ai->math->MFeasibleConstruction(es->builderDef, es->factoryDef):
true;
es->mLevelLow =
es->mLevel50 ||
(es->mStall && es->eLevel80) ||
(!es->factFeasM && factoryTimer <= 0);
es->factFeasE =
(es->factoryDef != NULL)?
ai->math->EFeasibleConstruction(es->builderDef, es->factoryDef):
true;
es->factFeas =
((es->factoryDef != NULL) && es->factFeasM && es->factFeasE);
// these determine if we can tell our idle
// factories to start building something
// M- and E-levels can never exceed the
// storage capacity, so we need to make
// sure that e2 and m2 are less than 1
es->b1 = ((es->eLevel > (es->eStorage * es->e2)) || (es->eIncome > 6000.0f && es->eUsage < es->eIncome));
es->b2 = ((es->mLevel > (es->mStorage * es->m2)) || (es->mIncome > 100.0f && es->mUsage < es->mIncome));
es->b3 = (es->m2 >= 1.0f || es->e2 >= 1.0f);
// KLOOTNOTE: <MAX_NUKE_SILOS> nuke silos ought to be enough for
// everybody (assuming we can build them at all in current mod)
// TODO: use actual metal and energy drain of nuke weapon here
es->buildNukeSilo =
(es->builderDef != NULL) && (ai->uh->NukeSilos.size() < MAX_NUKE_SILOS) &&
(es->mIncome > 100.0f && es->eIncome > 6000.0f) &&
(es->mUsage < es->mIncome && es->eUsage < es->eIncome);
es->numM = ai->uh->AllUnitsByCat[CAT_MEX].size();
es->numE = ai->uh->AllUnitsByCat[CAT_ENERGY].size();
es->numDefenses = ai->uh->AllUnitsByCat[CAT_DEFENCE].size();
es->numFactories = ai->uh->AllUnitsByCat[CAT_FACTORY].size();
}
BuildState CBuildUp::GetBuildState(int frame, const EconState* es) const {
if (
(es->numM < 2 && es->numE <= 2) ||
(es->numE < 2 && es->numM <= 2) ||
(es->numFactories < 1)
) {
return BUILD_INIT;
}
if (es->buildNukeSilo && nukeSiloTimer <= 0) {
return BUILD_NUKE;
}
if (/*es->eLevelMed &&*/ es->mLevelLow) {
return BUILD_M_STALL;
}
if (es->eStall || !es->factFeasE) {
return BUILD_E_STALL;
}
if (
es->eIncome > 2000.0f && es->eUsage < (es->eIncome - 1000.0f) &&
es->mStall && es->mLevel < 100.0f
) {
return BUILD_E_EXCESS;
}
/*
// if we never build defenses, this will always be true
if (es->numFactories > (es->numDefenses / DEFENSEFACTORYRATIO) && frame > 18000) {
return BUILD_DEFENSE;
}
*/
return BUILD_FACTORY;
}
void CBuildUp::Buildup(int frame) {
if (econState.nIdleBuilders > 0) {
const BuildState buildState = GetBuildState(frame, &econState);
const bool buildInterrupted =
(ai->dgunConHandler->GetController(econState.builderID) != NULL) &&
(ai->dgunConHandler->GetController(econState.builderID)->IsBusy());
if (econState.builderDef == NULL) {
ai->uh->UnitDestroyed(econState.builderID);
} else {
switch (buildState) {
case BUILD_INIT: {
if (!buildInterrupted) {
// note: in E&E metal processors belong to CAT_ENERGY,
// so numM never reaches 3 and we need to allow overlap
// note: this probably breaks mods with static commanders
if (econState.numM < 2 && econState.numE <= 2) {
BuildUpgradeExtractor(econState.builderID); return;
}
if (econState.numE < 2 && econState.numM <= 2) {
BuildUpgradeReactor(econState.builderID); return;
}
if (econState.numFactories < 1 && econState.factFeas) {
BuildNow(econState.builderID, CAT_FACTORY, econState.factoryDef); return;
}
if (ai->uh->FactoryBuilderAdd(econState.builderID)) {
// add commander to factory so it doesn't wander
builderTimer = 0;
}
}
} break;
case BUILD_NUKE: {
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_NUKE)) {
// always favor building one silo at a time rather than
// many in parallel to prevent a sudden massive resource
// drain when silos are finished
if (BuildNow(econState.builderID, CAT_NUKE, NULL)) {
nukeSiloTimer += 300;
}
}
} break;
case BUILD_M_STALL: {
// only reclaim features during odd frames so we don't
// spend the entire game just chasing after rocks etc.
// (problem on Cooper Hill and similar maps)
// FIXME: not happening often enough during res. stalls
//
const bool reclaimFeature =
((frame & 1) && ai->GetUnit(econState.builderID)->ReclaimBestFeature(true, 1024));
if (!reclaimFeature) {
const bool haveNewMex = BuildUpgradeExtractor(econState.builderID);
const bool eOverflow = (econState.eStorage / (econState.eIncome + 0.01) < STORAGETIME);
const bool eExcess = (econState.eIncome > (econState.eUsage * 1.5));
// if we couldn't build or upgrade an extractor
if (!haveNewMex && eOverflow && storageTimer <= 0) {
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_ESTOR)) {
// build energy storage
if (BuildNow(econState.builderID, CAT_ESTOR, NULL)) {
storageTimer += 90;
}
}
}
else if (!haveNewMex && eExcess) {
// build metal maker
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_MMAKER)) {
BuildNow(econState.builderID, CAT_MMAKER, NULL);
}
}
}
} break;
case BUILD_E_STALL: {
BuildUpgradeReactor(econState.builderID);
} break;
case BUILD_E_EXCESS: {
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_MMAKER)) {
BuildNow(econState.builderID, CAT_MMAKER, NULL);
}
} break;
case BUILD_DEFENSE: {
// do we have more factories than defenses (and have at least 10 minutes passed)?
if (econState.numFactories > (econState.numDefenses / DEFENSEFACTORYRATIO) && frame > 18000) {
if (econState.mOverflow && (storageTimer <= 0) && (econState.numFactories > 0)) {
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_MSTOR)) {
// build metal storage
if (BuildNow(econState.builderID, CAT_MSTOR, NULL)) {
storageTimer += 90;
}
}
} else {
/*
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_DEFENCE)) {
// if we can't add this builder to some defense
// task then build something in CAT_DEFENCE
const UnitDef* building = ai->ut->GetUnitByScore(econState.builderID, CAT_DEFENCE);
bool r = false;
if (building) {
float3 buildPos = ai->dm->GetDefensePos(building, ai->GetUnit(econState.builderID)->pos());
r = ai->GetUnit(econState.builderID)->Build_ClosestSite(building, buildPos, 2);
} else {
FallbackBuild(econState.builderID, CAT_DEFENCE);
}
}
*/
}
}
} break;
case BUILD_FACTORY: {
// no, build more factories
if (!ai->uh->BuildTaskAddBuilder(econState.builderID, CAT_FACTORY)) {
// if we can't add this builder to some other buildtask
if (!ai->uh->FactoryBuilderAdd(econState.builderID)) {
// if we can't add this builder to some
// other factory then construct new one
// (but restrict the number of factories
// to one for the first 10 minutes)
if (ai->uh->AllUnitsByCat[CAT_FACTORY].size() < 1 || frame > 13500) {
BuildNow(econState.builderID, CAT_FACTORY, econState.factoryDef);
} else {
std::stringstream msg;
msg << "[CBuildUp::BuildUp()][frame=" << frame << "]\n";
msg << "\tbuilder " << econState.builderID << " is currently in limbo";
msg << " (total number of idle builders: " << econState.nIdleBuilders << ")\n";
ai->GetLogger()->Log(msg.str());
}
}
}
} break;
}
}
}
if ((econState.b1 && econState.b2) || econState.b3) {
FactoryCycle(frame);
}
if (!ai->uh->AllUnitsByCat[CAT_NUKE].empty()) {
NukeSiloCycle();
}
}
void CBuildUp::FactoryCycle(int frame) {
int numIdleFactories = ai->uh->NumIdleUnits(CAT_FACTORY);
for (int i = 0; i < numIdleFactories; i++) {
// pick the i-th idle factory we have
UnitCategory producedCat = CAT_LAST;
const int factoryUnitID = ai->uh->GetIU(CAT_FACTORY);
const CUNIT* u = ai->GetUnit(factoryUnitID);
const bool isHub = u->isHub();
const UnitDef* factDef = u->def();
// assume that factories with tech-level TL > 0 are
// useful to keep active and building for (TL * 30)
// minutes, but depreciate rapidly after that point
// TODO: don't reduce factory build frequency, but
// focus more on mobile constructors instead?
const int tchLvl = ai->ut->unitTypes[factDef->id].techLevel;
const bool obsolete = ((tchLvl > 0)? ((tchLvl * 30) > (frame / 1800)): false);
const bool mayBuild = ((obsolete)? (frame % 1800 == 0): true);
if (mayBuild) {
if (isHub) {
// if we are a hub then assume we can only construct
// factories and some other types of static buildings
// note: not always true, in Evolution the "commander"
// (starting factory unit) can construct mobile units
if (CUNIT::IsCommander(factDef)) {
producedCat = CAT_BUILDER;
builderTimer = 0;
} else {
producedCat = (econState.eStall)? CAT_ENERGY: CAT_FACTORY;
factoryTimer = 0;
}
} else {
if ((builderTimer > 0) || (ai->uh->NumIdleUnits(CAT_BUILDER) > 2)) {
// if we have more than two idle builders
// then compensate with an offensive unit
producedCat = CAT_G_ATTACK;
builderTimer = std::max(0, builderTimer - 1);
}
else {
const UnitDef* leastBuiltBuilderDef = GetLeastBuiltBuilder();
const UnitDef* builderUnitDef = ai->ut->GetUnitByScore(factoryUnitID, CAT_BUILDER);
if (builderUnitDef && builderUnitDef == leastBuiltBuilderDef) {
// if this factory makes the builder that we are short of
producedCat = CAT_BUILDER;
builderTimer += 4;
} else {
// build some offensive unit
producedCat = CAT_G_ATTACK;
builderTimer = std::max(0, builderTimer - 1);
}
}
}
// get a unit of the category we want this factory to produce
const UnitDef* udef = ai->ut->GetUnitByScore(factoryUnitID, producedCat);
if (udef) {
if (isHub) {
const bool factFeasM = ai->math->MFeasibleConstruction(factDef, udef);
const bool factFeasE = ai->math->EFeasibleConstruction(factDef, udef);
// cap the number of assistable factories of type <udef>
const bool b0 = (producedCat == CAT_FACTORY && udef->canBeAssisted);
const bool b1 = ((ai->uh->AllUnitsByType[udef->id]).size() < 1);
if (factFeasM && factFeasE) {
if (!b0 || b1) {
u->HubBuild(udef);
} else {
u->Patrol(u->pos());
}
}
} else {
u->FactoryBuild(udef);
}
}
}
}
}
// queue up nukes if we have any silos (note that this
// doesn't cause a resource drain if silo still under
// construction, missiles won't start building until
// silo done)
void CBuildUp::NukeSiloCycle(void) {
for (std::list<NukeSilo>::iterator i = ai->uh->NukeSilos.begin(); i != ai->uh->NukeSilos.end(); i++) {
NukeSilo* silo = &*i;
ai->cb->GetProperty(silo->id, AIVAL_STOCKPILED, &(silo->numNukesReady));
ai->cb->GetProperty(silo->id, AIVAL_STOCKPILE_QUED, &(silo->numNukesQueued));
// always keep at least 5 nukes in queue for a rainy day
if (silo->numNukesQueued < 5)
ai->GetUnit(silo->id)->NukeSiloBuild();
}
}
void CBuildUp::FallbackBuild(int builderID, int failedCat) {
// called if an idle builder was selected to construct
// some category of unit, but the builder was incapable
// of constructing anything of that category (note that
// if AI is swimming in resources then most L1 builders
// will be used in assisting roles)
bool b1 = ai->uh->BuildTaskAddBuilder(builderID, CAT_MEX);
bool b2 = false;
bool b3 = false;
bool b4 = false;
float3 builderPos = ai->cb->GetUnitPos(builderID);
if (!b1 ) { b2 = ai->uh->BuildTaskAddBuilder(builderID, CAT_ENERGY); }
if (!b1 && !b2 ) { b3 = ai->uh->BuildTaskAddBuilder(builderID, CAT_DEFENCE); }
if (!b1 && !b2 && !b3) { b4 = ai->uh->BuildTaskAddBuilder(builderID, CAT_FACTORY); }
/*
if (!b1 && !b2 && !b3 && !b4) {
// failed to add builder to any task, try building something
const UnitDef* udef1 = ai->ut->GetUnitByScore(builderID, CAT_MEX);
const UnitDef* udef2 = ai->ut->GetUnitByScore(builderID, CAT_ENERGY);
const UnitDef* udef3 = ai->ut->GetUnitByScore(builderID, CAT_DEFENCE);
const UnitDef* udef4 = ai->ut->GetUnitByScore(builderID, CAT_FACTORY);
if (udef2 && failedCat != CAT_ENERGY) {
ai->GetUnit(builderID)->Build_ClosestSite(udef2, builderPos);
return;
}
if (udef3 && failedCat != CAT_DEFENCE) {
float3 pos = ai->dm->GetDefensePos(udef3, builderPos);
ai->GetUnit(builderID)->Build_ClosestSite(udef3, pos);
return;
}
if (udef4 && failedCat != CAT_FACTORY) {
ai->GetUnit(builderID)->Build_ClosestSite(udef4, builderPos);
return;
}
if (udef1 && failedCat != CAT_MEX) {
float3 pos = ai->mm->GetNearestMetalSpot(builderID, udef1);
if (pos != ERRORVECTOR)
ai->GetUnit(builderID)->Build(pos, udef1, -1);
return;
}
}
*/
// unable to assist and unable to build, just patrol
if (!b1 && !b2 && !b3 && !b4) {
ai->GetUnit(builderID)->Patrol(builderPos);
}
}
// look at all online factories and their best builders,
// then find the best builder that there are least of
const UnitDef* CBuildUp::GetLeastBuiltBuilder(void) {
const UnitDef* leastBuiltBuilder = 0;
int leastBuiltBuilderCount = 65536;
std::list<int>::iterator j;
for (j = ai->uh->AllUnitsByCat[CAT_FACTORY].begin(); j != ai->uh->AllUnitsByCat[CAT_FACTORY].end(); j++) {
// get factory unitID
int factoryToLookAt = *j;
if (!ai->cb->UnitBeingBuilt(factoryToLookAt)) {
// if factory isn't still under construction
const UnitDef* bestBuilder = ai->ut->GetUnitByScore(factoryToLookAt, CAT_BUILDER);
if (bestBuilder) {
int bestBuilderCount = ai->uh->AllUnitsByType[bestBuilder->id].size();
if (bestBuilderCount < leastBuiltBuilderCount) {
leastBuiltBuilderCount = bestBuilderCount;
leastBuiltBuilder = bestBuilder;
}
}
}
}
return leastBuiltBuilder;
}
bool CBuildUp::BuildNow(int builderID, UnitCategory cat, const UnitDef* udef) {
bool r = false;
if (udef == NULL) {
udef = ai->ut->GetUnitByScore(builderID, cat);
}
if (udef != NULL) {
// cap the number of assistable factories of type <building>
const bool b0 = (cat == CAT_FACTORY && udef->canBeAssisted);
const bool b1 = ((ai->uh->AllUnitsByType[udef->id]).size() < 1);
if (!b0 || b1) {
r = ai->GetUnit(builderID)->Build_ClosestSite(udef, ai->cb->GetUnitPos(builderID));
}
} else {
FallbackBuild(builderID, cat);
}
return r;
}
bool CBuildUp::BuildUpgradeExtractor(int builderID) {
const UnitDef* newMexDef = ai->ut->GetUnitByScore(builderID, CAT_MEX);
if (newMexDef != NULL) {
const CUNIT* builder = ai->GetUnit(builderID);
//const float3& builderPos = builder->pos();
const float3 newMexPos = ai->mm->GetNearestMetalSpot(builderID, newMexDef);
// const float oldMexDist = newMexPos.distance2D(builderPos);
if (newMexPos != ERRORVECTOR) {
if (!ai->uh->BuildTaskAddBuilder(builderID, CAT_MEX)) {
// build a new metal extractor
return (builder->Build(newMexPos, newMexDef, -1));
}
} else {
// upgrade an existing extractor (NOTE: GetNearestMetalSpot()
// very rarely returns an error-vector, so we should give this
// some more incentives)
const int oldMexID = ai->uh->GetOldestMetalExtractor();
const float3& oldMexPos = ai->cb->GetUnitPos(oldMexID);
const UnitDef* oldMexDef = ai->cb->GetUnitDef(oldMexID);
if (oldMexDef != NULL) {
if (ai->cb->GetUnitHealth(oldMexID) >= ai->cb->GetUnitMaxHealth(oldMexID)) {
if ((newMexDef->extractsMetal / oldMexDef->extractsMetal) >= 1.5f) {
UpgradeTask* task = ai->uh->FindUpgradeTask(oldMexID);
if (task == NULL) {
task = ai->uh->CreateUpgradeTask(oldMexID, oldMexPos, newMexDef);
}
ai->uh->AddUpgradeTaskBuilder(task, builderID);
return true;
}
}
}
}
}
// can't build or upgrade
return false;
}
bool CBuildUp::BuildUpgradeReactor(int builderID) {
bool ret = true;
if (!ai->uh->BuildTaskAddBuilder(builderID, CAT_ENERGY)) {
const UnitDef* newReactorDef = ai->ut->GetUnitByScore(builderID, CAT_ENERGY);
if (newReactorDef) {
const float3 builderPos = ai->cb->GetUnitPos(builderID);
float netEnergy = newReactorDef->energyMake - newReactorDef->energyUpkeep;
float closestDstSq = MY_FLT_MAX;
int oldReactorID = -1;
float3 oldReactorPos = ZeroVector;
//const UnitDef* oldReactorDef = NULL;
std::list<int> lst = ai->uh->AllUnitsByCat[CAT_ENERGY];
for (std::list<int>::iterator it = lst.begin(); it != lst.end(); it++) {
const int itReactorID = *it;
const float3 itReactorPos = ai->cb->GetUnitPos(itReactorID);
const UnitDef* itReactorDef = ai->cb->GetUnitDef(itReactorID);
if (ai->cb->GetUnitHealth(itReactorID) >= ai->cb->GetUnitMaxHealth(itReactorID)) {
if (itReactorDef->energyMake <= 0.0f || itReactorDef->windGenerator > 0.0f) {
// only look at solars which produce energy through negative
// upkeep (ud.energyUpkeep = udTable.GetFloat("energyUse"))
// rather than positive energyMake, and at windmills
float itUpgradeRatio = 0.0f;
const float itNetEnergy = itReactorDef->energyMake - itReactorDef->energyUpkeep;
const float itReactorDstSq = (itReactorPos - builderPos).SqLength();
if (itNetEnergy > 0.0f) {
itUpgradeRatio = netEnergy / itNetEnergy;
} else {
if (itReactorDef->windGenerator > 0.0f) {
const float minWind = ai->cb->GetMinWind();
const float maxWind = ai->cb->GetMaxWind();
const float avgWind = (minWind + maxWind) * 0.5f;
const float maxMake = std::min(maxWind, itReactorDef->windGenerator);
const float avgEffi = std::min(avgWind / itReactorDef->windGenerator, 1.0f);
if (maxWind > 0.0f) {
itUpgradeRatio = (netEnergy * 0.5f) / (maxMake * avgEffi);
}
}
}
// find the closest CAT_ENERGY structure
// FIXME: find the closest and oldest?
if (itReactorDstSq < closestDstSq) {
if (itUpgradeRatio > 2.0f) {
oldReactorID = itReactorID;
oldReactorPos = itReactorPos;
//oldReactorDef = itReactorDef;
closestDstSq = itReactorDstSq;
}
}
}
}
}
if (oldReactorID != -1) {
UpgradeTask* task = ai->uh->FindUpgradeTask(oldReactorID);
if (task == NULL) {
task = ai->uh->CreateUpgradeTask(oldReactorID, oldReactorPos, newReactorDef);
}
ai->uh->AddUpgradeTaskBuilder(task, builderID);
ret = true;
} else {
ret = BuildNow(builderID, CAT_ENERGY, newReactorDef);
}
} else {
ret = false;
}
}
// can't build or upgrade
return ret;
}
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