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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.
// -------------------------------------------------------------------------
#include "AAIMapTypes.h"
#include "AAIConfig.h"
#include "AAIMap.h"
void AAIDefenceMaps::Init(int xMapSize, int yMapSize)
{
m_xDefenceMapSize = xMapSize/defenceMapResolution;
m_yDefenceMapSize = yMapSize/defenceMapResolution;
m_defenceMaps.resize(AAITargetType::numberOfMobileTargetTypes, std::vector<float>(m_xDefenceMapSize*m_yDefenceMapSize, 0.0f) );
}
void AAIDefenceMaps::ModifyTiles(const float3& position, float maxWeaponRange, const UnitFootprint& footprint, const TargetTypeValues& combatPower, bool addValues)
{
// decide which function shall be used to modify tile values
void (AAIDefenceMaps::*modifyDefenceMapTile) (int , const TargetTypeValues& ) = addValues ? &AAIDefenceMaps::AddDefence : &AAIDefenceMaps::RemoveDefence;
const int range = static_cast<int>(maxWeaponRange) / (SQUARE_SIZE * defenceMapResolution);
const int xPos = static_cast<int>(position.x) / (SQUARE_SIZE * defenceMapResolution) + footprint.xSize/defenceMapResolution;
const int yPos = static_cast<int>(position.z) / (SQUARE_SIZE * defenceMapResolution) + footprint.ySize/defenceMapResolution;
// x range will change from line to line - y range is const
const int yStart = std::max(yPos - range, 0);
const int yEnd = std::min(yPos + range, m_yDefenceMapSize);
for(int y = yStart; y < yEnd; ++y)
{
// determine x-range
const int xRange = (int) floor( fastmath::apxsqrt2( (float) ( std::max(1, range * range - (y - yPos) * (y - yPos)) ) ) + 0.5f );
const int xStart = std::max(xPos - xRange, 0);
const int xEnd = std::min(xPos + xRange, m_xDefenceMapSize);
for(int x = xStart; x < xEnd; ++x)
{
const int tile = x + m_xDefenceMapSize*y;
(this->*modifyDefenceMapTile)(tile, combatPower);
}
}
}
void AAIDefenceMaps::AddDefence(int tile, const TargetTypeValues& combatPower)
{
m_defenceMaps[AAITargetType::surfaceIndex][tile] += combatPower.GetValue(ETargetType::SURFACE);
m_defenceMaps[AAITargetType::airIndex][tile] += combatPower.GetValue(ETargetType::AIR);
m_defenceMaps[AAITargetType::floaterIndex][tile] += combatPower.GetValue(ETargetType::FLOATER);
m_defenceMaps[AAITargetType::submergedIndex][tile] += combatPower.GetValue(ETargetType::SUBMERGED);
}
void AAIDefenceMaps::RemoveDefence(int tile, const TargetTypeValues& combatPower)
{
m_defenceMaps[AAITargetType::surfaceIndex][tile] -= combatPower.GetValue(ETargetType::SURFACE);
m_defenceMaps[AAITargetType::airIndex][tile] -= combatPower.GetValue(ETargetType::AIR);
m_defenceMaps[AAITargetType::floaterIndex][tile] -= combatPower.GetValue(ETargetType::FLOATER);
m_defenceMaps[AAITargetType::submergedIndex][tile] -= combatPower.GetValue(ETargetType::SUBMERGED);
for(int targetTypeIndex = 0; targetTypeIndex < AAITargetType::numberOfMobileTargetTypes; ++targetTypeIndex)
{
if(m_defenceMaps[targetTypeIndex][tile] < 0.0f)
m_defenceMaps[targetTypeIndex][tile] = 0.0f;
}
}
AAIScoutedUnitsMap::AAIScoutedUnitsMap(int xMapSize, int yMapSize, int losMapResolution) :
m_xScoutMapSize(xMapSize / scoutMapResolution),
m_yScoutMapSize(yMapSize / scoutMapResolution),
m_losToScoutMapResolution(losMapResolution / scoutMapResolution),
m_scoutedUnitsMap(m_xScoutMapSize*m_yScoutMapSize, 0),
m_lastUpdateInFrameMap(m_xScoutMapSize*m_yScoutMapSize, 0)
{
}
void AAIScoutedUnitsMap::ResetTiles(int xLosMap, int yLosMap, int frame)
{
int tileIndex = xLosMap*m_losToScoutMapResolution + yLosMap*m_losToScoutMapResolution * m_xScoutMapSize;
for(int y = 0; y < m_losToScoutMapResolution; ++y)
{
for(int x = 0; x < m_losToScoutMapResolution; ++x)
{
m_scoutedUnitsMap[tileIndex] = 0;
m_lastUpdateInFrameMap[tileIndex] = frame;
++tileIndex;
}
tileIndex += (m_xScoutMapSize-m_losToScoutMapResolution);
}
}
void AAIScoutedUnitsMap::UpdateSectorWithScoutedUnits(AAISector *sector, std::vector<int>& buildingsOnContinent, int currentFrame)
{
const SectorIndex& index = sector->GetSectorIndex();
const int xStart = (index.x * AAIMap::xSectorSizeMap) / scoutMapResolution;
const int yStart = (index.y * AAIMap::ySectorSizeMap) / scoutMapResolution;
int tileIndex = xStart + yStart * m_xScoutMapSize;
const int xCells = AAIMap::xSectorSizeMap/scoutMapResolution;
const int yCells = AAIMap::ySectorSizeMap/scoutMapResolution;
for(int y = 0; y < yCells; ++y)
{
for(int x = 0; x < xCells; ++x)
{
const UnitDefId unitDefId(m_scoutedUnitsMap[tileIndex]);
if(unitDefId.IsValid())
{
sector->AddScoutedEnemyUnit(unitDefId, currentFrame - m_lastUpdateInFrameMap[tileIndex]);
const int continentId = AAIMap::s_continentMap.GetContinentID( MapPos((xStart+x)*scoutMapResolution, (yStart+y)*scoutMapResolution) );
++buildingsOnContinent[continentId];
}
++tileIndex;
}
tileIndex += (m_xScoutMapSize-xCells);
}
}
void AAIContinentMap::Init(int xMapSize, int yMapSize)
{
m_xContMapSize = xMapSize / continentMapResolution;
m_yContMapSize = yMapSize / continentMapResolution;
m_continentMap.resize(m_xContMapSize*m_yContMapSize, -1);
}
void AAIContinentMap::LoadFromFile(FILE* file)
{
for(int y = 0; y < m_yContMapSize; ++y)
{
for(int x = 0; x < m_xContMapSize; ++x)
{
fscanf(file, "%i ", &m_continentMap[y * m_xContMapSize + x]);
}
}
}
void AAIContinentMap::SaveToFile(FILE* file)
{
for(int y = 0; y < m_yContMapSize; ++y)
{
for(int x = 0; x < m_xContMapSize; ++x)
fprintf(file, "%i ", m_continentMap[y * m_xContMapSize + x]);
fprintf(file, "\n");
}
}
int AAIContinentMap::GetContinentID(const float3& pos) const
{
int x = static_cast<int>(pos.x) / (SQUARE_SIZE * continentMapResolution);
int y = static_cast<int>(pos.z) / (SQUARE_SIZE * continentMapResolution);
// check if pos inside of the map
if(x < 0)
x = 0;
else if(x >= m_xContMapSize)
x = m_xContMapSize - 1;
if(y < 0)
y = 0;
else if(y >= m_yContMapSize)
y = m_yContMapSize - 1;
return m_continentMap[x + y * m_xContMapSize];
}
void AAIContinentMap::CheckIfTileBelongsToLandContinent(int continentMapTileIndex, float tileHeight, std::vector<AAIContinent>& continents, int continentId, std::vector<int>* nextEdgeCells)
{
if(m_continentMap[continentMapTileIndex] == -1)
{
// if height is above sea level, the tile belongs to the same continent
// -> set it on list whose neighbours shall be checked in the next iteration
if(tileHeight >= 0.0f)
{
m_continentMap[continentMapTileIndex] = continentId;
continents[continentId].size += 1;
nextEdgeCells->push_back( continentMapTileIndex );
}
// if height is below sea level but not below maximum water depth for non amphibious land units
// -> tile does not belong to land continent but check its neighbours in the next iteration
// -> ensures that connected land masses are detected as one continent
else if(tileHeight >= - cfg->NON_AMPHIB_MAX_WATERDEPTH)
{
m_continentMap[continentMapTileIndex] = -2;
nextEdgeCells->push_back( continentMapTileIndex );
}
}
}
void AAIContinentMap::CheckIfTileBelongsToSeaContinent(int continentMapTileIndex, float tileHeight, std::vector<AAIContinent>& continents, int continentId, std::vector<int>* nextEdgeCells)
{
if( (m_continentMap[continentMapTileIndex] < 0) && (tileHeight < 0.0f) )
{
m_continentMap[continentMapTileIndex] = continentId;
continents[continentId].size += 1;
nextEdgeCells->push_back(continentMapTileIndex);
}
}
void AAIContinentMap::DetectContinents(std::vector<AAIContinent>& continents, const float *heightMap, const int xMapSize, const int yMapSize)
{
// In every iteration, one of those two containers will be used to store the newly identified edge tiles
// After each iteration, the containers will be flipped to check for further neighbours.
// When no new edge cells are found the detection of the current continent has been completed.
std::vector<int> edgeTiles1, edgeTiles2;
std::vector<int>* new_edge_cells(&edgeTiles1);
std::vector<int>* old_edge_cells(&edgeTiles2);
int continentId(0);
std::array<bool, 2> detectSeaContinents = {false, true};
for(auto water : detectSeaContinents)
{
// decide which function shall be used to check if a tile belongs to the current continent
void (AAIContinentMap::*checkMapTile) (int, float, std::vector<AAIContinent>&, int, std::vector<int>* ) = water ?
&AAIContinentMap::CheckIfTileBelongsToSeaContinent : &AAIContinentMap::CheckIfTileBelongsToLandContinent;
for(int i = 0; i < m_xContMapSize; i += 1)
{
for(int j = 0; j < m_yContMapSize; j += 1)
{
// sea continents are checked in the second iteration
const bool tileHeightCheckPassed = water || (heightMap[4 * (j * xMapSize + i)] >= 0.0f);
// add new continent if cell has not been visited yet
if( (m_continentMap[j * m_xContMapSize + i] < 0) && tileHeightCheckPassed )
{
AAIContinent newContinent(continentId, 1, water);
continents.push_back(newContinent);
m_continentMap[j * m_xContMapSize + i] = continentId;
old_edge_cells->push_back(j * m_xContMapSize + i);
// check edges of the continent as long as new cells have been added to the continent during the last loop
while(old_edge_cells->size() > 0)
{
for(auto cell : *old_edge_cells)
{
// get cell indizes
const int x = cell%m_xContMapSize;
const int y = (cell - x) / m_xContMapSize;
const int continentMapTileIndex = y * m_xContMapSize + x;
const int heightMapTileIndex = 4 * (y * xMapSize + x);
if(x > 0)
(this->*checkMapTile)(continentMapTileIndex-1, heightMap[heightMapTileIndex-continentMapResolution], continents, continentId, new_edge_cells);
if(x < m_xContMapSize-1)
(this->*checkMapTile)(continentMapTileIndex+1, heightMap[heightMapTileIndex+continentMapResolution], continents, continentId, new_edge_cells);
if(y > 0)
(this->*checkMapTile)(continentMapTileIndex-m_xContMapSize, heightMap[heightMapTileIndex-continentMapResolution*xMapSize], continents, continentId, new_edge_cells);
if(y < m_yContMapSize-1)
(this->*checkMapTile)(continentMapTileIndex+m_xContMapSize, heightMap[heightMapTileIndex+continentMapResolution*xMapSize], continents, continentId, new_edge_cells);
}
old_edge_cells->clear();
// invert pointers to new/old edge cells
if(new_edge_cells == &edgeTiles1)
{
new_edge_cells = &edgeTiles2;
old_edge_cells = &edgeTiles1;
}
else
{
new_edge_cells = &edgeTiles1;
old_edge_cells = &edgeTiles2;
}
}
// finished adding continent
++continentId;
old_edge_cells->clear();
new_edge_cells->clear();
}
}
}
}
}
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