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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
//
// ======================================================================================
//
package hughai;
import java.util.*;
import java.util.Map;
import com.springrts.ai.*;
import com.springrts.ai.oo.clb.*;
import hughai.basictypes.*;
import hughai.mapping.*;
import hughai.packcoordinators.*;
import hughai.unitdata.*;
import hughai.utils.*;
// this class works 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 EnemySelector
{
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 EnemySelector( 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 );
this.maxenemyspeed = maxenemyspeed;
//this.WaterOk = WaterOk;
// this.BadTerrainOk = BadTerrainOk;
this.typicalunitdef = typicalunitdef;
// startarea = maps.getMovementMaps().GetArea(typicalunitdef, startpos);
}
public void InitStartPos(TerrainPos startpos)
{
startarea = maps.getMovementMaps().GetArea(typicalunitdef, startpos);
}
// 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 ChooseAttackPoint( TerrainPos friendlypos )
{
boolean gotbuilding = false;
boolean gotknownunit = false;
float BestSquaredDistance = 100000000000f;
Unit besttarget = null;
UnitDef defforbestid = null;
TerrainPos posforbestid = null;
// logfile.WriteLine( "EnemySelector: checking mobile... " );
// mobile units first:
for( Unit enemy : enemyTracker.getEnemyUnits() ) {
UnitDef enemyunitdef = enemyTracker.getEnemyUnitDefByUnit().get( enemy );
TerrainPos enemypos = TerrainPos.fromAIFloat3( enemy.getPos() );
//Float3 enemypos = EnemyMap.GetInstance().
// logfile.WriteLine( "Found building " +
if (maps.getMovementMaps().GetArea(typicalunitdef, enemypos) == startarea)
{
if (enemypos.GetSquaredDistance(new TerrainPos() ) > 1)
{
float thissquareddistance = friendlypos.GetSquaredDistance( enemypos);
// logfile.WriteLine( "EnemySelector: Potential enemy at " + enemypos.toString() + " squareddistance: " + thissquareddistance );
if ( enemyunitdef != null)
{
// logfile.WriteLine( "unitdef not null " + unitdef.getHumanName() + " ismobile: " + unitdefhelp.IsMobile( unitdef ).toString() );
// logfile.WriteLine( "gotbuilding = " + gotbuilding.toString() );
if (gotbuilding)
{
if (!unitdefhelp.IsMobile(enemyunitdef))
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best building so far" );
besttarget = enemy;
gotbuilding = true;
gotknownunit = true;
posforbestid = enemypos;
defforbestid = enemyunitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
else
{
if (enemyunitdef.getSpeed() < maxenemyspeed) // if we already have building we dont care
{
if (thissquareddistance < BestSquaredDistance)
{
// logfile.WriteLine( "best known so far" );
besttarget = enemy;
gotknownunit = true;
posforbestid = enemypos;
defforbestid = enemyunitdef;
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" );
besttarget = enemy;
posforbestid = enemypos;
defforbestid = enemyunitdef;
BestSquaredDistance = thissquareddistance;
}
}
}
}
}
}
// static now
for( Unit enemy : enemyTracker.getEnemyPosByStaticUnit().keySet() ) {
TerrainPos enemypos = enemyTracker.getEnemyPosByStaticUnit().get( enemy );
float thissquareddistance = friendlypos.GetSquaredDistance( enemypos );
// logfile.WriteLine( "EnemySelector: Potential enemy at " + enemypos.toString() + " squareddistance: " + thissquareddistance );
if( thissquareddistance < BestSquaredDistance )
{
// logfile.WriteLine( "EnemySelector: best distance so far" );
besttarget = enemy;
gotbuilding = true;
gotknownunit = true;
posforbestid = enemypos;
//defforbestid = unitdef;
}
}
//if( enemyTracker.EnemyStaticPosByDeployedId.Contains( bestid ) )
// {
// enemyTracker.EnemyStaticPosByDeployedId.remove( bestid );
// }
return posforbestid;
}
}
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