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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 com.springrts.ai.*;
import com.springrts.ai.oo.clb.*;
import hughai.basictypes.*;
import hughai.utils.*;
// manages metal
// decides whether we need more extractors etc
public class MetalController
{
CSAI csai;
OOAICallback aicallback;
ResourceManager resourceManager;
LogFile logfile;
public MetalController( PlayerObjects playerObjects )
{
csai = playerObjects.getCSAI();
aicallback = csai.aicallback;
logfile = playerObjects.getLogFile();
resourceManager = playerObjects.getResourceManager();
}
// looks at current power usage, and requirements for unit, and decides if we can build it without stalling
// assumes nothing else suddenly starting at same time...
// do something more elegant later
public boolean CanBuild( UnitDef constructor, UnitDef targetdef )
{
Resource metal = resourceManager.metalResource;
float metalcost = targetdef.getCost(metal);
float currentmetal = resourceManager.getCurrentMetal();
float metalincome = aicallback.getEconomy().getIncome(metal);
float metalusage = aicallback.getEconomy().getUsage(metal);
float constructorbuildspeed = constructor.getBuildSpeed();
// if (csai.DebugOn)
// {
// aicallback.SendTextMsg("metalcontroller canbuild " + def.humanName + " current metal: " + aicallback.GetMetal() + " cost: " + def.metalCost, 0);
// }
if ( currentmetal > metalcost )
{
return true;
}
//return aicallback.GetMetal() > def.metalCost;
//double excessmetalrequired = ( metalcost - currentmetal * 8 / 10 ) / targetdef.getBuildTime();
float actualbuildtime = targetdef.getBuildTime() / constructorbuildspeed;
logfile.WriteLine( "constructor build speed: " + constructorbuildspeed +
" targetbuildtime: " + targetdef.getBuildTime()
+ " actual buildtime: " + actualbuildtime
+ " metalcost " + metalcost
+ " currentmetal " + currentmetal );
float excessmetalrequired = metalcost - currentmetal;
float OurIncome = metalincome - metalusage;
// now, in actualbuildtime seconds, will we have earned excessmetalrequired metal?
float metalearnedwhilstbuilding = actualbuildtime * OurIncome;
// let's have a margin of 20% to be safe
boolean result = ( metalearnedwhilstbuilding * 0.8 ) > excessmetalrequired;
logfile.WriteLine( "Metal income: " + metalincome
+ " metal usage: " + metalusage
+ " metalearnedwhilstbuilding: " + metalearnedwhilstbuilding
+ " result: " + result );
// boolean result = ( excessmetalrequired * 4 ) < OurIncome;
// logfile.WriteLine( "Current metal: " + currentmetal + " itemmetalcost: " + metalcost + " buildtime: " + targetdef.getBuildTime() + " excessmetalrequired: " + excessmetalrequired + " our income: " + OurIncome + " overall: " + result );
return result;
}
}
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