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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.controllers.level1;
import java.util.*;
import java.util.Map;
import com.springrts.ai.*;
import com.springrts.ai.oo.clb.*;
import hughai.*;
import hughai.basictypes.*;
import hughai.*;
import hughai.mapping.*;
import hughai.packcoordinators.*;
import hughai.unitdata.*;
import hughai.unitdata.UnitController.UnitAdapter;
import hughai.utils.*;
import hughai.controllers.level2.*;
// verbal contract with higher level:
// This class, by being instantiated, is essentially being told
// "You, go and handle reconnaissance. Do as you like.
// You can use any scout units you need, as I build them
// Note: for now, central workflow class is responsible for deciding
// what to build and when
//
// implementation notes:
// we need a list of scout types, eg jeffy, and those tiny surveillance planes
// maybe those tiny boats if it's water
// our job is to maximize loscoverage at all time, using some heuristic to
// judge this
// maybe we can also be told "over here is a good place to check"
// anywhere with a high threat level / lots of enemy, maybe we just scout
// around the edge, rather than going in
// though perhaps we can use those little bird planes if we have enough of them
// for example if the amount of metal we are producing is really high compared
// to the cost of the small bird planes
public class Reconnaissance {
final float agingfactor = 1f / 600f; // 1f/ 600f means ages over 10 minutes, ish
PlayerObjects playerObjects;
LogFile logfile;
Config config;
BuildTable buildTable;
UnitController unitController;
ScoutControllerRaider scoutcontrollerraider;
Collection<UnitDef> managedUnitTypes = new HashSet<UnitDef>();
Collection<Unit> managedunits = new HashSet<Unit>();
public Reconnaissance( PlayerObjects playerObjects ) {
this.playerObjects = playerObjects;
this.logfile = playerObjects.getLogFile();
this.config = playerObjects.getConfig();
this.buildTable = playerObjects.getBuildTable();
this.unitController = playerObjects.getUnitController();
}
public void Activate(){
playerObjects.getCSAI().registerGameListener( new GameListener() );
unitController.registerListener( new UnitListener() );
List<String> unittypenames = config.getReconnaissanceunitnames();
managedUnitTypes.clear();
for( String unittypename : unittypenames ) {
UnitDef unitdef = buildTable.getUnitDefByName( unittypename );
managedUnitTypes.add( unitdef );
logfile.WriteLine( "Allowed unit type for " + this.getClass().getSimpleName()
+ " " + unitdef.getHumanName() );
}
scoutcontrollerraider = new ScoutControllerRaider( playerObjects );
scoutcontrollerraider.Activate();
//scoutcontroller.AssignUnits( units )
}
void Reappraise( int frame ) {
if( frame % 150 == 0) {
getLosCoverageStatistic( frame );
}
}
// how should this statistic behave?
// should prioritize, and reward, searching areas that haven't been checked
// for ages, or ever, over areas that were searched more recently
// we could simply make this linear, or we could make it more polynomial
// or exponential
// let's make it linear for now perhaps
// probably good if the number is positive rather than negative,
// but not essential
// we could have zero as total loscoverage, up to date
// or 100 for that
// we could always normalize later somehow, unless the measure goes
// down to infinity, where we cannot.
float getLosCoverageStatistic( int frame ) {
logfile.WriteLine( "getLosCoverageStatistic running" );
LosMap losMap = playerObjects.getMaps().getLosMap();
// int[][]lastseenframecountmap = losMap.LastSeenFrameCount;
// how about we give 1 point for each point fully up to date
// and then reduce that as the point gets older?
//
int numpoints = 0;
float nonnormalizedscore = 0;
for( int z = 0; z < losMap.getLosMapHeight(); z++ ) {
for( int x = 0; x < losMap.getLosMapWidth(); x++ ) {
LosMap.LosMapPos losMapPos = new LosMap.LosMapPos( x, z );
// int lastseen = lastseenframecountmap[x][z];
int lastseen = losMap.getLastSeenFrameCount( losMapPos );
float thisvalue = 0;
if( lastseen != 0 ) {
int age = frame - lastseen;
thisvalue = Math.max( 0, 1 - age * agingfactor ); // clamp so can't go below zero
}
nonnormalizedscore += thisvalue;
numpoints++;
}
}
float loscoveragestatistic = nonnormalizedscore * 100 / numpoints;
playerObjects.getLogFile().WriteLine( "getLosCoverageStatistic:" + loscoveragestatistic );
//logfile.WriteLine( "getLosCoverageStatistic running" );
return loscoveragestatistic;
}
class GameListener extends GameAdapter {
@Override
public void Tick( int frame ) {
// if( frame % 30 == 0 ) {
Reappraise( frame );
// }
}
}
class UnitListener extends UnitAdapter {
@Override
public void UnitAdded(Unit unit ) {
UnitDef unitdef = unit.getDef();
if( managedUnitTypes.contains( unitdef ) ) {
logfile.WriteLine( "New reconnaissance unit: " +
unit.getUnitId() + " " + unit.getDef().getHumanName() );
managedunits.add( unit );
scoutcontrollerraider.AssignUnits(
Arrays.asList( new Unit[]{ unit } ) );
}
}
@Override
public void UnitRemoved( Unit unit ) {
UnitDef unitdef = unit.getDef();
if( managedUnitTypes.contains( unitdef ) ) {
managedunits.remove( unit );
scoutcontrollerraider.RevokeUnits(
Arrays.asList( new Unit[]{ unit } ) );
}
}
}
}
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