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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.level2;
import java.util.*;
import java.util.Map;
import javax.swing.plaf.basic.BasicInternalFrameTitlePane.MaximizeAction;
import com.springrts.ai.*;
import com.springrts.ai.oo.clb.*;
import hughai.*;
import hughai.EnemyTracker.EnemyAdapter;
import hughai.basictypes.*;
import hughai.mapping.*;
import hughai.packcoordinators.*;
import hughai.unitdata.*;
import hughai.unitdata.UnitController.UnitAdapter;
import hughai.utils.*;
// this will ultimately be migrated to tactics directory as groundmelee or such
// for now it's a quick way of getting a battle going on!
//
// comapred to tankcontroller, tankcontroller2 was made to start using
// the threatmap a bit:
// - to decide whethre to attack an enemy
// - to decide whethre to attack at all
// probalby need to add better heuristics for this...
public class TankController2
{
public int MinTanksForAttack = 5;
public int MinTanksForSpreadSearch = 50;
HashSet<Unit> unitsToControl = new HashSet<Unit>();
UnitDef typicalunitdef;
CSAI csai;
OOAICallback aicallback;
LogFile logfile;
PlayerObjects playerObjects;
UnitController unitcontroller;
EnemyTracker enemyTracker;
EnemySelector2 enemyselector;
BuildTable buildtable;
AttackPackCoordinator attackpackcoordinator;
GuardPackCoordinator guardpackcoordinator;
SpreadSearchPackCoordinatorWithSearchGrid spreadsearchpackcoordinator;
MoveToPackCoordinator movetopackcoordinator;
PackCoordinatorSelector packcoordinatorselector;
Config config;
// boolean forceattacking = false; // for debugging
TerrainPos LastAttackPos = null;
Random random = new Random();
public TankController2( PlayerObjects playerObjects,
UnitDef typicalunitdef)
{
this.playerObjects = playerObjects;
config = playerObjects.getConfig();
csai = playerObjects.getCSAI();
aicallback = csai.aicallback;
logfile = playerObjects.getLogFile();
enemyTracker = playerObjects.getEnemyTracker();
unitcontroller = playerObjects.getUnitController();
// this.unitsToControl = unitsToControl;
this.typicalunitdef = typicalunitdef;
enemyselector = new EnemySelector2( playerObjects, typicalunitdef.getSpeed() * 2, typicalunitdef );
// speed here is experimental
attackpackcoordinator = new AttackPackCoordinator( playerObjects );
spreadsearchpackcoordinator = new SpreadSearchPackCoordinatorWithSearchGrid( playerObjects );
movetopackcoordinator = new MoveToPackCoordinator( playerObjects);
guardpackcoordinator = new GuardPackCoordinator( playerObjects);
packcoordinatorselector = new PackCoordinatorSelector( playerObjects );
packcoordinatorselector.LoadCoordinator( attackpackcoordinator );
packcoordinatorselector.LoadCoordinator( spreadsearchpackcoordinator );
packcoordinatorselector.LoadCoordinator( movetopackcoordinator );
packcoordinatorselector.LoadCoordinator( guardpackcoordinator );
logfile.WriteLine( "*TankController Initialized*" );
}
boolean Active = false;
public void Activate()
{
if( !Active )
{
enemyTracker.registerListener( new EnemyTrackerHandler() );
csai.registerGameListener( new GameListenerHandler() );
if (csai.DebugOn)
{
csai.RegisterVoiceCommand("tankscount", new VoiceCommandCountTanks() );
csai.RegisterVoiceCommand("tanksmoveto", new VoiceCommandMoveTo());
csai.RegisterVoiceCommand("dumptanks", new VoiceCommandDumpTanksHandler());
}
Active = true;
}
}
class VoiceCommandDumpTanksHandler implements VoiceCommandHandler {
@Override
public void commandReceived(String cmd, String[] split, int player) {
logfile.WriteLine("Tankcontroller dump:");
for( Unit unit : unitsToControl ) {
logfile.WriteLine( unit.getUnitId() + " " + unit.getDef().getHumanName() );
}
}
}
public void Disactivate()
{
if( Active )
{
enemyTracker.unregisterGameListener( new EnemyTrackerHandler() );
csai.unregisterGameListener(new GameListenerHandler());
csai.UnregisterVoiceCommand( "tankscount" );
csai.UnregisterVoiceCommand( "tanksmoveto" );
csai.UnregisterVoiceCommand( "tanksattackpos" );
packcoordinatorselector.DisactivateAll();
Active = false;
}
}
// planned, controller can control any units at its discretion, for now:
public void AssignUnits( Collection<Unit> units ){
for( Unit unit : units ) {
unitsToControl.add( unit );
//searchcoordinator.
logfile.WriteLine( "New tankcontroller unit: " +
unit.getUnitId() + " " + unit.getDef().getHumanName() );
attackpackcoordinator.AssignUnits( units );
spreadsearchpackcoordinator.AssignUnits( units );
movetopackcoordinator.AssignUnits( units );
guardpackcoordinator.AssignUnits( units );
//searchcoordinator.ExploreWith( unit );
}
} // give units to this controller
public void RevokeUnits( Collection<Unit> units ){
for( Unit unit : units ) {
unitsToControl.remove( unit );
attackpackcoordinator.RevokeUnits( units );
spreadsearchpackcoordinator.RevokeUnits( units );
movetopackcoordinator.RevokeUnits( units );
guardpackcoordinator.RevokeUnits( units );
}
} // remove these units from this controller
// planned, not used yet, controller can use energy and metal at its discretion for now:
public void AssignEnergy( int energy ){} // give energy to controller; negative to revoke
public void AssignMetal( int metal ){} // give metal to this controller; negative to revoke
public void AssignPower( double power ){} // assign continuous power flow to this controller; negative for reverse flow
public void AssignMetalStream( double metalstream ){} // assign continuous metal flow to this controller; negative for reverse flow
class VoiceCommandCountTanks implements VoiceCommandHandler
{
@Override
public void commandReceived( String voiceString, String[] splitchatString, int player ) {
csai.SendTextMsg( "Number tanks: " + unitsToControl.size() );
logfile.WriteLine( "Number tanks: " + unitsToControl.size() );
}
}
class VoiceCommandMoveTo implements VoiceCommandHandler {
@Override
public void commandReceived( String voiceString, String[] splitchatString, int player )
{
// int targetteam = Convert.ToInt32( splitchatString[2] );
//if( targetteam == csai.Team )
// {
TerrainPos targetpos = new TerrainPos();
targetpos.x = Float.parseFloat( splitchatString[2] );
targetpos.z = Float.parseFloat( splitchatString[3] );
targetpos.y = playerObjects.getMaps().getHeightMap().getElevationAt( targetpos ); // aicallback.getMap().getElevationAt( targetpos.x, targetpos.z );
// GotoPos( targetpos );
movetopackcoordinator.SetTarget( targetpos );
packcoordinatorselector.ActivatePackCoordinator( movetopackcoordinator );
//}
}
}
class GameListenerHandler extends GameAdapter {
@Override
public void Tick( int frame )
{
DoSomething();
}
}
class UnitControllerHandler extends UnitController.UnitAdapter {
// very useful listener this ;-)
}
class EnemyTrackerHandler extends EnemyTracker.EnemyAdapter {
@Override
public void AcquiredEnemy( Unit unit )
{
//DoSomething();
}
@Override
public void EnemyDestroyed( Unit unit )
{
//DoSomething();
}
}
// just take median along each axis?
TerrainPos getmedianfriendlypos() {
int numunits = unitsToControl.size();
if( numunits == 0) return null;
float[] xposes = new float[numunits];
float[] zposes = new float[numunits];
int index = 0;
for( Unit unit : unitsToControl ) {
TerrainPos pos = unitcontroller.getPos( unit );
xposes[index] = pos.x;
zposes[index] = pos.z;
index++;
}
float xmedian = xposes[ numunits / 2 ]; // so, if 1 unit, this will be index 0, which is valid
float zmedian = zposes[ numunits / 2 ];
TerrainPos terrainPos = new TerrainPos( xmedian, 0, zmedian );
terrainPos.y = playerObjects.getMaps().getHeightMap().getElevationAt( terrainPos );
return terrainPos;
}
void DoSomething()
{
// what we want to write:
// go through enemy units
// attack the one close to us that has low threatmap rating
// ideally: take out high priority targets first, like ... factories? metal ex? enemies?
// -> think about the prioritzation by unit def later
// also, we have to figure out what we can attack, based on how many
// tansks and. ... their collective power?
float attackpoweravailable = 0;
for( Unit unit : unitsToControl ) {
attackpoweravailable += unitcontroller.getUnitDef( unit ).getPower();
}
logfile.WriteLine( "Tankcontroller: attack power available: " + attackpoweravailable );
TerrainPos medianfriendlypos = getmedianfriendlypos();
// how to convert this to threatmap stuff? :-O Maybe if our power is three times
// threatmap damagepersecond? five times?
// run with three times for now, that's the standard for armies I think?
// this probably should be in enemy selector, but whatever..
ThreatMap threatMap = playerObjects.getMaps().getThreatMap();
Unit enemytotarget = null;
TerrainPos bestenemypos = null;
float nearestdistancesquared = Float.POSITIVE_INFINITY;
for( Unit enemy : enemyTracker.getEnemyUnits() ) {
TerrainPos enemypos = enemyTracker.getPos( enemy );
if( enemypos != null ) {
UnitDef enemydef = enemyTracker.getEnemyUnitDefByUnit().get( enemy );
if( enemydef.getSpeed() < 2 * typicalunitdef.getSpeed() ) {
if( threatMap.getThreatAt( enemypos ) * 3 < attackpoweravailable ) {
// targetable...
// what next?
// compare with other things somehow?
// just look for nearest?
// look for nearest..
float distancesquared = medianfriendlypos.GetSquaredDistance( enemypos );
if( distancesquared < nearestdistancesquared ) {
nearestdistancesquared = distancesquared;
enemytotarget = enemy;
bestenemypos = enemypos;
}
}
}
}
}
if( enemytotarget != null ) { // found a vaqlid enemy
logfile.WriteLine("tankcontroller found enemy, attacking: " + bestenemypos);
attackpackcoordinator.SetTarget( bestenemypos );
packcoordinatorselector.ActivatePackCoordinator( attackpackcoordinator );
LastAttackPos = bestenemypos;
} else { // else, not enough tanks to attack, just guard commander, or something
// otherwise search
if( unitsToControl.size() > MinTanksForSpreadSearch ) {
spreadsearchpackcoordinator.SetTarget( medianfriendlypos );
packcoordinatorselector.ActivatePackCoordinator( spreadsearchpackcoordinator );
} else {// or if we're too weak, jsut guard the commander
String commanderunitname = playerObjects.getBuildTree().listToOurTeamsUnitName( config.getCommanderunitnames() );
if (unitcontroller.UnitsByName.containsKey(commanderunitname))
{
List<Unit> commanders = unitcontroller.UnitsByName.get( commanderunitname );
if( commanders.size() > 0 ) {
guardpackcoordinator.SetTarget(commanders.get( 0 ) );
packcoordinatorselector.ActivatePackCoordinator(guardpackcoordinator);
}
}
}
}
}
}
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