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// Copyright Hugh Perkins 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.mapping;
import com.springrts.ai.*;
import com.springrts.ai.oo.*;
import com.springrts.ai.oo.clb.*;
import hughai.CSAI;
import hughai.EnemyTracker;
import hughai.PlayerObjects;
import hughai.basictypes.*;
import hughai.*;
import hughai.ui.MainUI;
import hughai.unitdata.UnitDefHelp;
import hughai.utils.*;
// this depends directly on EnemyTracker, which it just calls directly, without using
// events
// no other direct dependencies
public class ThreatMap {
public static class ThreatMapPos extends Int2 {
public ThreatMapPos() {}
public ThreatMapPos( int x, int y ) {
super( x, y );
}
public static ThreatMapPos fromTerrainPos( TerrainPos terrainPos ) {
return new ThreatMapPos( (int)terrainPos.x / 8 / granularity,
(int)terrainPos.z / 8 / granularity );
}
public TerrainPos toTerrainPos() {
return new TerrainPos( x * 8 * granularity,
0,
y * 8 * granularity );
}
}
PlayerObjects playerObjects;
EnemyTracker enemyTracker;
Config config;
public static final int granularity = 2; // do it at half size. why? I dont know... If it doesn't work out, I'll change it!
// maybe because ideally it should match with MovementMaps?
int threatmapwidth;
int threatmapheight;
private float[][]damagePerSecond; // ok, so this is going to store the damage
// per second that one unit would sustain if
// was in this location on its own
// sounds like a good place to start?
public ThreatMap( PlayerObjects playerObjects ) {
this.playerObjects = playerObjects;
this.enemyTracker = playerObjects.getEnemyTracker();
this.config = playerObjects.getConfig();
init();
}
public float getThreatAt( ThreatMapPos threatMapPos ) {
return damagePerSecond[threatMapPos.x][threatMapPos.y];
}
public float getThreatAt( TerrainPos terrainpos ) {
ThreatMapPos threatMapPos = ThreatMapPos.fromTerrainPos( terrainpos );
return getThreatAt( threatMapPos );
}
void init() {
Map gamemap = playerObjects.getAicallback().getMap();
int gamemapwidth = gamemap.getWidth();
int gamemapheight = gamemap.getHeight();
threatmapwidth = gamemapwidth / granularity;
threatmapheight = gamemapheight / granularity;
damagePerSecond = new float[threatmapwidth][threatmapheight];
buildThreatMap();
playerObjects.getCSAI().registerGameListener( new GameListener() );
playerObjects.getMainUI().registerButton( "Show threat map",
new ButtonDrawThreatMap() );
}
class ButtonDrawThreatMap implements MainUI.ButtonHandler {
@Override
public void go() {
boolean[][]maptodisplay = new boolean[threatmapwidth][threatmapheight];
for( int z = 0; z < threatmapheight; z++ ) {
for( int x = 0; x < threatmapwidth; x++ ) {
maptodisplay[x][z] = false;
if( damagePerSecond[x][z] > 1 ) {
maptodisplay[x][z] = true;
}
}
}
playerObjects.getDrawingUtils().DrawMap( maptodisplay );
}
}
void debug( Object message ) {
playerObjects.getLogFile().WriteLine( "" + message );
}
void buildThreatMap() {
long time = System.currentTimeMillis();
debug("Building threat map ...");
// right, we're going to assume we're running single-threaded, which we are
// and we're just going to overwrite the old map...
for( int z = 0; z < threatmapheight; z++ ) {
for( int x = 0; x < threatmapwidth; x++ ) {
damagePerSecond[x][z] = 0f;
}
}
int currentframe = playerObjects.getFrameController().getFrame();
int maxtimetoconservemobileunitsseconds = config.getMaxTimeToConserveMobileEnemyOnThreatMapGameSeconds();
int maxtimetoconservemobileunitsframes = 30 * maxtimetoconservemobileunitsseconds;
for( Unit enemy : enemyTracker.getEnemyUnits() ) {
// debug("threatmap considering " + enemy.getUnitId() + " ... ");
TerrainPos pos = enemyTracker.getPos( enemy );
// debug(" ... pos: " + pos );
int lastseenframe = enemyTracker.getLastLocatedFrame( enemy );
// debug(" ... lastseenframe: " + lastseenframe );
if( pos != null ) {
int lastseenframesago = currentframe - lastseenframe;
if ( ( lastseenframesago <= maxtimetoconservemobileunitsframes )
|| ( enemyTracker.getEnemyPosByStaticUnit().get( enemy ) != null ) ) {
// debug(" ... calling mapEnemy" );
mapEnemy( enemy, pos );
}
}
}
debug(" ... threat map done. milliseconds taken: " + ( System.currentTimeMillis() - time ) );
}
// this whole function heavily influenced by E323's CThreatMap.cpp class
void mapEnemy( Unit enemy, TerrainPos pos ) {
UnitDef enemyUnitDef = enemyTracker.getEnemyUnitDefByUnit().get( enemy );
debug("... unitdef: " + enemyUnitDef.getHumanName() + " " + pos );
if( !enemyUnitDef.isAbleToAttack() ){
// debug("... not able to attack" );
return;
}
int terrainrange = 0;
try {
terrainrange = (int)enemyUnitDef.getWeaponMounts().get( 0 ).getWeaponDef().getRange();
debug("mapping enemy unit " + enemyUnitDef.getHumanName() + " " + enemy.getUnitId() );
} catch( Exception e ) {
// debug( enemyUnitDef.getHumanName() + " has no weapon mounts?");
}
int threatmapposx = (int)pos.x / 8 / granularity;
int threatmapposz = (int)pos.z / 8 / granularity;
debug(" ... threatmappos: " + threatmapposx + " " + threatmapposz );
// use of power heavily influenced by E323's CThreatMap.cpp class
// I'm not quite sure what 'power' means, but the weapondef itself
// looks .... formidable...
float power = enemyUnitDef.getPower();
int threatmaprange = terrainrange / 8 / granularity;
debug(" ... power: " + power + " range: " + threatmaprange );
for( int deltaz = -threatmaprange; deltaz <= threatmaprange; deltaz++ ){
for( int deltax = -threatmaprange; deltax <= threatmaprange; deltax++ ){
if( deltax * deltax + deltaz * deltaz < threatmaprange * threatmaprange ) { // don't bother taking squareroot, since squareroots are slow
int thisx = threatmapposx + deltax;
int thisz = threatmapposz + deltaz;
if( thisx >= 0 && thisx < threatmapwidth
&& thisz >= 0 && thisz < threatmapheight ) {
damagePerSecond[ thisx ][ thisz ] += power;
// playerObjects.getDrawingUtils().DrawUnit( "armmex", new Float3( thisx * 8 * 2, 0, thisz * 8 * 2) );
}
}
}
}
}
class GameListener extends GameAdapter {
@Override
public void Tick( int frame ) {
buildThreatMap();
}
}
public float[][] getDamagePerSecond() {
return damagePerSecond;
}
}
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