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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "TeamHandler.h"
#include <cstring>
#include "Game/GameSetup.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Sim/Misc/GlobalSynced.h"
CR_BIND(CTeamHandler, )
CR_REG_METADATA(CTeamHandler, (
CR_MEMBER(gaiaTeamID),
CR_MEMBER(gaiaAllyTeamID),
CR_MEMBER(teams),
CR_MEMBER(allyTeams)
))
// needs to be available as early as PreGame
CTeamHandler teamHandler;
void CTeamHandler::LoadFromSetup(const CGameSetup* setup)
{
// must start from a blank slate
assert(teams.empty());
assert(allyTeams.empty());
assert(!setup->GetTeamStartingDataCont().empty());
assert(setup->GetTeamStartingDataCont().size() <= MAX_TEAMS);
assert(setup->GetAllyStartingDataCont().size() <= MAX_TEAMS);
teams.reserve(setup->GetTeamStartingDataCont().size() + 1); // +1 for Gaia
teams.resize(setup->GetTeamStartingDataCont().size());
allyTeams = setup->GetAllyStartingDataCont();
const int numTeams = teams.size() + int(gs->useLuaGaia);
const int maxUnitsPerTeam = std::min(setup->maxUnitsPerTeam, int(MAX_UNITS / numTeams));
for (size_t i = 0; i < teams.size(); ++i) {
teams[i].teamNum = i;
teams[i] = setup->GetTeamStartingDataCont()[i];
// all non-Gaia teams (within one allyteam) get and maintain the same unit-limit
// (because of this it would be better treated as a pool owned by class AllyTeam)
teams[i].SetMaxUnits(maxUnitsPerTeam);
assert(teams[i].teamAllyteam >= 0);
assert(teams[i].teamAllyteam < allyTeams.size());
}
if (gs->useLuaGaia) {
// Gaia adjustments
gaiaTeamID = static_cast<int>(teams.size());
gaiaAllyTeamID = static_cast<int>(allyTeams.size());
// setup the Gaia team
teams.emplace_back();
CTeam& gaia = teams.back();
gaia.teamNum = gaiaTeamID;
gaia.color[0] = 255;
gaia.color[1] = 255;
gaia.color[2] = 255;
gaia.color[3] = 255;
gaia.gaia = true;
gaia.SetMaxUnits(MAX_UNITS - ((teams.size() - 1) * teams[0].GetMaxUnits()));
gaia.SetStartPos(ZeroVector);
gaia.teamAllyteam = gaiaAllyTeamID;
assert((((teams.size() - 1) * teams[0].GetMaxUnits()) + gaia.GetMaxUnits()) == MAX_UNITS);
// make every existing AT an enemy of Gaia
for (::AllyTeam& allyTeam: allyTeams) {
allyTeam.allies.push_back(false);
}
allyTeams.emplace_back();
::AllyTeam& allyteam = allyTeams.back();
allyteam.allies.resize(allyTeams.size() + 1, false); // make Gaia every AT's enemy
allyteam.allies[gaiaAllyTeamID] = true; // set Gaia to be at peace with itself
}
}
void CTeamHandler::SetDefaultStartPositions(const CGameSetup* setup)
{
if (setup->startPosType != CGameSetup::StartPos_ChooseInGame)
return;
for (int a = 0; a < ActiveTeams(); ++a) {
CTeam& team = teams[a];
if (team.gaia)
continue;
if (team.HasValidStartPos())
continue;
// if the player did not choose a start position (eg. if
// the game was force-started by the host before sending
// any), silently generate one for him
// TODO: notify Lua of this also?
team.SetDefaultStartPos();
}
}
void CTeamHandler::GameFrame(int frameNum)
{
if ((frameNum % TEAM_SLOWUPDATE_RATE) != 0)
return;
for (int a = 0; a < ActiveTeams(); ++a) {
teams[a].ResetResourceState();
}
for (int a = 0; a < ActiveTeams(); ++a) {
teams[a].SlowUpdate();
}
}
unsigned int CTeamHandler::GetNumTeamsInAllyTeam(unsigned int allyTeamNum, bool countDeadTeams) const
{
unsigned int numTeams = 0;
for (unsigned int teamNum = 0; teamNum < teamHandler.ActiveTeams(); teamNum++) {
if (AllyTeam(teamNum) != allyTeamNum)
continue;
if (teams[teamNum].isDead && !countDeadTeams)
continue;
numTeams += 1;
}
return numTeams;
}
void CTeamHandler::UpdateTeamUnitLimitsPreSpawn(int liveTeamNum)
{
CTeam* liveTeam = &teams[liveTeamNum];
CTeam* tempTeam = nullptr;
// will be set to true immediately after we return
assert(liveTeam->isDead);
// Gaia team is alone in its allyteam and cannot really spawn
if (liveTeamNum == gaiaTeamID)
return;
// count the number of remaining (non-dead) teams in <liveTeam>'s allyteam, EXCLUDING us
const unsigned int numRemainingActiveTeams = GetNumTeamsInAllyTeam(AllyTeam(liveTeamNum), false);
if (numRemainingActiveTeams == 0) {
// set default since we are the only team in our allyteam now
liveTeam->SetMaxUnits(std::min(gameSetup->maxUnitsPerTeam, int(MAX_UNITS / teams.size())));
return;
}
// reduce the limit of each team in our allyteam uniformly
for (unsigned int tempTeamNum = 0; tempTeamNum < teams.size(); tempTeamNum++) {
if (tempTeamNum == liveTeamNum)
continue;
if (AllyTeam(tempTeamNum) != AllyTeam(liveTeamNum))
continue;
if (Team(tempTeamNum)->isDead)
continue;
tempTeam = &teams[tempTeamNum];
tempTeam->SetMaxUnits((tempTeam->GetMaxUnits() * numRemainingActiveTeams) / (numRemainingActiveTeams + 1));
}
assert(tempTeam != nullptr);
liveTeam->SetMaxUnits(tempTeam->GetMaxUnits());
}
void CTeamHandler::UpdateTeamUnitLimitsPreDeath(int deadTeamNum)
{
CTeam* deadTeam = &teams[deadTeamNum];
CTeam* tempTeam = nullptr;
// will be set to false immediately after we return
assert(!deadTeam->isDead);
// Gaia team is alone in its allyteam and cannot really die
if (deadTeamNum == gaiaTeamID)
return;
// count the number of remaining (non-dead) teams in <deadTeam>'s allyteam, INCLUDING us
const unsigned int numRemainingActiveTeams = GetNumTeamsInAllyTeam(AllyTeam(deadTeamNum), false);
if (numRemainingActiveTeams == 1) {
// no more zombie unit production after death
deadTeam->SetMaxUnits(0);
return;
}
// redistribute <deadTeam>'s unit-limit over those teams uniformly
//
// assume an allyteam of 5 teams, each with a unit-limit of 500
// whenever one of these teams dies, its limit is redistributed
// as follows (integer division means some units are lost):
//
// 5 x 500 = 2500 --> 4 x ( 500 + ( 500/4)= 125 = 625)=2500
// 4 x 625 = 2500 --> 3 x ( 625 + ( 625/3)= 208 = 833)=2499
// 3 x 833 = 2499 --> 2 x ( 833 + ( 833/2)= 416 = 1249)=2498
// 2 x 1249 = 2498 --> 1 x (1249 + (1249/1)=1249 = 2498)=2498
for (unsigned int tempTeamNum = 0; tempTeamNum < teams.size(); tempTeamNum++) {
if (tempTeamNum == deadTeamNum)
continue;
if (AllyTeam(tempTeamNum) != AllyTeam(deadTeamNum))
continue;
if (teams[tempTeamNum].isDead)
continue;
assert(teams[tempTeamNum].GetMaxUnits() == deadTeam->GetMaxUnits());
tempTeam = &teams[tempTeamNum];
tempTeam->SetMaxUnits((tempTeam->GetMaxUnits() * numRemainingActiveTeams) / (numRemainingActiveTeams - 1));
}
assert(tempTeam != nullptr);
deadTeam->SetMaxUnits(0);
}
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