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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#include "AAIAttackManager.h"
#include "AAI.h"
#include "AAIBrain.h"
#include "AAIBuildTable.h"
#include "AAIAttack.h"
#include "AAIConfig.h"
#include "AAIGroup.h"
#include "AAIMap.h"
#include "AAISector.h"
AAIAttackManager::AAIAttackManager(AAI *ai, int continents)
{
this->ai = ai;
available_combat_cat.resize(AAIBuildTable::ass_categories);
available_combat_groups_continent.resize(continents);
available_aa_groups_continent.resize(continents);
attack_power_continent.resize(continents, vector<float>(AAIBuildTable::combat_categories) );
attack_power_global.resize(AAIBuildTable::combat_categories);
}
AAIAttackManager::~AAIAttackManager(void)
{
for(list<AAIAttack*>::iterator a = attacks.begin(); a != attacks.end(); ++a)
delete (*a);
attacks.clear();
}
void AAIAttackManager::Update()
{
for(list<AAIAttack*>::iterator a = attacks.begin(); a != attacks.end(); ++a)
{
// drop failed attacks
if((*a)->Failed())
{
(*a)->StopAttack();
delete (*a);
attacks.erase(a);
break;
}
// check if sector cleared
if((*a)->dest)
{
if((*a)->dest->enemy_structures <= 0)
GetNextDest(*a);
}
}
if(attacks.size() < cfg->MAX_ATTACKS)
{
LaunchAttack();
}
}
void AAIAttackManager::LaunchAttack()
{
//////////////////////////////////////////////////////////////////////////////////////////////
// get all available combat/aa/arty groups for attack
//////////////////////////////////////////////////////////////////////////////////////////////
int total_combat_groups = 0;
for(list<UnitCategory>::iterator category = ai->Getbt()->assault_categories.begin(); category != ai->Getbt()->assault_categories.end(); ++category)
{
for(list<AAIGroup*>::iterator group = ai->Getgroup_list()[*category].begin(); group != ai->Getgroup_list()[*category].end(); ++group)
{
if( (*group)->AvailableForAttack() )
{
if((*group)->group_movement_type & MOVE_TYPE_CONTINENT_BOUND)
{
if((*group)->group_unit_type == ASSAULT_UNIT)
{
available_combat_groups_continent[(*group)->continent].push_back(*group);
++total_combat_groups;
}
else
available_aa_groups_continent[(*group)->continent].push_back(*group);
}
else
{
if((*group)->group_unit_type == ASSAULT_UNIT)
{
available_combat_groups_global.push_back(*group);
++total_combat_groups;
}
else
available_aa_groups_global.push_back(*group);
}
}
}
}
// stop planing an attack if there are no combat groups available at the moment
if(total_combat_groups == 0)
return;
//////////////////////////////////////////////////////////////////////////////////////////////
// calculate max attack power for each continent
//////////////////////////////////////////////////////////////////////////////////////////////
fill(attack_power_global.begin(), attack_power_global.end(), 0.0f);
for(list<AAIGroup*>::iterator group = available_combat_groups_global.begin(); group != available_combat_groups_global.end(); ++group)
(*group)->GetCombatPower( &attack_power_global );
for(size_t continent = 0; continent < available_combat_groups_continent.size(); ++continent)
{
fill(attack_power_continent[continent].begin(), attack_power_continent[continent].end(), 0.0f);
for(list<AAIGroup*>::iterator group = available_combat_groups_continent[continent].begin(); group != available_combat_groups_continent[continent].end(); ++group)
(*group)->GetCombatPower( &(attack_power_continent[continent]) );
}
// determine max lost units
float max_lost_units = 0.0f;
for(int x = 0; x < ai->Getmap()->xSectors; ++x)
{
for(int y = 0; y < ai->Getmap()->ySectors; ++y)
{
float lost_units = ai->Getmap()->sector[x][y].GetLostUnits(1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
if(lost_units > max_lost_units)
max_lost_units = lost_units;
}
}
//////////////////////////////////////////////////////////////////////////////////////////////
// determine attack sector
//////////////////////////////////////////////////////////////////////////////////////////////
float def_power;
float att_power;
float best_rating = 0.0f;
AAISector* sector;
AAISector* dest = NULL;
for(int x = 0; x < ai->Getmap()->xSectors; ++x)
{
for(int y = 0; y < ai->Getmap()->ySectors; ++y)
{
sector = &ai->Getmap()->sector[x][y];
float my_rating;
// max_lost_units check to prevent SIGFPE, later on
if(sector->distance_to_base == 0 || sector->enemy_structures < 0.0001 || max_lost_units <= 0.0f)
my_rating = 0.0f;
else
{
if(ai->Getmap()->continents[sector->continent].water)
{
def_power = sector->GetEnemyDefencePower(0.0f, 0.0f, 0.5f, 1.0f, 1.0f) + 0.01;
att_power = attack_power_global[5] + attack_power_continent[sector->continent][5];
}
else
{
def_power = sector->GetEnemyDefencePower(1.0f, 0.0f, 0.5f, 0.0f, 0.0f) + 0.01;
att_power = attack_power_global[5] + attack_power_continent[sector->continent][5];
}
my_rating = (1.0f - sector->GetLostUnits(1.0f, 1.0f, 1.0f, 1.0f, 1.0f) / max_lost_units) * sector->enemy_structures * att_power / ( def_power * (float)(2 + sector->distance_to_base) );
//if(SufficientAttackPowerVS(dest, &combat_available, 2))
}
if(my_rating > best_rating)
{
dest = sector;
best_rating = my_rating;
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////
// order attack
//////////////////////////////////////////////////////////////////////////////////////////////
if(dest)
{
AAIAttack *attack = new AAIAttack(ai);
attacks.push_back(attack);
// add combat groups
for(list<AAIGroup*>::iterator group = available_combat_groups_continent[dest->continent].begin(); group != available_combat_groups_continent[dest->continent].end(); ++group)
attack->AddGroup(*group);
for(list<AAIGroup*>::iterator group = available_combat_groups_global.begin(); group != available_combat_groups_global.end(); ++group)
attack->AddGroup(*group);
// add anti-air defence
int aa_added = 0, max_aa;
// check how much aa sensible
if(ai->Getbrain()->max_combat_units_spotted[1] < 0.2)
max_aa = 0;
else
max_aa = 1;
for(list<AAIGroup*>::iterator group = available_aa_groups_continent[dest->continent].begin(); group != available_aa_groups_continent[dest->continent].end(); ++group)
{
if(aa_added >= max_aa)
break;
attack->AddGroup(*group);
++aa_added;
}
for(list<AAIGroup*>::iterator group = available_aa_groups_global.begin(); group != available_aa_groups_global.end(); ++group)
{
if(aa_added >= max_aa)
break;
attack->AddGroup(*group);
++aa_added;
}
// rally attacking groups
//RallyGroups(attack);
// start the attack
attack->AttackSector(dest);
}
}
void AAIAttackManager::StopAttack(AAIAttack *attack)
{
for(list<AAIAttack*>::iterator a = attacks.begin(); a != attacks.end(); ++a)
{
if(*a == attack)
{
(*a)->StopAttack();
delete (*a);
attacks.erase(a);
break;
}
}
}
void AAIAttackManager::CheckAttack(AAIAttack *attack)
{
// prevent command overflow
if((ai->Getcb()->GetCurrentFrame() - attack->lastAttack) < 30)
return;
// drop failed attacks
if(attack->Failed())
{
// delete attack from list
for(list<AAIAttack*>::iterator a = attacks.begin(); a != attacks.end(); ++a)
{
if(*a == attack)
{
attacks.erase(a);
attack->StopAttack();
delete attack;
break;
}
}
}
}
void AAIAttackManager::GetNextDest(AAIAttack *attack)
{
// prevent command overflow
if((ai->Getcb()->GetCurrentFrame() - attack->lastAttack) < 60)
return;
// get new target sector
AAISector *dest = ai->Getbrain()->GetNextAttackDest(attack->dest, attack->land, attack->water);
//ai->Log("Getting next dest\n");
if(dest && SufficientAttackPowerVS(dest, &(attack->combat_groups), 2))
attack->AttackSector(dest);
else
attack->StopAttack();
}
bool AAIAttackManager::SufficientAttackPowerVS(AAISector *dest, set<AAIGroup*> *combat_groups, float aggressiveness)
{
if(dest && !combat_groups->empty())
{
// check attack power
float attack_power = 0.5;
float sector_defence = 0;
int total_units = 1;
// store ammount and category of involved groups;
fill(available_combat_cat.begin(), available_combat_cat.end(), 0);
// get total att power
for(set<AAIGroup*>::iterator group = combat_groups->begin(); group != combat_groups->end(); ++group)
{
attack_power += (*group)->GetCombatPowerVsCategory(5);
available_combat_cat[(*group)->combat_category] += (*group)->size;
total_units += (*group)->size;
}
attack_power += (float)total_units * 0.2f;
// get expected def power
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
sector_defence += dest->enemy_stat_combat_power[i] * (float)available_combat_cat[i];
sector_defence /= (float)total_units;
//ai->Log("Checking attack power - att power / def power %f %f\n", aggressiveness * attack_power, sector_defence);
if(aggressiveness * attack_power >= sector_defence)
return true;
}
return false;
}
bool AAIAttackManager::SufficientCombatPowerAt(AAISector *dest, set<AAIGroup*> *combat_groups, float aggressiveness)
{
if(dest && !combat_groups->empty())
{
// store ammount and category of involved groups;
double my_power = 0, enemy_power = 0;
int total_units = 0;
// reset counter
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
available_combat_cat[i] = 0;
// get total att power
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
{
// skip if no enemy units of that category present
if(dest->enemy_combat_units[i] > 0)
{
// filter out air in normal mods
if(i != 1 || cfg->AIR_ONLY_MOD)
{
for(set<AAIGroup*>::iterator group = combat_groups->begin(); group != combat_groups->end(); ++group)
my_power += (*group)->GetCombatPowerVsCategory(i) * dest->enemy_combat_units[i];
total_units += dest->enemy_combat_units[i];
}
}
}
// skip if no enemy units found
if(total_units == 0)
return true;
my_power += (float) total_units * 0.20f;
my_power /= (float)total_units;
// get ammount of involved groups per category
total_units = 1;
for(set<AAIGroup*>::iterator group = combat_groups->begin(); group != combat_groups->end(); ++group)
{
available_combat_cat[(*group)->combat_category] += (*group)->size;
total_units += (*group)->size;
}
// get total enemy power
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
enemy_power += dest->GetEnemyAreaCombatPowerVs(i, 0.25) * (float)available_combat_cat[i];
enemy_power /= (float)total_units;
//ai->Log("Checking combat power - att power / def power %f %f\n", aggressiveness * my_power, enemy_power);
if(aggressiveness * my_power >= enemy_power)
return true;
}
return false;
}
bool AAIAttackManager::SufficientDefencePowerAt(AAISector *dest, float aggressiveness)
{
// store ammount and category of involved groups;
double my_power = 0;
//double enemy_power = 0;
float enemies = 0;
// get defence power
for(int i = 0; i < AAIBuildTable::ass_categories; ++i)
{
// only check if enemies of that category present
if(dest->enemy_combat_units[i] > 0)
{
enemies += dest->enemy_combat_units[i];
my_power += dest->my_stat_combat_power[i] * dest->enemy_combat_units[i];
}
}
if(enemies > 0)
{
my_power /= enemies;
if(aggressiveness * my_power >= dest->GetEnemyAreaCombatPowerVs(5, 0.5))
return true;
}
return false;
}
void AAIAttackManager::RallyGroups(AAIAttack * /*attack*/)
{
}
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