MegaGlest/source/glest_game/ai/ai.cpp

777 lines
27 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code 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
// ==============================================================
#include "ai.h"
#include "ai_interface.h"
#include "ai_rule.h"
#include "unit_type.h"
#include "unit.h"
#include "map.h"
#include "leak_dumper.h"
using namespace Shared::Graphics;
using namespace Shared::Util;
namespace Glest { namespace Game {
// =====================================================
// class ProduceTask
// =====================================================
ProduceTask::ProduceTask(UnitClass unitClass){
taskClass= tcProduce;
this->unitClass= unitClass;
unitType= NULL;
resourceType= NULL;
}
ProduceTask::ProduceTask(const UnitType *unitType){
taskClass= tcProduce;
this->unitType= unitType;
resourceType= NULL;
}
ProduceTask::ProduceTask(const ResourceType *resourceType){
taskClass= tcProduce;
unitType= NULL;
this->resourceType= resourceType;
}
string ProduceTask::toString() const{
string str= "Produce ";
if(unitType!=NULL){
str+= unitType->getName();
}
return str;
}
// =====================================================
// class BuildTask
// =====================================================
BuildTask::BuildTask(const UnitType *unitType){
taskClass= tcBuild;
this->unitType= unitType;
resourceType= NULL;
forcePos= false;
}
BuildTask::BuildTask(const ResourceType *resourceType){
taskClass= tcBuild;
unitType= NULL;
this->resourceType= resourceType;
forcePos= false;
}
BuildTask::BuildTask(const UnitType *unitType, const Vec2i &pos){
taskClass= tcBuild;
this->unitType= unitType;
resourceType= NULL;
forcePos= true;
this->pos= pos;
}
string BuildTask::toString() const{
string str= "Build ";
if(unitType!=NULL){
str+= unitType->getName();
}
return str;
}
// =====================================================
// class UpgradeTask
// =====================================================
UpgradeTask::UpgradeTask(const UpgradeType *upgradeType){
taskClass= tcUpgrade;
this->upgradeType= upgradeType;
}
string UpgradeTask::toString() const{
string str= "Build ";
if(upgradeType!=NULL){
str+= upgradeType->getName();
}
return str;
}
// =====================================================
// class Ai
// =====================================================
void Ai::init(AiInterface *aiInterface, int useStartLocation) {
this->aiInterface= aiInterface;
if(useStartLocation == -1) {
startLoc = random.randRange(0, aiInterface->getMapMaxPlayers()-1);
}
else {
startLoc = useStartLocation;
}
minWarriors= minMinWarriors;
randomMinWarriorsReached= false;
//add ai rules
aiRules.clear();
aiRules.push_back(new AiRuleWorkerHarvest(this));
aiRules.push_back(new AiRuleRefreshHarvester(this));
aiRules.push_back(new AiRuleScoutPatrol(this));
aiRules.push_back(new AiRuleUnBlock(this));
aiRules.push_back(new AiRuleReturnBase(this));
aiRules.push_back(new AiRuleMassiveAttack(this));
aiRules.push_back(new AiRuleAddTasks(this));
aiRules.push_back(new AiRuleProduceResourceProducer(this));
aiRules.push_back(new AiRuleBuildOneFarm(this));
aiRules.push_back(new AiRuleProduce(this));
aiRules.push_back(new AiRuleBuild(this));
aiRules.push_back(new AiRuleUpgrade(this));
aiRules.push_back(new AiRuleExpand(this));
aiRules.push_back(new AiRuleRepair(this));
aiRules.push_back(new AiRuleRepair(this));
}
Ai::~Ai() {
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI aiInterface [%p]\n",__FILE__,__FUNCTION__,__LINE__,aiInterface);
deleteValues(tasks.begin(), tasks.end());
tasks.clear();
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI aiInterface [%p]\n",__FILE__,__FUNCTION__,__LINE__,aiInterface);
deleteValues(aiRules.begin(), aiRules.end());
aiRules.clear();
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI aiInterface [%p]\n",__FILE__,__FUNCTION__,__LINE__,aiInterface);
aiInterface = NULL;
}
void Ai::update() {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
//process ai rules
for(int ruleIdx = 0; ruleIdx < aiRules.size(); ++ruleIdx) {
AiRule *rule = aiRules[ruleIdx];
if(rule == NULL) {
throw runtime_error("rule == NULL");
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [ruleIdx = %d]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),ruleIdx);
if((aiInterface->getTimer() % (rule->getTestInterval() * GameConstants::updateFps / 1000)) == 0) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [ruleIdx = %d, before rule->test()]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),ruleIdx);
//printf("???? Testing AI Faction # %d RULE Name[%s]\n",aiInterface->getFactionIndex(),rule->getName().c_str());
if(rule->test()) {
if(outputAIBehaviourToConsole()) printf("\n\nYYYYY Executing AI Faction # %d RULE Name[%s]\n\n",aiInterface->getFactionIndex(),rule->getName().c_str());
aiInterface->printLog(3, intToStr(1000 * aiInterface->getTimer() / GameConstants::updateFps) + ": Executing rule: " + rule->getName() + '\n');
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [ruleIdx = %d, before rule->execute() [%s]]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),ruleIdx,rule->getName().c_str());
rule->execute();
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [ruleIdx = %d, after rule->execute() [%s]]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),ruleIdx,rule->getName().c_str());
}
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [END]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
// ==================== state requests ====================
int Ai::getCountOfType(const UnitType *ut){
int count= 0;
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
if(ut == aiInterface->getMyUnit(i)->getType()){
count++;
}
}
return count;
}
int Ai::getCountOfClass(UnitClass uc,UnitClass *additionalUnitClassToExcludeFromCount) {
int count= 0;
for(int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
if(aiInterface->getMyUnit(i)->getType()->isOfClass(uc)) {
// Skip unit if it ALSO contains the exclusion unit class type
if(additionalUnitClassToExcludeFromCount != NULL) {
if(aiInterface->getMyUnit(i)->getType()->isOfClass(*additionalUnitClassToExcludeFromCount)) {
continue;
}
}
++count;
}
}
return count;
}
float Ai::getRatioOfClass(UnitClass uc,UnitClass *additionalUnitClassToExcludeFromCount) {
if(aiInterface->getMyUnitCount() == 0) {
return 0;
}
else {
return static_cast<float>(getCountOfClass(uc,additionalUnitClassToExcludeFromCount)) / aiInterface->getMyUnitCount();
}
}
const ResourceType *Ai::getNeededResource(int unitIndex) {
int amount = INT_MAX;
const ResourceType *neededResource= NULL;
const TechTree *tt= aiInterface->getTechTree();
const Unit *unit = aiInterface->getMyUnit(unitIndex);
for(int i = 0; i < tt->getResourceTypeCount(); ++i) {
const ResourceType *rt= tt->getResourceType(i);
const Resource *r= aiInterface->getResource(rt);
if( rt->getClass() != rcStatic && rt->getClass() != rcConsumable &&
r->getAmount() < amount) {
// Now MAKE SURE the unit has a harvest command for this resource
// AND that the resource is within eye-sight to avoid units
// standing around doing nothing.
const HarvestCommandType *hct= unit->getType()->getFirstHarvestCommand(rt,unit->getFaction());
Vec2i resPos;
if(hct != NULL && aiInterface->getNearestSightedResource(rt, aiInterface->getHomeLocation(), resPos, false)) {
amount= r->getAmount();
neededResource= rt;
}
}
}
return neededResource;
}
bool Ai::beingAttacked(Vec2i &pos, Field &field, int radius){
const Unit *enemy = aiInterface->getFirstOnSightEnemyUnit(pos, field, radius);
return (enemy != NULL);
/*
int count= aiInterface->onSightUnitCount();
const Unit *unit;
for(int i=0; i<count; ++i){
unit= aiInterface->getOnSightUnit(i);
if(!aiInterface->isAlly(unit) && unit->isAlive()){
pos= unit->getPos();
field= unit->getCurrField();
if(pos.dist(aiInterface->getHomeLocation())<radius){
aiInterface->printLog(2, "Being attacked at pos "+intToStr(pos.x)+","+intToStr(pos.y)+"\n");
return true;
}
}
}
return false;
*/
}
bool Ai::isStableBase() {
UnitClass ucWorkerType = ucWorker;
if(getCountOfClass(ucWarrior,&ucWorkerType) > minWarriors) {
aiInterface->printLog(4, "Base is stable\n");
return true;
}
else{
aiInterface->printLog(4, "Base is not stable\n");
return false;
}
}
bool Ai::findAbleUnit(int *unitIndex, CommandClass ability, bool idleOnly){
vector<int> units;
*unitIndex= -1;
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
const Unit *unit= aiInterface->getMyUnit(i);
if(unit->getType()->hasCommandClass(ability)){
if(!idleOnly || !unit->anyCommand() || unit->getCurrCommand()->getCommandType()->getClass()==ccStop){
units.push_back(i);
}
}
}
if(units.empty()){
return false;
}
else{
*unitIndex= units[random.randRange(0, units.size()-1)];
return true;
}
}
bool Ai::findAbleUnit(int *unitIndex, CommandClass ability, CommandClass currentCommand){
vector<int> units;
*unitIndex= -1;
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
const Unit *unit= aiInterface->getMyUnit(i);
if(unit->getType()->hasCommandClass(ability)){
if(unit->anyCommand() && unit->getCurrCommand()->getCommandType()->getClass()==currentCommand){
units.push_back(i);
}
}
}
if(units.empty()){
return false;
}
else{
*unitIndex= units[random.randRange(0, units.size()-1)];
return true;
}
}
bool Ai::findPosForBuilding(const UnitType* building, const Vec2i &searchPos, Vec2i &outPos){
const int spacing= 1;
for(int currRadius = 0; currRadius < maxBuildRadius; ++currRadius) {
for(int i=searchPos.x - currRadius; i < searchPos.x + currRadius; ++i) {
for(int j=searchPos.y - currRadius; j < searchPos.y + currRadius; ++j) {
outPos= Vec2i(i, j);
if(aiInterface->isFreeCells(outPos - Vec2i(spacing), building->getSize() + spacing * 2, fLand)) {
return true;
}
}
}
}
return false;
}
// ==================== tasks ====================
void Ai::addTask(const Task *task){
tasks.push_back(task);
aiInterface->printLog(2, "Task added: " + task->toString());
}
void Ai::addPriorityTask(const Task *task){
deleteValues(tasks.begin(), tasks.end());
tasks.clear();
tasks.push_back(task);
aiInterface->printLog(2, "Priority Task added: " + task->toString());
}
bool Ai::anyTask(){
return !tasks.empty();
}
const Task *Ai::getTask() const{
if(tasks.empty()){
return NULL;
}
else{
return tasks.front();
}
}
void Ai::removeTask(const Task *task){
aiInterface->printLog(2, "Task removed: " + task->toString());
tasks.remove(task);
delete task;
}
void Ai::retryTask(const Task *task){
tasks.remove(task);
tasks.push_back(task);
}
// ==================== expansions ====================
void Ai::addExpansion(const Vec2i &pos){
//check if there is a nearby expansion
for(Positions::iterator it= expansionPositions.begin(); it!=expansionPositions.end(); ++it){
if((*it).dist(pos)<villageRadius){
return;
}
}
//add expansion
expansionPositions.push_front(pos);
//remove expansion if queue is list is full
if(expansionPositions.size()>maxExpansions){
expansionPositions.pop_back();
}
}
Vec2i Ai::getRandomHomePosition(){
if(expansionPositions.empty() || random.randRange(0, 1) == 0){
return aiInterface->getHomeLocation();
}
return expansionPositions[random.randRange(0, expansionPositions.size()-1)];
}
// ==================== actions ====================
void Ai::sendScoutPatrol(){
Vec2i pos;
int unit;
startLoc= (startLoc+1) % aiInterface->getMapMaxPlayers();
pos= aiInterface->getStartLocation(startLoc);
if(aiInterface->getFactionIndex()!=startLoc){
if(findAbleUnit(&unit, ccAttack, false)){
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
aiInterface->giveCommand(unit, ccAttack, pos);
aiInterface->printLog(2, "Scout patrol sent to: " + intToStr(pos.x)+","+intToStr(pos.y)+"\n");
}
}
}
void Ai::massiveAttack(const Vec2i &pos, Field field, bool ultraAttack){
const int minWorkerAttackersHarvesting = 3;
int producerWarriorCount=0;
int maxProducerWarriors=random.randRange(1,11);
int unitCount = aiInterface->getMyUnitCount();
int attackerWorkersHarvestingCount = 0;
for(int i = 0; i < unitCount; ++i) {
bool isWarrior=false;
const Unit *unit= aiInterface->getMyUnit(i);
const AttackCommandType *act= unit->getType()->getFirstAttackCommand(field);
if(act != NULL && unit->getType()->hasCommandClass(ccProduce)) {
producerWarriorCount++;
}
if( aiInterface->getControlType() == ctCpuMega ||
aiInterface->getControlType() == ctNetworkCpuMega) {
if(producerWarriorCount > maxProducerWarriors) {
if(
unit->getCommandSize()>0 &&
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)
) {
isWarrior=false;
}
else {
isWarrior =! unit->getType()->hasCommandClass(ccHarvest);
}
}
else {
isWarrior= !unit->getType()->hasCommandClass(ccHarvest) && !unit->getType()->hasCommandClass(ccProduce);
}
}
else {
isWarrior= !unit->getType()->hasCommandClass(ccHarvest) && !unit->getType()->hasCommandClass(ccProduce);
}
bool alreadyAttacking= (unit->getCurrSkill()->getClass() == scAttack);
bool unitSignalledToAttack = false;
if( alreadyAttacking == false &&
unit->getType()->hasSkillClass(scAttack) &&
(aiInterface->getControlType() == ctCpuUltra ||
aiInterface->getControlType() == ctCpuMega ||
aiInterface->getControlType() == ctNetworkCpuUltra ||
aiInterface->getControlType() == ctNetworkCpuMega)) {
//printf("~~~~~~~~ Unit [%s - %d] checking if unit is being attacked\n",unit->getFullName().c_str(),unit->getId());
std::pair<bool,Unit *> beingAttacked = aiInterface->getWorld()->getUnitUpdater()->unitBeingAttacked(unit);
if(beingAttacked.first == true) {
Unit *enemy = beingAttacked.second;
const AttackCommandType *act_forenemy = unit->getType()->getFirstAttackCommand(enemy->getCurrField());
//printf("~~~~~~~~ Unit [%s - %d] found enemy [%s - %d] act_forenemy [%p] enemy->getCurrField() = %d\n",unit->getFullName().c_str(),unit->getId(),enemy->getFullName().c_str(),enemy->getId(),act_forenemy,enemy->getCurrField());
if(act_forenemy != NULL) {
bool shouldAttack = true;
if(unit->getType()->hasSkillClass(scHarvest)) {
shouldAttack = (attackerWorkersHarvestingCount > minWorkerAttackersHarvesting);
if(shouldAttack == false) {
attackerWorkersHarvestingCount++;
}
}
if(shouldAttack) {
//printf("~~~~~~~~ Unit [%s - %d] WILL ATTACK [%s - %d]\n",unit->getFullName().c_str(),unit->getId(),enemy->getFullName().c_str(),enemy->getId());
aiInterface->giveCommand(i, act_forenemy, beingAttacked.second->getPos());
unitSignalledToAttack = true;
}
}
else {
const AttackStoppedCommandType *asct_forenemy = unit->getType()->getFirstAttackStoppedCommand(enemy->getCurrField());
//printf("~~~~~~~~ Unit [%s - %d] found enemy [%s - %d] asct_forenemy [%p] enemy->getCurrField() = %d\n",unit->getFullName().c_str(),unit->getId(),enemy->getFullName().c_str(),enemy->getId(),asct_forenemy,enemy->getCurrField());
if(asct_forenemy != NULL) {
bool shouldAttack = true;
if(unit->getType()->hasSkillClass(scHarvest)) {
shouldAttack = (attackerWorkersHarvestingCount > minWorkerAttackersHarvesting);
if(shouldAttack == false) {
attackerWorkersHarvestingCount++;
}
}
if(shouldAttack) {
//printf("~~~~~~~~ Unit [%s - %d] WILL ATTACK [%s - %d]\n",unit->getFullName().c_str(),unit->getId(),enemy->getFullName().c_str(),enemy->getId());
aiInterface->giveCommand(i, asct_forenemy, beingAttacked.second->getCenteredPos());
unitSignalledToAttack = true;
}
}
}
}
}
if(alreadyAttacking == false && act != NULL && (ultraAttack || isWarrior) &&
unitSignalledToAttack == false) {
bool shouldAttack = true;
if(unit->getType()->hasSkillClass(scHarvest)) {
shouldAttack = (attackerWorkersHarvestingCount > minWorkerAttackersHarvesting);
if(shouldAttack == false) {
attackerWorkersHarvestingCount++;
}
}
if(shouldAttack) {
aiInterface->giveCommand(i, act, pos);
}
}
}
if( aiInterface->getControlType() == ctCpuEasy ||
aiInterface->getControlType() == ctNetworkCpuEasy) {
minWarriors+= 1;
}
else if(aiInterface->getControlType() == ctCpuMega ||
aiInterface->getControlType() == ctNetworkCpuMega) {
minWarriors+= 3;
if(minWarriors>maxMinWarriors-1 || randomMinWarriorsReached) {
randomMinWarriorsReached=true;
minWarriors=random.randRange(maxMinWarriors-10, maxMinWarriors*2);
}
}
else if(minWarriors<maxMinWarriors) {
minWarriors+= 3;
}
aiInterface->printLog(2, "Massive attack to pos: "+ intToStr(pos.x)+", "+intToStr(pos.y)+"\n");
}
void Ai::returnBase(int unitIndex) {
Vec2i pos;
CommandResult r;
int fi;
fi= aiInterface->getFactionIndex();
pos= Vec2i(
random.randRange(-villageRadius, villageRadius), random.randRange(-villageRadius, villageRadius)) +
getRandomHomePosition();
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
r= aiInterface->giveCommand(unitIndex, ccMove, pos);
//aiInterface->printLog(1, "Order return to base pos:" + intToStr(pos.x)+", "+intToStr(pos.y)+": "+rrToStr(r)+"\n");
}
void Ai::harvest(int unitIndex) {
const ResourceType *rt= getNeededResource(unitIndex);
if(rt != NULL) {
const HarvestCommandType *hct= aiInterface->getMyUnit(unitIndex)->getType()->getFirstHarvestCommand(rt,aiInterface->getMyUnit(unitIndex)->getFaction());
Vec2i resPos;
if(hct != NULL && aiInterface->getNearestSightedResource(rt, aiInterface->getHomeLocation(), resPos, false)) {
resPos= resPos+Vec2i(random.randRange(-2, 2), random.randRange(-2, 2));
aiInterface->giveCommand(unitIndex, hct, resPos);
//aiInterface->printLog(4, "Order harvest pos:" + intToStr(resPos.x)+", "+intToStr(resPos.y)+": "+rrToStr(r)+"\n");
}
}
}
bool Ai::haveBlockedUnits() {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
int unitCount = aiInterface->getMyUnitCount();
Map *map = aiInterface->getMap();
//If there is no close store
for(int j=0; j < unitCount; ++j) {
const Unit *u= aiInterface->getMyUnit(j);
const UnitType *ut= u->getType();
// If this building is a store
if(u->isAlive() && ut->isMobile() && u->getPath() != NULL && (u->getPath()->isBlocked() || u->getPath()->getBlockCount())) {
Vec2i unitPos = u->getPos();
//printf("#1 AI found blocked unit [%d - %s]\n",u->getId(),u->getFullName().c_str());
int failureCount = 0;
int cellCount = 0;
for(int i = -1; i <= 1; ++i) {
for(int j = -1; j <= 1; ++j) {
Vec2i pos = unitPos + Vec2i(i, j);
if(map->isInside(pos) && map->isInsideSurface(map->toSurfCoords(pos))) {
if(pos != unitPos) {
bool canUnitMoveToCell = map->aproxCanMove(u, unitPos, pos);
if(canUnitMoveToCell == false) {
failureCount++;
}
cellCount++;
}
}
}
}
bool unitImmediatelyBlocked = (failureCount == cellCount);
//printf("#1 unitImmediatelyBlocked = %d, failureCount = %d, cellCount = %d\n",unitImmediatelyBlocked,failureCount,cellCount);
if(unitImmediatelyBlocked) {
//printf("#1 AI unit IS BLOCKED [%d - %s]\n",u->getId(),u->getFullName().c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
return true;
}
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
return false;
}
bool Ai::getAdjacentUnits(std::map<float, std::map<int, const Unit *> > &signalAdjacentUnits, const Unit *unit) {
//printf("In getAdjacentUnits...\n");
bool result = false;
Map *map = aiInterface->getMap();
Vec2i unitPos = unit->getPos();
for(int i = -1; i <= 1; ++i) {
for(int j = -1; j <= 1; ++j) {
Vec2i pos = unitPos + Vec2i(i, j);
if(map->isInside(pos) && map->isInsideSurface(map->toSurfCoords(pos))) {
if(pos != unitPos) {
Unit *adjacentUnit = map->getCell(pos)->getUnit(unit->getCurrField());
if(adjacentUnit != NULL && adjacentUnit->getFactionIndex() == unit->getFactionIndex()) {
if(adjacentUnit->getType()->isMobile() && adjacentUnit->getPath() != NULL) {
//signalAdjacentUnits.push_back(adjacentUnit);
float dist = unitPos.dist(adjacentUnit->getPos());
std::map<float, std::map<int, const Unit *> >::iterator iterFind1 = signalAdjacentUnits.find(dist);
if(iterFind1 == signalAdjacentUnits.end()) {
signalAdjacentUnits[dist][adjacentUnit->getId()] = adjacentUnit;
getAdjacentUnits(signalAdjacentUnits, adjacentUnit);
result = true;
}
else {
std::map<int, const Unit *>::iterator iterFind2 = iterFind1->second.find(adjacentUnit->getId());
if(iterFind2 == iterFind1->second.end()) {
signalAdjacentUnits[dist][adjacentUnit->getId()] = adjacentUnit;
getAdjacentUnits(signalAdjacentUnits, adjacentUnit);
result = true;
}
}
}
}
}
}
}
}
return result;
}
void Ai::unblockUnits() {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
int unitCount = aiInterface->getMyUnitCount();
Map *map = aiInterface->getMap();
// Find blocked units and move surrounding units out of the way
std::map<float, std::map<int, const Unit *> > signalAdjacentUnits;
for(int idx=0; idx < unitCount; ++idx) {
const Unit *u= aiInterface->getMyUnit(idx);
const UnitType *ut= u->getType();
// If this building is a store
if(u->isAlive() && ut->isMobile() && u->getPath() != NULL && (u->getPath()->isBlocked() || u->getPath()->getBlockCount())) {
Vec2i unitPos = u->getPos();
//printf("#2 AI found blocked unit [%d - %s]\n",u->getId(),u->getFullName().c_str());
int failureCount = 0;
int cellCount = 0;
for(int i = -1; i <= 1; ++i) {
for(int j = -1; j <= 1; ++j) {
Vec2i pos = unitPos + Vec2i(i, j);
if(map->isInside(pos) && map->isInsideSurface(map->toSurfCoords(pos))) {
if(pos != unitPos) {
bool canUnitMoveToCell = map->aproxCanMove(u, unitPos, pos);
if(canUnitMoveToCell == false) {
failureCount++;
getAdjacentUnits(signalAdjacentUnits, u);
}
cellCount++;
}
}
}
}
//bool unitImmediatelyBlocked = (failureCount == cellCount);
//printf("#2 unitImmediatelyBlocked = %d, failureCount = %d, cellCount = %d, signalAdjacentUnits.size() = %d\n",unitImmediatelyBlocked,failureCount,cellCount,signalAdjacentUnits.size());
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
if(signalAdjacentUnits.size() > 0) {
//printf("#2 AI units ARE BLOCKED about to unblock\n");
for(std::map<float, std::map<int, const Unit *> >::reverse_iterator iterMap = signalAdjacentUnits.rbegin();
iterMap != signalAdjacentUnits.rend(); iterMap++) {
for(std::map<int, const Unit *>::iterator iterMap2 = iterMap->second.begin();
iterMap2 != iterMap->second.end(); iterMap2++) {
int idx = iterMap2->first;
const Unit *adjacentUnit = iterMap2->second;
if(adjacentUnit != NULL && adjacentUnit->getType()->getFirstCtOfClass(ccMove) != NULL) {
const CommandType *ct = adjacentUnit->getType()->getFirstCtOfClass(ccMove);
for(int moveAttempt = 1; moveAttempt <= villageRadius; ++moveAttempt) {
Vec2i pos= Vec2i(
random.randRange(-villageRadius*2, villageRadius*2), random.randRange(-villageRadius*2, villageRadius*2)) +
adjacentUnit->getPos();
bool canUnitMoveToCell = map->aproxCanMove(adjacentUnit, adjacentUnit->getPos(), pos);
if(canUnitMoveToCell == true) {
if(ct != NULL) {
CommandResult r = aiInterface->giveCommand(adjacentUnit,ct, pos);
}
}
}
}
}
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
bool Ai::outputAIBehaviourToConsole() {
return false;
}
}}//end namespace