MegaGlest/source/glest_game/ai/ai.cpp

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// ==============================================================
// 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 <ctime>
#include "ai_interface.h"
#include "ai_rule.h"
#include "unit_type.h"
#include "unit.h"
#include "program.h"
#include "config.h"
#include <limits>
#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){
this->aiInterface= aiInterface;
startLoc= random.randRange(0, aiInterface->getMapMaxPlayers()-1);
upgradeCount= 0;
minWarriors= minMinWarriors;
randomMinWarriorsReached= false;
//add ai rules
aiRules.resize(14);
aiRules[0]= new AiRuleWorkerHarvest(this);
aiRules[1]= new AiRuleRefreshHarvester(this);
aiRules[2]= new AiRuleScoutPatrol(this);
aiRules[3]= new AiRuleReturnBase(this);
aiRules[4]= new AiRuleMassiveAttack(this);
aiRules[5]= new AiRuleAddTasks(this);
aiRules[6]= new AiRuleProduceResourceProducer(this);
aiRules[7]= new AiRuleBuildOneFarm(this);
aiRules[8]= new AiRuleProduce(this);
aiRules[9]= new AiRuleBuild(this);
aiRules[10]= new AiRuleUpgrade(this);
aiRules[11]= new AiRuleExpand(this);
aiRules[12]= new AiRuleRepair(this);
aiRules[13]= new AiRuleRepair(this);
}
Ai::~Ai(){
deleteValues(tasks.begin(), tasks.end());
deleteValues(aiRules.begin(), aiRules.end());
}
void Ai::update(){
//process ai rules
for(AiRules::iterator it= aiRules.begin(); it!=aiRules.end(); ++it){
if((aiInterface->getTimer() % ((*it)->getTestInterval()*GameConstants::updateFps/1000))==0){
if((*it)->test()){
aiInterface->printLog(3, intToStr(1000*aiInterface->getTimer()/GameConstants::updateFps) + ": Executing rule: " + (*it)->getName() + '\n');
(*it)->execute();
}
}
}
}
// ==================== 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){
int count= 0;
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
if(aiInterface->getMyUnit(i)->getType()->isOfClass(uc)){
++count;
}
}
return count;
}
float Ai::getRatioOfClass(UnitClass uc){
if(aiInterface->getMyUnitCount()==0){
return 0;
}
else{
return static_cast<float>(getCountOfClass(uc))/aiInterface->getMyUnitCount();
}
}
const ResourceType *Ai::getNeededResource(int unitIndex) {
int amount = numeric_limits<int>::max();
const ResourceType *neededResource= NULL;
const TechTree *tt= aiInterface->getTechTree();
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= aiInterface->getMyUnit(unitIndex)->getType()->getFirstHarvestCommand(rt);
Vec2i resPos;
if(hct != NULL && aiInterface->getNearestSightedResource(rt, aiInterface->getHomeLocation(), resPos)) {
amount= r->getAmount();
neededResource= rt;
}
}
}
return neededResource;
}
bool Ai::beingAttacked(Vec2i &pos, Field &field, int radius){
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(){
if(getCountOfClass(ucWarrior)>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)){
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){
int producerWarriorCount=0;
int maxProducerWarriors=random.randRange(1,11);
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
bool isWarrior;
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;
if(!alreadyAttacking && act!=NULL && (ultraAttack || isWarrior)){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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();
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);
Vec2i resPos;
if(hct != NULL && aiInterface->getNearestSightedResource(rt, aiInterface->getHomeLocation(), resPos)) {
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");
}
}
}
}}//end namespace