- cleaned up some constants in prep for allowing override of more things in the AI
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@ -641,11 +641,11 @@ void Ai::retryTask(const Task *task){
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}
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// ==================== expansions ====================
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void Ai::addExpansion(const Vec2i &pos){
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void Ai::addExpansion(const Vec2i &pos) {
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//check if there is a nearby expansion
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for(Positions::iterator it= expansionPositions.begin(); it!=expansionPositions.end(); ++it){
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if((*it).dist(pos)<villageRadius){
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for(Positions::iterator it = expansionPositions.begin(); it != expansionPositions.end(); ++it) {
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if((*it).dist(pos) < villageRadius) {
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return;
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}
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}
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@ -654,7 +654,7 @@ void Ai::addExpansion(const Vec2i &pos){
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expansionPositions.push_front(pos);
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//remove expansion if queue is list is full
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if(expansionPositions.size()>maxExpansions){
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if(expansionPositions.size() > maxExpansions){
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expansionPositions.pop_back();
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}
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}
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@ -870,18 +870,24 @@ void Ai::massiveAttack(const Vec2i &pos, Field field, bool ultraAttack){
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if( aiInterface->getControlType() == ctCpuEasy ||
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aiInterface->getControlType() == ctNetworkCpuEasy) {
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minWarriors+= 1;
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minWarriors += minMinWarriorsExpandCpuEasy;
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}
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else if(aiInterface->getControlType() == ctCpuMega ||
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aiInterface->getControlType() == ctNetworkCpuMega) {
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minWarriors+= 3;
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if(minWarriors>maxMinWarriors-1 || randomMinWarriorsReached) {
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minWarriors += minMinWarriorsExpandCpuMega;
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if(minWarriors > maxMinWarriors-1 || randomMinWarriorsReached) {
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randomMinWarriorsReached=true;
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minWarriors=random.randRange(maxMinWarriors-10, maxMinWarriors*2);
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}
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}
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else if(minWarriors<maxMinWarriors) {
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minWarriors+= 3;
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else if(minWarriors < maxMinWarriors) {
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if(aiInterface->getControlType() == ctCpuUltra ||
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aiInterface->getControlType() == ctNetworkCpuUltra) {
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minWarriors += minMinWarriorsExpandCpuUltra;
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}
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else {
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minWarriors+= minMinWarriorsExpandCpuNormal;
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}
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}
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aiInterface->printLog(2, "Massive attack to pos: "+ intToStr(pos.x)+", "+intToStr(pos.y)+"\n");
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}
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@ -891,8 +897,9 @@ void Ai::returnBase(int unitIndex) {
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CommandResult r;
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aiInterface->getFactionIndex();
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pos= Vec2i(
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random.randRange(-villageRadius, villageRadius), random.randRange(-villageRadius, villageRadius)) +
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getRandomHomePosition();
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random.randRange(-villageRadius, villageRadius),
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random.randRange(-villageRadius, villageRadius)) +
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getRandomHomePosition();
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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r= aiInterface->giveCommand(unitIndex, ccMove, pos);
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@ -1068,7 +1075,8 @@ void Ai::unblockUnits() {
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for(int moveAttempt = 1; moveAttempt <= villageRadius; ++moveAttempt) {
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Vec2i pos= Vec2i(
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random.randRange(-villageRadius*2, villageRadius*2), random.randRange(-villageRadius*2, villageRadius*2)) +
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random.randRange(-villageRadius*2, villageRadius*2),
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random.randRange(-villageRadius*2, villageRadius*2)) +
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adjacentUnit->getPos();
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bool canUnitMoveToCell = map->aproxCanMove(adjacentUnit, adjacentUnit->getPos(), pos);
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@ -129,12 +129,15 @@ public:
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class Ai {
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private:
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static const int harvesterPercent= 30;
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static const int maxBuildRadius= 40;
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static const int minMinWarriors= 7;
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static const int minMinWarriorsExpandCpuEasy= 1;
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static const int minMinWarriorsExpandCpuMega= 3;
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static const int minMinWarriorsExpandCpuUltra= 3;
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static const int minMinWarriorsExpandCpuNormal= 3;
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static const int maxMinWarriors= 20;
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static const int minStaticResources= 10;
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static const int minConsumableResources= 20;
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static const int maxExpansions= 2;
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static const int villageRadius= 15;
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@ -147,7 +150,6 @@ public:
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};
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private:
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//typedef vector<AiRule*> AiRules;
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typedef vector<AiRule *> AiRules;
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typedef list<const Task*> Tasks;
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typedef deque<Vec2i> Positions;
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