CvPlot* CvArmyAI::CheckTargetReached(PlayerTypes eEnemy, bool bNavalOp, int iMaxDistance) { //check if we're at the target CvPlot *pTargetPlot = GetGoalPlot(); CvPlot *pCenterOfMass = GetCenterOfMass(NO_DOMAIN); if(pCenterOfMass && pTargetPlot && plotDistance(*pCenterOfMass,*pTargetPlot) <= iMaxDistance) return pTargetPlot; //check early termination if we ran into the enemy if(GetArmyAIState() == ARMYAISTATE_MOVING_TO_DESTINATION) { CvPlot* pEnemyPlot = DetectNearbyEnemy(eEnemy, bNavalOp); if(pEnemyPlot != NULL) { CvCity* pCity = pEnemyPlot->getWorkingCity(); if(pCity != NULL) { if (bNavalOp && pCity->isCoastal() && pCity->waterArea()==pTargetPlot->area()) pEnemyPlot = pCity->plot(); if (!bNavalOp && pCity->area()==pTargetPlot->area()) pEnemyPlot = pCity->plot(); if (pEnemyPlot!=GetGoalPlot()) { if(GC.getLogging() && GC.getAILogging()) { CvString strMsg; strMsg.Format("Switching target from %d,%d to closest city at %d,%d", GetGoalX(), GetGoalY(), pEnemyPlot->getX(), pEnemyPlot->getY() ); GET_PLAYER(m_eOwner).getAIOperation(m_iOperationID)->LogOperationSpecialMessage(strMsg); } } return pEnemyPlot; } } } return NULL; }
CvCity* CvMap::findTraderCity(int iX, int iY, PlayerTypes eOwner, TeamTypes eTeam, bool bSameArea, bool bCoastalOnly, bool bNative, YieldTypes eNativeYield, int iMinAttitude, CvUnit* pUnit, bool bRandom) { int iBestValue = MAX_INT; CvCity* pBestCity = NULL; CvCity* pHomeCity = NULL; if (pUnit != NULL) { pHomeCity = pUnit->getHomeCity(); if (pHomeCity == NULL) { return NULL; } } std::vector<CvCity*> aCitys; for (int iI = 0; iI < MAX_PLAYERS; iI++) { if (GET_PLAYER((PlayerTypes)iI).isAlive() && (!bNative || GET_PLAYER((PlayerTypes)iI).isNative())) { if ((eOwner == NO_PLAYER) || (eOwner != NO_PLAYER && (GET_PLAYER(eOwner).isNative() != GET_PLAYER((PlayerTypes)iI).isNative()))) { if ((eTeam == NO_TEAM) || GET_TEAM(GET_PLAYER((PlayerTypes)iI).getTeam()).isOpenBorders(eTeam)) { int iLoop; for (CvCity* pLoopCity = GET_PLAYER((PlayerTypes)iI).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER((PlayerTypes)iI).nextCity(&iLoop)) { int iNativeCityPathTurns; if (pUnit == NULL || pUnit->generatePath(pLoopCity->plot(), 0, true, &iNativeCityPathTurns)) { if (!bSameArea || (pLoopCity->area() == plotINLINE(iX, iY)->area()) || (bCoastalOnly && (pLoopCity->waterArea() == plotINLINE(iX, iY)->area()))) { if (!bCoastalOnly || pLoopCity->isCoastal(GC.getMIN_WATER_SIZE_FOR_OCEAN())) { //if(!bNative || pLoopCity->isNative()) //{ if (eNativeYield == NO_YIELD || (iMinAttitude <= 0 && pLoopCity->AI_getDesiredYield() == eNativeYield) || (pLoopCity->isHuman() && pLoopCity->isImport(eNativeYield))) { int iValue = plotDistance(iX, iY, pLoopCity->getX_INLINE(), pLoopCity->getY_INLINE()); if ((iValue <= iMinAttitude) || iMinAttitude <= 0) { if (!bRandom) { if (iValue < iBestValue) { iBestValue = iValue; pBestCity = pLoopCity; } } else { aCitys.push_back(pLoopCity); } } } //} } } } } } } } } if (bRandom) { int iRandom = aCitys.size(); if (iRandom >= 1) { iRandom = GC.getGameINLINE().getSorenRandNum(iRandom, "Random Find City"); return aCitys[iRandom]; } else { return NULL; } } return pBestCity; }
///TKs Med CvCity* CvMap::findCity(int iX, int iY, PlayerTypes eOwner, TeamTypes eTeam, bool bSameArea, bool bCoastalOnly, TeamTypes eTeamAtWarWith, DirectionTypes eDirection, CvCity* pSkipCity, bool bRandom) { int iBestValue = MAX_INT; CvCity* pBestCity = NULL; std::vector<CvCity*> aCitys; for (int iI = 0; iI < MAX_PLAYERS; iI++) { if (GET_PLAYER((PlayerTypes)iI).isAlive()) { if ((eOwner == NO_PLAYER) || (iI == eOwner)) { if ((eTeam == NO_TEAM) || (GET_PLAYER((PlayerTypes)iI).getTeam() == eTeam)) { int iLoop; for (CvCity* pLoopCity = GET_PLAYER((PlayerTypes)iI).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER((PlayerTypes)iI).nextCity(&iLoop)) { if (!bSameArea || (pLoopCity->area() == plotINLINE(iX, iY)->area()) || (bCoastalOnly && (pLoopCity->waterArea() == plotINLINE(iX, iY)->area()))) { if (!bCoastalOnly || pLoopCity->isCoastal(GC.getMIN_WATER_SIZE_FOR_OCEAN())) { if ((eTeamAtWarWith == NO_TEAM) || atWar(GET_PLAYER((PlayerTypes)iI).getTeam(), eTeamAtWarWith)) { if ((eDirection == NO_DIRECTION) || (estimateDirection(dxWrap(pLoopCity->getX_INLINE() - iX), dyWrap(pLoopCity->getY_INLINE() - iY)) == eDirection)) { if ((pSkipCity == NULL) || (pLoopCity != pSkipCity)) { if (!bRandom) { int iValue = plotDistance(iX, iY, pLoopCity->getX_INLINE(), pLoopCity->getY_INLINE()); if (iValue < iBestValue) { iBestValue = iValue; pBestCity = pLoopCity; } } else { aCitys.push_back(pLoopCity); } } } } } } } } } } } if (bRandom) { int iRandom = aCitys.size(); if (iRandom >= 1) { iRandom = GC.getGameINLINE().getSorenRandNum(iRandom, "Random Find City"); return aCitys[iRandom]; } else { return NULL; } } return pBestCity; }
bool CvSelectionGroupAI::AI_tradeRoutes() { PROFILE_FUNC(); const IDInfo kEurope(getOwnerINLINE(), CvTradeRoute::EUROPE_CITY_ID); CvCity* pPlotCity = plot()->getPlotCity(); CvPlayerAI& kOwner = GET_PLAYER(getOwnerINLINE()); std::set<int>::iterator it; std::map<IDInfo, int> cityValues; std::vector<CvTradeRoute*> routes; std::vector<int> routeValues; std::vector<bool> yieldsDelivered(NUM_YIELD_TYPES, false); std::vector<bool> yieldsToUnload(NUM_YIELD_TYPES, false); std::vector<int> yieldsOnBoard(NUM_YIELD_TYPES, false); if (!isHuman() || (getAutomateType() == AUTOMATE_TRANSPORT_FULL)) { std::vector<CvTradeRoute*> aiRoutes; kOwner.getTradeRoutes(aiRoutes); for (uint i = 0; i < aiRoutes.size(); ++i) { CvTradeRoute* pRoute = aiRoutes[i]; // transport feeder - start - Nightinggale CvCity* pDestinationCity = ::getCity(pRoute->getDestinationCity()); if (pDestinationCity != NULL && pDestinationCity->isAutoImportStopped(pRoute->getYield())) { // ignore trade routes where destination is using feeder service and is full continue; } // transport feeder - end - Nightinggale // traderoute fix - start - Nightinggale if (isHuman() && pRoute->getDestinationCity().eOwner != getOwnerINLINE()) { // humans can't transport to allied cities with fully automated transports continue; } // traderoute fix - end - Nightinggale CvCity* pSourceCity = ::getCity(pRoute->getSourceCity()); CvArea* pSourceWaterArea = pSourceCity->waterArea(); if ((pSourceCity != NULL) && ((getDomainType() != DOMAIN_SEA) || (pSourceWaterArea != NULL))) { int iSourceArea = (getDomainType() == DOMAIN_SEA) ? pSourceWaterArea->getID() : pSourceCity->getArea(); if (getDomainType() == DOMAIN_SEA ? plot()->isAdjacentToArea(iSourceArea) : (iSourceArea == getArea())) { if ((getDomainType() == DOMAIN_SEA) || (pRoute->getDestinationCity() != kEurope)) { routes.push_back(pRoute); routeValues.push_back(0); yieldsDelivered[pRoute->getYield()] = true; if (pPlotCity != NULL && ::getCity(pRoute->getDestinationCity()) == pPlotCity) { yieldsToUnload[pRoute->getYield()] = true; } cityValues[pRoute->getSourceCity()] = 0; cityValues[pRoute->getDestinationCity()] = 0; } } } } } else { for (it = m_aTradeRoutes.begin(); it != m_aTradeRoutes.end(); ++it) { CvTradeRoute* pRoute = kOwner.getTradeRoute(*it); CvCity* pSourceCity = ::getCity(pRoute->getSourceCity()); if (pSourceCity != NULL) { CvArea* pSourceWaterArea = pSourceCity->waterArea(); if (getDomainType() != DOMAIN_SEA || pSourceWaterArea != NULL) { int iSourceArea = (getDomainType() == DOMAIN_SEA) ? pSourceWaterArea->getID() : pSourceCity->getArea(); if (getDomainType() == DOMAIN_SEA ? plot()->isAdjacentToArea(iSourceArea) : (iSourceArea == getArea())) { if ((getDomainType() == DOMAIN_SEA) || (pRoute->getDestinationCity() != kEurope)) { routes.push_back(pRoute); routeValues.push_back(0); yieldsDelivered[pRoute->getYield()] = true; if (pPlotCity != NULL && ::getCity(pRoute->getDestinationCity()) == pPlotCity) { yieldsToUnload[pRoute->getYield()] = true; } cityValues[pRoute->getSourceCity()] = 0; cityValues[pRoute->getDestinationCity()] = 0; } } else { FAssertMsg(false, "Unexpected : Unit can't run trade route it's assigned to"); } } } } } if ((pPlotCity != NULL) && hasCargo()) { std::vector<CvUnit*> units; //Unload everything which we should unload here, or can't unload anywhere... CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode(); while (pUnitNode != NULL) { CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = plot()->nextUnitNode(pUnitNode); if (pLoopUnit != NULL) { YieldTypes eYield = pLoopUnit->getYield(); CvUnit* pTransport = pLoopUnit->getTransportUnit(); if ((eYield != NO_YIELD) && pTransport != NULL && (yieldsToUnload[eYield] || !(yieldsDelivered[eYield]))) { if (pTransport->getGroup() == this && pLoopUnit->canUnload()) { units.push_back(pLoopUnit); } } } } for (uint i = 0; i < units.size(); ++i) { units[i]->unload(); } } short aiYieldsLoaded[NUM_YIELD_TYPES]; AI_getYieldsLoaded(aiYieldsLoaded); bool bNoCargo = true; for (int i = 0; i < NUM_YIELD_TYPES; ++i) { if (aiYieldsLoaded[i] > 0) { bNoCargo = false; break; } } if (!bNoCargo) { //We need to iterate over every destination city and see if we can unload. for (uint i = 0; i < routes.size(); ++i) { CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity()); if ((pDestinationCity == NULL) || (pDestinationCity != pPlotCity)) { int iRouteValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), aiYieldsLoaded[routes[i]->getYield()]); if (iRouteValue > 0) { cityValues[routes[i]->getDestinationCity()] += iRouteValue; routeValues[i] += iRouteValue; } } } } //We need to iterate over every source city, and see if there's anything which needs moving to the respective destination city. //We apply some bias to the city we are presently at, but not too much - sometimes empty runs need to be made... //Basically this looks at the entire NEXT trade run (source-city to dest-city), with some bias given towards //starting it from pPlotCity as sourceCity. //If we are carrying cargo, only count cities where we can unload. for (uint i = 0; i < routes.size(); ++i) { CvCity* pSourceCity = ::getCity(routes[i]->getSourceCity()); if ((pSourceCity != NULL) && (bNoCargo || (cityValues[routes[i]->getSourceCity()] > 0))) { CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity()); YieldTypes eYield = routes[i]->getYield(); // transport feeder - start - Nightinggale //int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getMaintainLevel(eYield); int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getAutoMaintainThreshold(eYield); // transport feeder - end - Nightinggale if (iAmount > 0) { int iExportValue = kOwner.AI_transferYieldValue(routes[i]->getSourceCity(), routes[i]->getYield(), -iAmount); int iImportValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), iAmount); int iRouteValue = (iExportValue + iImportValue + 2 * std::min(iExportValue, iImportValue)) / 4; if (pSourceCity == pPlotCity) { cityValues[routes[i]->getDestinationCity()] += 2 * iRouteValue; } else { cityValues[routes[i]->getSourceCity()] += iRouteValue; } routeValues[i] = iRouteValue; } } } IDInfo kBestDestination(NO_PLAYER, -1); int iBestDestinationValue = 0; for (std::map<IDInfo, int>::iterator it = cityValues.begin(); it != cityValues.end(); ++it) { int iValue = it->second; if (iValue > 0) { CvCity* pCity = ::getCity(it->first); if (pCity != NULL) { FAssert(!atPlot(pCity->plot())); if (generatePath(plot(), pCity->plot(), MOVE_NO_ENEMY_TERRITORY, true)) { iValue /= 1 + kOwner.AI_plotTargetMissionAIs(pCity->plot(), MISSIONAI_TRANSPORT, this, 0); } else { iValue = 0; } } if (iValue > iBestDestinationValue) { iBestDestinationValue = iValue; kBestDestination = it->first; } } } if ((pPlotCity != NULL) && (kBestDestination.eOwner != NO_PLAYER)) { //We need to keep looping and recalculating //For example a city might have "101" of an item, we want to move the first 100 but not the 1. //But it could also have 200, in which case we might want 2 loads of 100... //But it could also have 200 of two resources, and we'd want to move 100 of each... ///TKs MEd int iTestCount = 0; while (!isFull()) { iTestCount++; if (iTestCount == 1000) { FAssert(iTestCount == 0); int iID = pPlotCity->getID(); int iIDplayer = GET_PLAYER(kBestDestination.eOwner).getID(); // break; } if (iTestCount == 1001) { break; } ///TKe int iBestRoute = -1; int iBestRouteValue = 0; //Now, for any trade routes which this group is assigned to, try to pick up cargo here. for (uint i = 0; i < routes.size(); ++i) { CvCity* pSourceCity = ::getCity(routes[i]->getSourceCity()); if ((pSourceCity != NULL) && (routes[i]->getDestinationCity() == kBestDestination)) { CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity()); YieldTypes eYield = routes[i]->getYield(); if ((pPlotCity == pSourceCity)) { // transport feeder - start - Nightinggale //int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getMaintainLevel(eYield); int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getAutoMaintainThreshold(eYield); // transport feeder - end - Nightinggale if (iAmount > 0) { int iExportValue = kOwner.AI_transferYieldValue(routes[i]->getSourceCity(), routes[i]->getYield(), -iAmount); int iImportValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), iAmount); int iRouteValue = (iExportValue + iImportValue + 2 * std::min(iExportValue, iImportValue)) / 4; if (iRouteValue > iBestRouteValue) { iBestRouteValue = iRouteValue; iBestRoute = i; } } } } } if (iBestRouteValue > 0) { CLLNode<IDInfo>* pUnitNode = headUnitNode(); while (pUnitNode != NULL) { CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (pLoopUnit != NULL) { if (pLoopUnit->canLoadYield(plot(), routes[iBestRoute]->getYield(), false)) { pLoopUnit->loadYield(routes[iBestRoute]->getYield(), false); break; } } } } else { break; } } //XXX fill hold. } if ((kBestDestination.eOwner == NO_PLAYER) && hasCargo()) { // Transport group is full and can't find any destination CvCity* pCity = kOwner.AI_findBestPort(); if (pCity != NULL && !atPlot(pCity->plot())) { kBestDestination = pCity->getIDInfo(); } } //As a final step, we could consider loading yields which would be useful as parts of delivery runs... if (kBestDestination != kEurope) { CvCity* pBestDestinationCity = ::getCity(kBestDestination); if (pBestDestinationCity != NULL) { FAssert(!atPlot(pBestDestinationCity->plot())); pushMission(MISSION_MOVE_TO, pBestDestinationCity->getX_INLINE(), pBestDestinationCity->getY_INLINE(), MOVE_NO_ENEMY_TERRITORY, false, false, MISSIONAI_TRANSPORT, pBestDestinationCity->plot()); if (atPlot(pBestDestinationCity->plot())) { //Unload any goods if required (we can always pick them back up if this is an i+e city). std::vector<CvUnit*> units; CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode(); CvUnit* pLoopUnit; while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = plot()->nextUnitNode(pUnitNode); YieldTypes eYield = pLoopUnit->getYield(); if ((eYield != NO_YIELD) && pLoopUnit->isCargo()) { if (pLoopUnit->getTransportUnit()->getGroup() == this && pLoopUnit->canUnload()) { units.push_back(pLoopUnit); } } } for (uint i = 0; i < units.size(); ++i) { units[i]->unload(); } } return true; } } else { if (isHuman()) { getHeadUnit()->AI_setUnitAIState(UNITAI_STATE_SAIL); } } return false; }