void CSelectedUnitsAI::MakeFrontMove(Command* c,int player)
{
	float3 centerPos(c->params[0],c->params[1],c->params[2]);
	float3 rightPos(c->params[3],c->params[4],c->params[5]);

	if(centerPos.distance(rightPos)<selectedUnits.netSelected[player].size()+33){	//treat this as a standard move if the front isnt long enough 
		for(vector<int>::iterator ui = selectedUnits.netSelected[player].begin(); ui != selectedUnits.netSelected[player].end(); ++ui) {
			CUnit* unit=uh->units[*ui];
			if(unit){
				unit->commandAI->GiveCommand(*c);
			}
		}		
		return;
	}

	float frontLength=centerPos.distance(rightPos)*2;
	sideDir=centerPos-rightPos;
	sideDir.y=0;
	sideDir.Normalize();
	frontDir=sideDir.cross(float3(0,1,0));

	numColumns=(int)(frontLength/columnDist);
	if(numColumns==0)
		numColumns=1;

	int positionsUsed=0;

	std::multimap<float,int> orderedUnits;
	CreateUnitOrder(orderedUnits,player);

	for(multimap<float,int>::iterator oi=orderedUnits.begin();oi!=orderedUnits.end();++oi){
		MoveToPos(oi->second,centerPos,positionsUsed++,c->options);		
	}
}
Esempio n. 2
0
void CGroupAI::MakeFormationMove(Command* c)
{
	float3 centerPos(c->params[0],c->params[1],c->params[2]);
	float3 rightPos(centerPos);
	if(c->params.size()==6)
		rightPos=float3(c->params[3],c->params[4],c->params[5]);

	float frontLength=centerPos.distance(rightPos)*2;
	if(frontLength>80){
		sideDir=centerPos-rightPos;
		sideDir.y=0;
		sideDir.Normalize();
		frontDir=sideDir.cross(float3(0,1,0));

		numColumns=(int)(frontLength/columnDist);
	}

	int positionsUsed=0;

	std::multimap<float,int> orderedUnits;
	CreateUnitOrder(orderedUnits);

	for(multimap<float,int>::iterator oi=orderedUnits.begin();oi!=orderedUnits.end();++oi){
		MoveToPos(oi->second,centerPos,positionsUsed++,c->options);		
	}
}
 Coordinates CrossJoinArray::getRightPosition(Coordinates const& pos) const
 {
     Coordinates rightPos(nRightDims);
     for (size_t r = 0, i = nLeftDims; r < nRightDims; r++) { 
         int l = rightJoinDims[r];
         rightPos[r] = (l >= 0) ? pos[l] : pos[i++]; 
     }
     return rightPos;
 }
Esempio n. 4
0
static
uint replacePairs(CRDS *crds, PAIR *target, CODE new_code)
{
  uint i, j;
  uint num_replaced = 0;
  SEQ *seq = crds->seq;

  i = target->f_pos;
  while (i != DUMMY_POS) {
    j = seq[i].next;
    if (j == rightPos(crds, i)) {
      j = seq[j].next;
    }
    updateBlock(crds, new_code, i);
    i = j;
    num_replaced++;
  }

  return num_replaced;
}
Esempio n. 5
0
void CGroupAI::Update()
{
	if(callback->IsSelected()){
		const Command* c=callback->GetOrderPreview();
		if(c->id==CMD_MOVE && c->params.size()==6){			//draw a preview of how the units will be ordered
			float3 centerPos(c->params[0],c->params[1],c->params[2]);
			float3 rightPos(c->params[3],c->params[4],c->params[5]);

			float frontLength=centerPos.distance(rightPos)*2;
			if(frontLength>80){
				float3 tempSideDir=centerPos-rightPos;
				tempSideDir.y=0;
				tempSideDir.Normalize();
				float3 tempFrontDir=tempSideDir.cross(float3(0,1,0));

				int tempNumColumns=(int)(frontLength/columnDist);

				int posNum=0;
				float rot=GetRotationFromVector(tempFrontDir);
				std::multimap<float,int> orderedUnits;
				CreateUnitOrder(orderedUnits);

				for(multimap<float,int>::iterator oi=orderedUnits.begin();oi!=orderedUnits.end();++oi){
					int lineNum=posNum/tempNumColumns;
					int colNum=posNum-lineNum*tempNumColumns;
					float side=(0.25f+colNum*0.5f)*columnDist*(colNum&1 ? -1:1);

					float3 pos=centerPos-tempFrontDir*(float)lineNum*lineDist+tempSideDir*side;
					pos.y=aicb->GetElevation(pos.x,pos.z);
					const UnitDef* ud=aicb->GetUnitDef(oi->second);
					aicb->DrawUnit(ud->name.c_str(),pos,rot,1,aicb->GetMyTeam(),true,false);
					++posNum;
				}
			}
		}
	}
}
Esempio n. 6
0
static
void updateBlock(CRDS *crds, CODE new_code, uint target_pos)
{
  SEQ *seq = crds->seq;
  uint l_pos, r_pos, rr_pos, nx_pos;
  CODE c_code, r_code, l_code, rr_code;
  PCODE c_pcode, r_pcode, l_pcode;
  PAIR *l_pair, *c_pair, *r_pair;

  l_pos   = leftPos(crds, target_pos);
  r_pos   = rightPos(crds, target_pos);
  rr_pos  = rightPos(crds, r_pos);
  c_code  = seq[target_pos].code;
  c_pcode = seq[target_pos].pcode;
  r_code  = seq[r_pos].code;
  r_pcode = seq[r_pos].pcode;

  nx_pos = seq[target_pos].next;
  if (nx_pos == r_pos) {
    nx_pos = seq[nx_pos].next;
  }

  assert(c_code != DUMMY_CODE);
  assert(r_code != DUMMY_CODE);

  if (l_pos != DUMMY_POS) {
    l_code = seq[l_pos].code;
    l_pcode = seq[l_pos].pcode;
    assert(seq[l_pos].code != DUMMY_CODE);
    removeLink(crds, l_pos);
    if ((l_pair = locatePair(crds, l_pcode, l_code, c_code)) != NULL) {
      if (l_pair->f_pos == l_pos) {
	l_pair->f_pos = seq[l_pos].next;
      }
      decrementPair(crds, l_pair);
    }
    if ((l_pair = locatePair(crds, l_pcode, l_code, new_code)) == NULL) {
      seq[l_pos].prev = DUMMY_POS;
      seq[l_pos].next = DUMMY_POS;
      createPair(crds, l_pcode, l_code, new_code, l_pos);
    }
    else {
      seq[l_pos].prev = l_pair->b_pos;
      seq[l_pos].next = DUMMY_POS;
      seq[l_pair->b_pos].next = l_pos;
      l_pair->b_pos = l_pos;
      incrementPair(crds, l_pair);
    }
  }

  removeLink(crds, target_pos);
  removeLink(crds, r_pos);
  seq[target_pos].code = new_code;
  seq[r_pos].code = DUMMY_CODE;
  
  if (rr_pos != DUMMY_POS) {
    rr_code = seq[rr_pos].code;
    assert(rr_code != DUMMY_CODE);
    if ((r_pair = locatePair(crds, r_pcode, r_code, rr_code)) != NULL) {
      if (r_pair->f_pos == r_pos) {
	r_pair->f_pos = seq[r_pos].next;
      }
      decrementPair(crds, r_pair);
    }

    if (target_pos + 1 == rr_pos - 1) {
      seq[target_pos+1].prev = rr_pos;
      seq[target_pos+1].next = target_pos;
    }
    else {
      seq[target_pos+1].prev = rr_pos;
      seq[target_pos+1].next = DUMMY_POS;
      seq[rr_pos-1].prev = DUMMY_POS;
      seq[rr_pos-1].next = target_pos;
    }
    if (nx_pos > rr_pos) {
      if ((c_pair = locatePair(crds, c_pcode, new_code, rr_code)) == NULL) {
	seq[target_pos].prev = seq[target_pos].next = DUMMY_POS;
	createPair(crds, c_pcode, new_code, rr_code, target_pos);
      }
      else {
	seq[target_pos].prev = c_pair->b_pos;
	seq[target_pos].next = DUMMY_POS;
	seq[c_pair->b_pos].next = target_pos;
	c_pair->b_pos = target_pos;
	incrementPair(crds, c_pair);
      }
    }
    else {
      seq[target_pos].next = seq[target_pos].prev = DUMMY_POS;
    }
  }
  else if (target_pos < crds->txt_len - 1) {
    assert(seq[target_pos+1].code == DUMMY_CODE);
    seq[target_pos+1].prev = DUMMY_POS;
    seq[target_pos+1].next = target_pos;
    seq[r_pos].prev = seq[r_pos].next = DUMMY_POS;
  }
}
// Interpolating between the 4 vertices of the square
float HeightNode::evalHeight(Vertex2D & pos,
			     int effMapSize,
			     Biome* biomeMap) {
    // Getting the required informations
    Vertex2D tlPos = topLeftData.getPosition();		
    Vertex2D brPos = bottomRightData.getPosition();
    
    Biome tlBiome = topLeftData.getBiome();
    Biome trBiome = topRightData.getBiome();
    Biome blBiome = bottomLeftData.getBiome();
    Biome brBiome = bottomRightData.getBiome();

    float tlHeight = topLeftData.getHeight();
    float trHeight = topRightData.getHeight();
    float blHeight = bottomLeftData.getHeight();
    float brHeight = bottomRightData.getHeight();
    
    // Computing the local coordinates to interpolate
    float x    = pos.first   - tlPos.first;
    float xMax = brPos.first - tlPos.first;

    float y    = pos.second   - brPos.second;
    float yMax = tlPos.second - brPos.second;

    // Interpolation coefficients to compute
    float u, uTop, uBottom, v, vLeft, vRight;

    /*
     * We do here a kind of distorted bilinear interpolation to compute
     * the height of a point given the height of the four vertices
     * of the square the point is in.
     *
     * Indeed, unlike the classical bilinear interpolation where the
     * four vertices have a symetric role, there, the four vertices are
     * charaterized by their nature (ie their biome).
     * Whereas a beach or a plain can be extended, thus affect the whole
     * square, a mountain must have a very local influence ie it must 
     * not turn the surrounding plains into green mountains.
     * 
     * Thus we compute the interpolation using the following strategy
     * that consider the four biomes.
     *
     *    TL----uTop-------TR
     *    |                |
     *  vLeft    X       vRight
     *    |                |             ^ y
     *    |                |             |
     *    BL----uBot-------BR            |__> x
     *
     * 1) The four coefficients on the previous schema are computed
     *    ie an interpolation is done on each edge according to the rules
     *    explained in MapUtils   
     * 2) We use these coefficients to interpolate a height on each edge
     * 3) Then we interpolate on each axis :
     *         heightVertical(heightTop, heightBottom)
     *         heightHorizontal(heightLeft, heightRight)
     * 4) Finally we interpolate between the two heights
     */   

    // Interpolating on each edge
    // Left side
    vLeft = computeInterpolationCoefficient(m_mapParameters, blBiome, tlBiome, y, yMax);
    float leftHeight  = vLeft   * (blHeight) + (1 - vLeft)   * (tlHeight);
    // Right side
    vRight = computeInterpolationCoefficient(m_mapParameters, brBiome, trBiome, y, yMax);
    float rightHeight = vRight  * (brHeight) + (1 - vRight)  * (trHeight);
    // Top side
    uTop = computeInterpolationCoefficient(m_mapParameters, tlBiome, trBiome, x, xMax);
    float topHeight   = uTop    * (tlHeight) + (1 - uTop)    * (trHeight);
    // Bottom side
    uBottom = computeInterpolationCoefficient(m_mapParameters, blBiome, brBiome, x, xMax);
    float botHeight   = uBottom * (blHeight) + (1 - uBottom) * (brHeight);

    // Interpolating on each axis
    // Vertical axis   
    Vertex2D botPos(pos.first, brPos.second);
    Biome    botBiome = findApproximativeBiome(botPos, effMapSize, biomeMap, m_mapParameters.getHeightmapScaling());                   
    Vertex2D topPos(pos.first, tlPos.second);
    Biome    topBiome = findApproximativeBiome(topPos, effMapSize, biomeMap, m_mapParameters.getHeightmapScaling());          
    u = computeInterpolationCoefficient(m_mapParameters, botBiome, topBiome, y, yMax);
  float vertHeight = u * botHeight  + (1 - u) * topHeight; 
    // Horizontal axis
    Vertex2D leftPos(tlPos.first, pos.second);
    Biome    leftBiome = findApproximativeBiome(leftPos, effMapSize, biomeMap, m_mapParameters.getHeightmapScaling());
    Vertex2D rightPos(brPos.first, pos.second); 
    Biome    rightBiome = findApproximativeBiome(rightPos, effMapSize, biomeMap, m_mapParameters.getHeightmapScaling());
    v = computeInterpolationCoefficient(m_mapParameters, leftBiome, rightBiome, x, xMax);
    float horiHeight = v * leftHeight + (1 - v) * rightHeight;
    
    return 0.5f*(vertHeight + horiHeight);
}