bool CUnitHandler::FactoryBuilderAdd(BuilderTracker* builderTracker) { assert(builderTracker->buildTaskId == 0); assert(builderTracker->taskPlanId == 0); assert(builderTracker->factoryId == 0); for (std::list<Factory>::iterator i = Factories.begin(); i != Factories.end(); i++) { CUNIT* u = ai->GetUnit(i->id); // don't assist hubs (or factories that cannot be assisted) if ((u->def())->canBeAssisted && !u->isHub()) { float totalBuilderCost = 0.0f; // HACK: get the sum of the heuristic costs of every // builder that is already assisting this factory for (std::list<int>::iterator j = i->supportbuilders.begin(); j != i->supportbuilders.end(); j++) { if ((ai->GetUnit(*j)->def())->isCommander) { continue; } totalBuilderCost += ai->math->GetUnitCost(*j); } // if this sum is less than the heuristic cost of the // factory itself, add the builder to this factory // // this is based purely on the metal and energy costs // of all involved parties, and silently expects that // building _another_ factory would always be better // than assisting it further if (totalBuilderCost < (ai->math->GetUnitCost(i->id) * BUILDERFACTORYCOSTRATIO * 2.5f)) { builderTracker->factoryId = i->id; i->supportbuilders.push_back(builderTracker->builderID); i->supportBuilderTrackers.push_back(builderTracker); ai->GetUnit(builderTracker->builderID)->Guard(i->id); return true; } } } return false; }
bool CUnitHandler::FactoryBuilderAdd(int builderID) { CUNIT* unit = ai->GetUnit(builderID); BuilderTracker* builderTracker = GetBuilderTracker(builderID); return ((unit->def()->canAssist) && FactoryBuilderAdd(builderTracker)); }
bool CAttackHandler::UnitReadyFilter(int unit) { CUNIT u = *ai->MyUnits[unit]; bool result = u.def() != NULL && !ai->cb->UnitBeingBuilt(unit) && ai->cb->GetUnitHealth(unit) > ai->cb->GetUnitMaxHealth(unit)*0.8f; return result; }
bool CAttackHandler::UnitGroundAttackFilter(int unit) { CUNIT u = *ai->MyUnits[unit]; bool result = u.def() != NULL && u.def()->canmove && u.category() == CAT_G_ATTACK; return result; }
void CAttackHandler::UpdateKMeans() { const int arrowDuration = 300; {//want local variable definitions //get positions of all friendly units and put them in a vector (completed buildings only) int numFriendlies = 0; vector<float3> friendlyPositions; int friendlies[MAXUNITS]; numFriendlies = ai->cb->GetFriendlyUnits(friendlies); for (int i = 0; i < numFriendlies; i++) { int unit = friendlies[i]; CUNIT* u = ai->MyUnits[unit]; //its a building, it has hp, and its mine (0) if (this->UnitBuildingFilter(u->def()) && this->UnitReadyFilter(unit) && u->owner() == 0) { friendlyPositions.push_back(u->pos()); } } //hack to make it at least 1 unit, should only happen when you have no base: if (friendlyPositions.size() < 1) { //it has to be a proper position, unless there are no proper positions. if (numFriendlies > 0 && ai->cb->GetUnitDef(friendlies[0]) && ai->MyUnits[friendlies[0]]->owner() == 0) friendlyPositions.push_back(ai->cb->GetUnitPos(friendlies[0])); else friendlyPositions.push_back(float3(RANDINT % (ai->cb->GetMapWidth()*8), 1000, RANDINT % (ai->cb->GetMapHeight()*8))); //when everything is dead } //calculate a new K. change the formula to adjust max K, needs to be 1 minimum. this->kMeansK = int(min((float)(KMEANS_BASE_MAX_K), 1.0f + sqrtf((float)numFriendlies+0.01f))); //iterate k-means algo over these positions and move the means this->kMeansBase = KMeansIteration(this->kMeansBase, friendlyPositions, this->kMeansK); //now, draw these means on the map int lineWidth = 25; int lineWidth2 = 3; // for (int i = 0; i < kMeansK; i++) { // //ai->cb->CreateLineFigure(kMeansBase[i]+float3(0,400,0), kMeansBase[i], lineWidth, 1, arrowDuration, RANDINT % 59549847); // } } //update enemy position k-means //get positions of all enemy units and put them in a vector (completed buildings only) int numEnemies = 0; vector<float3> enemyPositions; int enemies[MAXUNITS]; numEnemies = ai->cheat->GetEnemyUnits(enemies); for (int i = 0; i < numEnemies; i++) { const UnitDef *ud = ai->cheat->GetUnitDef(enemies[i]); if (this->UnitBuildingFilter(ud)) { // && this->UnitReadyFilter(unit)) { enemyPositions.push_back(ai->cheat->GetUnitPos(enemies[i])); // //L("AttackHandler debug: added enemy building position for k-means " << i); } } //hack to make it at least 1 unit, should only happen when you have no base: if (enemyPositions.size() < 1) { //it has to be a proper position, unless there are no proper positions. if (numEnemies > 0 && ai->cheat->GetUnitDef(enemies[0])) enemyPositions.push_back(ai->cheat->GetUnitPos(enemies[0])); else enemyPositions.push_back(float3(RANDINT % (ai->cb->GetMapWidth()*8), 1000, RANDINT % (ai->cb->GetMapHeight()*8))); //when everything is dead } //calculate a new K. change the formula to adjust max K, needs to be 1 minimum. this->kMeansEnemyK = int(min(float(KMEANS_ENEMY_MAX_K), 1.0f + sqrtf((float)numEnemies+0.01f))); // //L("AttackHandler: doing k-means k:" << kMeansK << " numPositions=" << numFriendlies); //iterate k-means algo over these positions and move the means this->kMeansEnemyBase = KMeansIteration(this->kMeansEnemyBase, enemyPositions, this->kMeansEnemyK); //now, draw these means on the map int lineWidth = 25; // for (int i = 0; i < kMeansEnemyK; i++) { // //L("AttackHandler debug: painting k-means for enemy nr " << i); // //ai->cb->CreateLineFigure(kMeansEnemyBase[i]+float3(300,300,0), kMeansEnemyBase[i], lineWidth, 1, arrowDuration, (RANDINT % 49584985)); // } //base k-means and enemy base k-means are updated. //approach: add up (max - distance) to enemies vector<float> proximity; proximity.resize(kMeansK, 0.0000001f); const float mapDiagonal = sqrt(pow((float)ai->cb->GetMapHeight()*8,2) + pow((float)ai->cb->GetMapWidth()*8,2) + 1.0f); for (int f = 0; f < kMeansK; f++) { for (int e = 0; e < kMeansEnemyK; e++) { proximity[f] += mapDiagonal - kMeansBase[f].distance2D(kMeansEnemyBase[e]); } } //sort kMeans by the proximity score float3 tempPos; float temp; for (int i = 1; i < kMeansK; i++) { //how many are completed for (int j = 0; j < i; j++) { //compare to / switch with if (proximity[i] > proximity[j]) { //switch tempPos = kMeansBase[i]; kMeansBase[i] = kMeansBase[j]; kMeansBase[j] = tempPos; temp = proximity[i]; proximity[i] = proximity[j]; proximity[j] = temp; } } } //okay, so now we have a kMeans list sorted by distance to enemies, 0 being risky and k being safest. //now, draw these means on the map for (int i = 1; i < kMeansK; i++) { //ai->cb->CreateLineFigure(kMeansBase[i-1]+float3(0,100,0), kMeansBase[i]+float3(0,100,0), lineWidth, 1, arrowDuration, (RANDINT % 59549847)); } }
void CAttackGroup::AttackEnemy(int enemySelected, int numUnits, float range, int frameSpread) { const float3& enemyPos = ai->ccb->GetUnitPos(ai->unitIDs[enemySelected]); assert(CloakedFix(ai->unitIDs[enemySelected])); isShooting = true; assert(numUnits >= 0); for (unsigned int i = 0; i < (unsigned int)numUnits; i++) { CUNIT* unit = ai->GetUnit(units[i]); const UnitDef* udef = ai->cb->GetUnitDef(unit->uid); if (udef == NULL || unit->maneuverCounter-- > 0) { // our unit does not exist (?) or is it currently maneuvering continue; } // TODO: add a routine finding best (not just closest) target // TODO: in some cases, force-fire on position // TODO: add canAttack unit->Attack(ai->unitIDs[enemySelected]); // TODO: this should be the max-range of the lowest-ranged weapon // the unit has assuming you want to rush in with the heavy stuff assert(range >= ai->cb->GetUnitMaxRange(unit->uid)); // SINGLE UNIT MANEUVERING: testing the possibility of retreating to max // range if target is too close, EXCEPT FOR FLAMETHROWER-EQUIPPED units float3 myPos = ai->cb->GetUnitPos(unit->uid); const float maxRange = ai->ut->GetMaxRange(udef); const float losDiff = (maxRange - udef->losRadius); // const float myRange = (losDiff > 0.0f)? (maxRange + udef->losRadius) * 0.5f: maxRange; const float myRange = (losDiff > 0.0f)? maxRange * 0.75f: maxRange; const bool b6 = (myPos.y < (ai->cb->GetElevation(myPos.x, myPos.z) + 25.0f)); const bool b7 = (myRange - UNIT_MIN_MANEUVER_RANGE_DELTA) > myPos.distance2D(enemyPos); if (!udef->canfly || (b6 && b7)) { std::vector<float3> tempPath; // note 1: we don't need a path, just a position // note 2: should avoid other immediate friendly units and/or immediate enemy units + radius // maybe include the height parameter in the search? probably not possible // doesn't this mean pathing might happen every second? outer limit should harsher than inner const float3 unitPos = ai->ccb->GetUnitPos(ai->unitIDs[enemySelected]); //!! TODO: //!! for deterministic reproduction, should be able to //!! set the random seed for the RNG's to a fixed value ai->pather->FindBestPathToRadius(tempPath, myPos, myRange, unitPos); if (!tempPath.empty()) { const float3& moveHere = tempPath.back(); const float dist = myPos.distance2D(moveHere); // TODO: Penetrators are now broken // is the position between the proposed destination and the // enemy higher than the average of mine and his height? const float v1 = ((moveHere.y + enemyPos.y) * 0.5f) + UNIT_MAX_MANEUVER_HEIGHT_DIFFERENCE_UP; const float v2 = ai->cb->GetElevation((moveHere.x + enemyPos.x) * 0.5f, (moveHere.z + enemyPos.z) * 0.5f); if (v1 <= v2) { // nope continue; } const float a = float(UNIT_MIN_MANEUVER_TIME) / frameSpread; const float b = (dist / unit->def()->speed); const float c = ceilf(std::max(a, b)); // assume the pathfinder returns correct Y values // REMEMBER that this will suck for planes if (dist > std::max((UNIT_MIN_MANEUVER_RANGE_PERCENTAGE * myRange), float(UNIT_MIN_MANEUVER_DISTANCE))) { unit->maneuverCounter = int(c); unit->Move(moveHere); } } } } }