예제 #1
0
/**
**  Attack units in distance.
**
**  If the unit can attack must be handled by caller.
**  Choose the best target, that can be attacked.
**
**  @param unit   Find in distance for this unit.
**  @param range  Distance range to look.
**
**  @return       Unit to be attacked.
**
*/
CUnit *AttackUnitsInDistance(const CUnit *unit, int range)
{
	CUnit *dest;
	const CUnitType *type;
	const CUnitType *dtype;
	CUnit *table[UnitMax];
	int x;
	int y;
	int n;
	int i;
	int d;
	int attackrange;
	int cost;
	int best_cost;
	const CPlayer *player;
	CUnit *best_unit;

	// if necessary, take possible damage on allied units into account...
	if (unit->Type->Missile.Missile->Range > 1 &&
			(range + unit->Type->Missile.Missile->Range < 15)) {
		return FindRangeAttack(unit, range);
	}

	//
	// Select all units in range.
	//
	x = unit->X;
	y = unit->Y;
	type = unit->Type;
	n = UnitCache.Select(x - range, y - range, x + range + type->TileWidth,
		y + range + type->TileHeight, table, UnitMax);
	
	if (range > 25 && n > 9) {
		referenceunit = unit;
		qsort((void*)table, n, sizeof(CUnit*), &CompareUnitDistance);
	}

	best_unit = NoUnitP;
	best_cost = INT_MAX;

	player = unit->Player;
	attackrange = unit->Stats->Variables[ATTACKRANGE_INDEX].Max;

	//
	// Find the best unit to attack
	//

	for (i = 0; i < n; ++i) {
		dest = table[i];

		if (!dest->IsVisibleAsGoal(unit->Player)) {
			continue;
		}

		if (!player->IsEnemy(dest)) { // a friend or neutral
			continue;
		}

		dtype = dest->Type;
		if (!CanTarget(type, dtype)) { // can't be attacked.
			continue;
		}

		//
		// Calculate the costs to attack the unit.
		// Unit with the smallest attack costs will be taken.
		//
		cost = 0;
		//
		// Priority 0-255
		//
		cost -= dtype->Priority * PRIORITY_FACTOR;
		//
		// Remaining HP (Health) 0-65535
		//
		cost += dest->Variable[HP_INDEX].Value * HEALTH_FACTOR;
		//
		// Unit in attack range?
		//
		d = MapDistanceBetweenUnits(unit, dest);

		// Use Circle, not square :)
		if (d > range) {
			continue;
		}
		if (d <= attackrange && d >= type->MinAttackRange) {
			cost += d * INRANGE_FACTOR;
			cost -= INRANGE_BONUS;
		} else {
			cost += d * DISTANCE_FACTOR;
		}
		//
		// Unit can attack back.
		//
		if (CanTarget(dtype, type)) {
			cost -= CANATTACK_BONUS;
		}

		//
		// Take this target?
		//
		if (cost < best_cost && (d <= attackrange ||
				UnitReachable(unit, dest, attackrange))) {
			best_unit = dest;
			best_cost = cost;
		}
	}

	return best_unit;
}
예제 #2
0
/**
**	Attack units in distance.
**
**		If the unit can attack must be handled by caller.
**		Choose the best target, that can be attacked.
**
**	@param unit	Find in distance for this unit.
**	@param range	Distance range to look.
**
**	@return		Unit to be attacked.
**
**	@note	This could be improved, for better performance.
*/
global Unit* AttackUnitsInDistance(const Unit* unit,int range)
{
    const Unit* dest;
    const UnitType* type;
    const UnitType* dtype;
    Unit* table[UnitMax];
    int x;
    int y;
    int n;
    int i;
    int d;
    int attackrange;
    int cost;
    const Player* player;
    const Unit* best_unit;
    int best_cost;

    DebugLevel3Fn("(%d)%s\n" _C_ UnitNumber(unit) _C_ unit->Type->Ident);

    // if necessary, take possible damage on allied units into account...
    if (unit->Type->Missile.Missile->Range>1
	    && (range+unit->Type->Missile.Missile->Range<15)) {
        return FindRangeAttack(unit,range);
    }

    //
    //	Select all units in range.
    //
    x=unit->X;
    y=unit->Y;
    n=SelectUnits(x-range,y-range,x+range+1,y+range+1,table);

    best_unit=NoUnitP;
    best_cost=INT_MAX;

    player=unit->Player;
    type=unit->Type;
    attackrange=unit->Stats->AttackRange;
    //
    //	Find the best unit to attack
    //
    for( i=0; i<n; ++i ) {
	dest=table[i];
	//
	//	unusable unit
	//
	// FIXME: did SelectUnits already filter this.
	if( dest->Removed || dest->Invisible || !unit->HP
		|| !(dest->Visible&(1<<player->Player))
		|| dest->Orders[0].Action==UnitActionDie ) {
	    continue;
	}

	if( !IsEnemy(player,dest) ) {	// a friend or neutral
	    continue;
	}

	dtype=dest->Type;
	if( !CanTarget(type,dtype) ) {	// can't be attacked.
	    continue;
	}

	//
	//	Calculate the costs to attack the unit.
	//	Unit with the smallest attack costs will be taken.
	//
	cost=0;
	//
	//	Priority 0-255
	//
	cost-=dtype->Priority*PRIORITY_FACTOR;
	//
	//	Remaining HP (Health) 0-65535
	//
	cost+=dest->HP*HEALTH_FACTOR;
	//
	//	Unit in attack range?
	//
	d=MapDistanceBetweenUnits(unit,dest);
	if( d<type->MinAttackRange ) {	// FIXME: we don't support moving away!
	    continue;
	}
	if( d<attackrange && d>type->MinAttackRange ) {
	    cost+=d*INRANGE_FACTOR;
	    cost-=INRANGE_BONUS;
	} else {
	    cost+=d*DISTANCE_FACTOR;
	}
	//
	//	Unit can attack back.
	//
	if( CanTarget(dtype,type) ) {
	    cost-=CANATTACK_BONUS;
	}

	DebugLevel3Fn("%s -> %s\t%08x\n" _C_ type->Ident _C_ dtype->Ident _C_ cost);
	//
	//	Take this target?
	//
	if( cost<best_cost
		&& (d<attackrange || UnitReachable(unit,dest,attackrange)) ) {
	    best_unit=dest;
	    best_cost=cost;
	}
    }

/*
    if( best_unit ) {
	DebugLevel3Fn("Attacking (%d)%s -> %s\n" _C_ UnitNumber(unit) _C_
		unit->Type->Ident _C_ best_unit->Type->Ident);
    }
*/

    // FIXME: No idea how to make this correct, without cast!!
    return (Unit*)best_unit;
}