예제 #1
0
파일: autofire.cpp 프로젝트: danvac/signus
void DoAutofire(TUnit *unit)
{
    int cyc, i, ca, oldcw, oldtu, oldtu2;
    TPoint poz;
    TUnit *u;
    int su, uu;
       
    ConAF_used = FALSE;
    if (ConAF_unit != unit) memset(ConAF_table, 0, sizeof(ConAF_table));
    if (!AF_Reseted) return;
    for (i = 0; i < UNITS_TOP; i++) 
        if (AF_Units[i]) AF_Units[i] = (Units[i] != NULL) && (Units[i]->X != -1);

    DAF_found_units = 0;
    for (cyc = 0; cyc < 1680 /*snek pro r=20*/; cyc++) {
        poz = CartezianSnail(cyc);
        poz.x += unit->X, poz.y += unit->Y;
        if ((poz.x < 0) || (poz.y < 0) || (poz.x >= MapSizeX) || (poz.y >= MapSizeY)) continue;
        uu = GetField(poz.x, poz.y)->Unit;
        if ((uu != NO_UNIT) && (AF_Units[uu]))
            DAF_founds[DAF_found_units++] = uu;
        if (GetAircraftAt(poz.x, poz.y) != NULL) 
            DAF_founds[DAF_found_units++] = GetAircraftAt(poz.x, poz.y)->ID;
            
    }

    StopSample(SampleMoving);   SampleMoving = INVALID_SAMPLE_HANDLE;
    for (cyc = 0; cyc < DAF_found_units; cyc++) {
        i = DAF_founds[cyc];

        if (AF_Units[i]) {
            u = (TUnit*)Units[i];
            uu = unit->ID;
            ca = ChooseAttack(u, unit);
            if (ca != -1) {
                oldcw = u->CurWpn;
                oldtu = u->TimeUnits;
                u->CurWpn = ca;
                su = SelectedUnit->ID;
                u->Select();
                poz = GetRozptyl(unit->X, unit->Y, u);

                if ((u->ID >= BADLIFE) || (ConfirmAF(u, unit)))
                    u->Attack(unit->X + poz.x, unit->Y + poz.y);
                u->CurWpn = oldcw;

                if (Units[su]) Units[su]->Select();
                else {
                    int aID = su, oldID = su;

                    if (su < BADLIFE) {
                        while (++aID != oldID) {
                            if (aID >= BADLIFE) aID = 0;
                            if ((Units[aID] != NULL) && (Units[aID]->HitPoints > 0) &&
                                (Units[aID]->X != -1)) break;
                        }
                    }
                    else {
                        while (++aID != oldID) {
                            if (aID >= UNITS_TOP) aID = BADLIFE;
                            if ((Units[aID] != NULL)  && (Units[aID]->HitPoints > 0) 
                                && (Units[aID]->X != -1)) break;
                        }
                    }
                    SelectedUnit = NULL;
                    if (oldID != aID) Units[aID]->Select();
                }

                if (!Units[i]) AF_Units[i] = FALSE;
                else {
                    AF_Units[i] = UnitCanShoot(u);
                    if (!AF_Units[i]) {
                        oldtu2 = u->TimeUnits;
                        u->TimeUnits = oldtu;
                        AF_RemoveUnit(u);
                        u->TimeUnits = oldtu2;
                    }
                }
                if (!Units[uu]) break;
            }
        }
    }
}
예제 #2
0
파일: ai8.cpp 프로젝트: danvac/signus
int ArtificialIntelligence8 ()
{
    int i, j, k, r, st, x, y, id, h, hmax;
    TPoint p;
    char buf [40];
    TBase *Base;
    TField *f;

    Message (SigText[TXT_AI_ANALYSE]);

    // Prepocitame viditelnost
    AllowBadlife (TRUE);
    ComputeVisib ();
    RedrawMap ();
    
    LockDraw ();
    
    // Aktualizujeme specialni objekty
    Docks1 = GetField (D1X, D1Y) -> Unit;
    if (Docks1 == NO_UNIT || Units [Docks1] -> Type % BADLIFE != unDocks) 
        Docks1 = NO_UNIT;
    Docks2 = GetField (D2X, D2Y) -> Unit;
    if (Docks2 == NO_UNIT || Units [Docks2] -> Type % BADLIFE != unDocks) 
        Docks2 = NO_UNIT;
    Factory1 = GetField (F1X, F1Y) -> Unit;
    if (Factory1 == NO_UNIT || Units [Factory1] -> Type % BADLIFE != unFactory) 
        Factory1 = NO_UNIT;
    Factory2 = GetField (F2X, F2Y) -> Unit;
    if (Factory2 == NO_UNIT || Units [Factory2] -> Type % BADLIFE != unFactory) 
        Factory2 = NO_UNIT;
    Factory3 = GetField (F3X, F3Y) -> Unit;
    if (Factory3 == NO_UNIT || Units [Factory3] -> Type % BADLIFE != unFactory) 
        Factory3 = NO_UNIT;

    // Vyradime znicene jednotky z armad    
    Towers -> DeleteKilled2 (); Towers -> DeleteKilled ();
    Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled ();
    Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled ();
    Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled ();
    AirArmy3 -> DeleteKilled2 (); AirArmy3 -> DeleteKilled ();
    Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled ();
    Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled ();
    Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled ();
    Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled ();
    Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled ();
    AirArmy8 -> DeleteKilled2 (); AirArmy8 -> DeleteKilled ();
    Marine1 -> DeleteKilled2 (); Marine1 -> DeleteKilled ();
    Marine8 -> DeleteKilled2 (); Marine8 -> DeleteKilled ();
    DUPos = 0;
    
    // Testneme konec hry   
    st = AssignResult ();
    if (st != 0) {
        UnlockDraw ();  
        AllowBadlife (FALSE);       
        return st;  
    }

    // Zpracujeme seznam poli, na ktere se utocilo
    Army1 -> DoAttackedFields ();
    Army2 -> DoAttackedFields ();
    Army3 -> DoAttackedFields ();
    AirArmy3 -> DoAttackedFields ();
    Army4 -> DoAttackedFields ();
    Army5 -> DoAttackedFields ();
    Army6 -> DoAttackedFields ();
    Army7 -> DoAttackedFields ();
    Army8 -> DoAttackedFields ();
    AirArmy8 -> DoAttackedFields ();
    Marine1 -> DoAttackedFields ();
    Marine8 -> DoAttackedFields ();
    AttackFieldPos = 0;
    
    AnalyseLandscape ();    
    
    Message (SigText[TXT_AI_ARMY]);



//////////////////////////////// AKTIVACE ARMAD

    // Test zaktivovani armady 1
    if (Army1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 2
    if (Army2 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 3
    if (Army3 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 4
    if (Army4 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 5
    if (Army5 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 6
    if (Army6 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 7
    if (Army7 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 8
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani marine 1
    if (Marine1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Marine1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine1 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani marine 8
    if (Marine8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Marine8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine8 -> Status = asActive;
            }
        }
    }
    

///////////////////////////// AKCE ARMAD

    // Nastavime ProgressBar
    st = 0;
    st += Towers -> nofBadLife;
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife;
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife;
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife;
    if (AirArmy3 -> Status == asActive || AirArmy3 -> Status == asSuicide) st += AirArmy3 -> nofBadLife;
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife;
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife;
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife;
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife;
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife;
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) st += AirArmy8 -> nofBadLife;
    if (Marine1 -> Status == asActive || Marine1 -> Status == asSuicide) st += Marine1 -> nofBadLife;
    if (Marine8 -> Status == asActive || Marine8 -> Status == asSuicide) st += Marine8 -> nofBadLife;
    if (st == 0) st = 5; // Magic number
    ProgressNull ();
    ProgressLimit (st);     

    // Vylozime letiste
    UnlockDraw ();
    for (i = BADLIFE; i < UNITS_TOP; i++){
        // Airport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unAirport) {            
            for (j = 0; j < ((TAirport *) Units [i]) -> LoadedUnits; j++) {
                id = ((TAirport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TAirport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                                
                            }
                        }
                    }
                }
            }
        }
        // Heliport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unHeliport) {           
            for (j = 0; j < ((THeliport *) Units [i]) -> LoadedUnits; j++) {
                id = ((THeliport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((THeliport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        // Laguna
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unLaguna) {         
            for (j = 0; j < ((TLaguna *) Units [i]) -> LoadedUnits; j++) {
                id = ((TLaguna *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TLaguna *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        
    }
    LockDraw ();

    // Veze
    if (Towers -> MakeTurn () == FALSE) {
        st = AssignResult ();
        if (st != 0) {
            UnlockDraw ();  
            AllowBadlife (FALSE);       
            return st;  
        }
    }

    
    // ARMY 1
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) {
        Army1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army1 -> CountDangerous ();
        if (Army1 -> Dangerous <= CSuicide1) {
            Army1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        Army1 -> CountDangerous ();     
        if (Army1 -> Dangerous <= CMinDang1) {
            Army1 -> Status = asDestroyed;          
        }
        
        
    }
    
    // ARMY 2
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) {
        Army2 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army2 -> CountDangerous ();
        if (Army2 -> Dangerous <= CSuicide2) {
            Army2 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army2 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 2
        if (Army2 -> Dangerous <= CMinDang2) {
            Army2 -> Status = asDestroyed;
        }
        
    }

    // ARMY 3
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) {
        Army3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army3 -> CountDangerous ();
        if (Army3 -> Dangerous <= CSuicide3) {
            Army3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (Army3 -> Dangerous <= CMinDang3) {
            Army3 -> Status = asDestroyed;
        }
                
    }
    // AIR ARMY 3
    if (AirArmy3 -> Status == asActive || AirArmy3 -> Status == asSuicide) {
        AirArmy3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (AirArmy3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        AirArmy3 -> CountDangerous ();
        if (AirArmy3 -> Dangerous <= CSuicideA3) {
            AirArmy3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (AirArmy3 -> Dangerous <= CMinDangA3) {
            AirArmy3 -> Status = asDestroyed;
        }
                
    }


                    
    // ARMY 4
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) {
        Army4 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army4 -> CountDangerous ();
        if (Army4 -> Dangerous <= CSuicide4) {
            Army4 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army4 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 4
        if (Army4 -> Dangerous <= CMinDang4) {
            Army4 -> Status = asDestroyed;
        }               
    }
    

    // ARMY 5
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) {
        Army5 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army5 -> CountDangerous ();
        if (Army5 -> Dangerous <= CSuicide5) {
            Army5 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army5 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 5
        if (Army5 -> Dangerous <= CMinDang5) {
            Army5 -> Status = asDestroyed;
        }               
    }


    // ARMY 6
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) {
        Army6 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army6 -> CountDangerous ();
        if (Army6 -> Dangerous <= CSuicide6) {
            Army6 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army6 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army6 -> Dangerous <= CMinDang6) {
            Army6 -> Status = asDestroyed;
        }               
    }

    // ARMY 7
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) {
        Army7 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army7 -> CountDangerous ();
        if (Army7 -> Dangerous <= CSuicide7) {
            Army7 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army7 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 7
        if (Army7 -> Dangerous <= CMinDang7) {
            Army7 -> Status = asDestroyed;
        }               
    }

    // ARMY 8
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) {
        Army8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army8 -> CountDangerous ();
        if (Army8 -> Dangerous <= CSuicide8) {
            Army8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army8 -> Dangerous <= CMinDang8) {
            Army8 -> Status = asDestroyed;
        }               
    }

    // AIR ARMY 8
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) {
        AirArmy8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (AirArmy8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        AirArmy8 -> CountDangerous ();
        if (AirArmy8 -> Dangerous <= CSuicideA8) {
            AirArmy8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (AirArmy8 -> Dangerous <= CMinDangA8) {
            AirArmy8 -> Status = asDestroyed;
        }               
    }

    // MARINE 1
    if (Marine1 -> Status == asActive || Marine1 -> Status == asSuicide) {
        Marine1 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Marine1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine1 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Marine1 -> CountDangerous ();
        if (Marine1 -> Dangerous <= CSuicideM1) {
            Marine1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Marine1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 1
        if (Marine1 -> Dangerous <= CMinDangM1) {
            Marine1 -> Status = asDestroyed;
        }               
    }

    // MARINE 8
    if (Marine8 -> Status == asActive || Marine8 -> Status == asSuicide) {
        Marine8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Marine8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Marine8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Marine8 -> CountDangerous ();
        if (Marine8 -> Dangerous <= CSuicideM8) {
            Marine8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Marine8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (Marine8 -> Dangerous <= CMinDangM8) {
            Marine8 -> Status = asDestroyed;
        }               
    }



    AttackFieldPos = 0;
    
    UnlockDraw ();  
    AllowBadlife (FALSE);
    return AssignResult ();

    
}
예제 #3
0
파일: ai5.cpp 프로젝트: danvac/signus
int ArtificialIntelligence5 ()
{
    int i, j, k, r, st, x, y, id;
    TPoint p;
    char buf [40];
    TBase *Base;
    TField *f;

    Message (SigText[TXT_AI_ANALYSE]);

    // Prepocitame viditelnost
    AllowBadlife (TRUE);
    ComputeVisib ();
    RedrawMap ();
    
    LockDraw ();
    
    // Aktualizujeme specialni objekty
    Base1 = GetField (B1X, B1Y) -> Unit;
    if (Base1 == NO_UNIT || Units [Base1] -> Type % BADLIFE != unBase) 
        Base1 = NO_UNIT;
    Base8 = GetField (B8X, B8Y) -> Unit;
    if (Base8 == NO_UNIT || Units [Base8] -> Type % BADLIFE != unBase) 
        Base8 = NO_UNIT;
    Radar1 = GetField (R1X, R1Y) -> Unit;
    if (Radar1 == NO_UNIT || Units [Radar1] -> Type % BADLIFE != unRadar) 
        Radar1 = NO_UNIT;
    Radar2 = GetField (R2X, R2Y) -> Unit;
    if (Radar2 == NO_UNIT || Units [Radar2] -> Type % BADLIFE != unRadar) 
        Radar2 = NO_UNIT;
    Radar4 = GetField (R4X, R4Y) -> Unit;
    if (Radar4 == NO_UNIT || Units [Radar4] -> Type % BADLIFE != unRadar) 
        Radar4 = NO_UNIT;
    Radar5 = GetField (R5X, R5Y) -> Unit;
    if (Radar5 == NO_UNIT || Units [Radar5] -> Type % BADLIFE != unRadar) 
        Radar5 = NO_UNIT;
    Radar8 = GetField (R8X, R8Y) -> Unit;
    if (Radar8 == NO_UNIT || Units [Radar8] -> Type % BADLIFE != unRadar) 
        Radar8 = NO_UNIT;       
    Factory8 = GetField (F8X, F8Y) -> Unit;
    if (Factory8 == NO_UNIT || Units [Factory8] -> Type % BADLIFE != unFactory) 
        Factory8 = NO_UNIT;
    Airport1 = GetField (A1X, A1Y) -> Unit;
    if (Airport1 == NO_UNIT || Units [Airport1] -> Type % BADLIFE != unAirport) 
        Airport1 = NO_UNIT;
    Airport8 = GetField (A8X, A8Y) -> Unit;
    if (Airport8 == NO_UNIT || Units [Airport8] -> Type % BADLIFE != unAirport) 
        Airport8 = NO_UNIT;

    // Vyradime znicene jednotky z armad    
    Towers -> DeleteKilled2 (); Towers -> DeleteKilled ();
    Army1 -> DeleteKilled2 (); Army1 -> DeleteKilled ();
    AirArmy1 -> DeleteKilled2 (); AirArmy1 -> DeleteKilled ();
    Army2 -> DeleteKilled2 (); Army2 -> DeleteKilled ();
    Army3 -> DeleteKilled2 (); Army3 -> DeleteKilled ();
    Army4 -> DeleteKilled2 (); Army4 -> DeleteKilled ();
    Army5 -> DeleteKilled2 (); Army5 -> DeleteKilled ();
    Army6 -> DeleteKilled2 (); Army6 -> DeleteKilled ();
    Army7 -> DeleteKilled2 (); Army7 -> DeleteKilled ();
    Army8 -> DeleteKilled2 (); Army8 -> DeleteKilled ();
    AirArmy8 -> DeleteKilled2 (); AirArmy8 -> DeleteKilled ();
    DUPos = 0;
    
    // Testneme konec hry   
    st = AssignResult ();
    if (st != 0) {
        UnlockDraw ();  
        AllowBadlife (FALSE);       
        return st;  
    }

    // Zpracujeme seznam poli, na ktere se utocilo
    Army1 -> DoAttackedFields ();
    AirArmy1 -> DoAttackedFields ();
    Army2 -> DoAttackedFields ();
    Army3 -> DoAttackedFields ();
    Army4 -> DoAttackedFields ();
    Army5 -> DoAttackedFields ();
    Army6 -> DoAttackedFields ();
    Army7 -> DoAttackedFields ();
    Army8 -> DoAttackedFields ();
    AirArmy8 -> DoAttackedFields ();
    AttackFieldPos = 0;

    AnalyseLandscape ();    
    
    Message (SigText[TXT_AI_ARMY]);     


//////////////////////////////// AKTIVACE ARMAD
    
    // Test zaktivovani armady 1
    if (Army1 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Status = asActive;
            }
        }
    }

    // Test zaktivovani armady 2
    if (Army2 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Status = asActive;
                Army2 -> SetAIConst (2); // AGRESIVE ARMY
            }
        }
    }
    if (Army2 -> Status == asActive) {
        if (Army2 -> Dangerous <= A2Escape && Army2 -> WayPoint.x == -1) {
            Army2 -> SetAIConst (3); // MOVING ARMY
            Army2 -> WayPoint.x = A2WP1X; Army2 -> WayPoint.y = A2WP1Y;         
        }
        if (Army2 -> IsAtWP () 
        && Army2 -> WayPoint.x == A2WP1X && Army2 -> WayPoint.y == A2WP1Y) {
            Army2 -> WayPoint.x = A2WP2X; Army2 -> WayPoint.y = A2WP2Y;
        }
        if (Army2 -> IsAtWP () 
        && Army2 -> WayPoint.x == A2WP2X && Army2 -> WayPoint.y == A2WP2Y) {
            Army2 -> SetAIConst (1);
            Xenon3ActivationTurn = ActualTurn;
        }   
    }
    
    
    // Test zaktivovani armady 3
    if (Army3 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Status = asActive;
            }
        }
    }
    
    // Test zaktivovani armady 4
    if (Army4 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Status = asActive;
            }
        }
    }

    // Test zaktivovani armady 5
    if (Army5 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Status = asActive;
            }
        }
    }
    // Test zaktivovani armady 6
    if (Army6 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Status = asActive;
            }
        }
    }

    // Test zaktivovani armady 7
    if (Army7 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Status = asActive;
            }
        }
    }


    // Test zaktivovani armady 8
    if (Army8 -> Status == asSleeping) {
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Status = asActive;
            }
        }
    }
    

///////////////////////////// AKCE ARMAD

    // Nastavime ProgressBar
    st = 0;
    st += Towers -> nofBadLife;
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) st += Army1 -> nofBadLife;
    if (AirArmy1 -> Status == asActive || AirArmy1 -> Status == asSuicide) st += AirArmy1 -> nofBadLife;
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) st += Army2 -> nofBadLife;
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) st += Army3 -> nofBadLife;
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) st += Army4 -> nofBadLife;
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) st += Army5 -> nofBadLife;
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) st += Army6 -> nofBadLife;
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) st += Army7 -> nofBadLife;
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) st += Army8 -> nofBadLife;
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) st += AirArmy8 -> nofBadLife;
    if (st == 0) st = 5; // Magic number
    ProgressNull ();
    ProgressLimit (st);     

    // Vylozime letiste
    UnlockDraw ();
    for (i = BADLIFE; i < UNITS_TOP; i++){
        // Airport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unAirport) {            
            for (j = 0; j < ((TAirport *) Units [i]) -> LoadedUnits; j++) {
                id = ((TAirport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TAirport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                                
                            }
                        }
                    }
                }
            }
        }
        // Heliport
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unHeliport) {           
            for (j = 0; j < ((THeliport *) Units [i]) -> LoadedUnits; j++) {
                id = ((THeliport *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((THeliport *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        // Laguna
        if (Units [i] != NULL && Units [i] -> Type - BADLIFE == unLaguna) {         
            for (j = 0; j < ((TLaguna *) Units [i]) -> LoadedUnits; j++) {
                id = ((TLaguna *)Units [i]) -> Inventory [j];
                if (Units [id] -> AI_Info.State == aistFuel) {
                    st = ((TLaguna *)Units [i]) -> UnloadUnit ((TUnit *)Units [id]);
                    if (st == 1) {
                        j--;
                        Units [id] -> AI_Info.State = aistNought;
                        for (k = 120; k > 1; k--) {
                            p = CartezianSnail (k);
                            p.x += Units [id] -> X; p.y += Units [id] -> Y;
                            if (p.x >= 0 && p.x < MapSizeX && p.y >= 0 && p.y < MapSizeY
                            && GetAircraftAt (p.x, p.y) == NULL) {
                                Units [id] -> Select ();
                                st = Units [id] -> MoveFar (p.x, p.y);
                                if (st == 1) break;
                            }
                        }
                    }
                }
            }
        }
        
    }
    LockDraw ();


    // Veze
    if (Towers -> MakeTurn () == FALSE) {
        st = AssignResult ();
        if (st != 0) {
            UnlockDraw ();  
            AllowBadlife (FALSE);       
            return st;  
        }
    }

    
    // ARMY 1
    if (Army1 -> Status == asActive || Army1 -> Status == asSuicide) {
        Army1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army1 -> CountDangerous ();
        if (Army1 -> Dangerous <= CSuicide1) {
            Army1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        Army1 -> CountDangerous ();     
        if (Army1 -> Dangerous <= CMinDang1) {
            Army1 -> Status = asDestroyed;          
        }
        
        
    }
    if (AirArmy1 -> Status == asActive || AirArmy1 -> Status == asSuicide) {
        AirArmy1 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (AirArmy1 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy1 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        AirArmy1 -> CountDangerous ();
        if (AirArmy1 -> Dangerous <= CSuicideA1) {
            AirArmy1 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy1 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 1
        AirArmy1 -> CountDangerous ();      
        if (AirArmy1 -> Dangerous <= CMinDangA1) {
            AirArmy1 -> Status = asDestroyed;           
        }
        
        
    }
    
    // ARMY 2
    if (Army2 -> Status == asActive || Army2 -> Status == asSuicide) {
        Army2 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army2 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army2 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army2 -> CountDangerous ();
        if (Army2 -> Dangerous <= CSuicide2) {
            Army2 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army2 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }

        // Likvidace armady 2
        if (Army2 -> Dangerous <= CMinDang2) {
            Army2 -> Status = asDestroyed;
        }
        
    }

    // ARMY 3
    if (Army3 -> Status == asActive || Army3 -> Status == asSuicide) {
        Army3 -> DeleteKilled ();
        
        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army3 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army3 -> Insert (i);
            }
        }

        // Pokyn k sebevrazde       
        Army3 -> CountDangerous ();
        if (Army3 -> Dangerous <= CSuicide3) {
            Army3 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army3 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 3
        if (Army3 -> Dangerous <= CMinDang3) {
            Army3 -> Status = asDestroyed;
        }
                
    }

    // ARMY 4
    if (Army4 -> Status == asActive || Army4 -> Status == asSuicide) {
        Army4 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army4 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army4 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army4 -> CountDangerous ();
        if (Army4 -> Dangerous <= CSuicide4) {
            Army4 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army4 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 4
        if (Army4 -> Dangerous <= CMinDang4) {
            Army4 -> Status = asDestroyed;
        }               
    }
    

    // ARMY 5
    if (Army5 -> Status == asActive || Army5 -> Status == asSuicide) {
        Army5 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army5 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army5 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army5 -> CountDangerous ();
        if (Army5 -> Dangerous <= CSuicide5) {
            Army5 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army5 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 5
        if (Army5 -> Dangerous <= CMinDang5) {
            Army5 -> Status = asDestroyed;
        }               
    }


    // ARMY 6
    if (Army6 -> Status == asActive || Army6 -> Status == asSuicide) {
        Army6 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army6 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army6 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army6 -> CountDangerous ();
        if (Army6 -> Dangerous <= CSuicide6) {
            Army6 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army6 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 6
        if (Army6 -> Dangerous <= CMinDang6) {
            Army6 -> Status = asDestroyed;
        }               
    }

    // ARMY 7
    if (Army7 -> Status == asActive || Army7 -> Status == asSuicide) {
        Army7 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army7 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army7 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army7 -> CountDangerous ();
        if (Army7 -> Dangerous <= CSuicide7) {
            Army7 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army7 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 7
        if (Army7 -> Dangerous <= CMinDang7) {
            Army7 -> Status = asDestroyed;
        }               
    }

    // ARMY 8
    if (Army8 -> Status == asActive || Army8 -> Status == asSuicide) {
        Army8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                Army8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        Army8 -> CountDangerous ();
        if (Army8 -> Dangerous <= CSuicide8) {
            Army8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (Army8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (Army8 -> Dangerous <= CMinDang8) {
            Army8 -> Status = asDestroyed;
        }               
    }

    // AIR ARMY 8
    if (AirArmy8 -> Status == asActive || AirArmy8 -> Status == asSuicide) {
        AirArmy8 -> DeleteKilled ();

        // Zarazeni novych nepratel (GL)
        for (i = 0; i < BADLIFE; i++) {
            if (Units [i] == NULL) continue;            
            if (Army8 -> IsInVisualRange (Units [i] -> X, Units [i] -> Y)) {
                AirArmy8 -> Insert (i);
            }
        }
        
        // Pokyn k sebevrazde       
        AirArmy8 -> CountDangerous ();
        if (AirArmy8 -> Dangerous <= CSuicide8) {
            AirArmy8 -> Status = asSuicide;
        }       
        
        // Provedeme akce
        if (AirArmy8 -> MakeTurn () == FALSE) {
            st = AssignResult ();
            if (st != 0) {
                UnlockDraw ();  
                AllowBadlife (FALSE);       
                return st;  
            }
        }
        
        // Likvidace armady 8
        if (AirArmy8 -> Dangerous <= CMinDang8) {
            AirArmy8 -> Status = asDestroyed;
        }               
    }


    // Xenon 3
    if (Xenon3 != NO_UNIT && Units [Xenon3] != NULL && Units [Xenon3] -> Type - BADLIFE == unXenon
    && Xenon3ActivationTurn <= ActualTurn && X3MineCnt >= 0) {
        for (i = X3MineCnt; Xenon3Mines [i].x != -1; i++) {
            UnlockDraw ();
            st = ((TXenon *)Units [Xenon3]) 
            -> MoveFar (Xenon3Mines [i].x, Xenon3Mines [i].y);
            if (Units [Xenon3] == NULL) {
                LockDraw (); // Jednotka znicena
                break;
            }
            if (st) {
                st = ((TXenon *)Units [Xenon3]) -> PlaceMine ();
                if (st) {
                    X3MineCnt++;
                    if (X3MineCnt == 3) ((TXenon *)Units [Xenon3]) 
                        -> MoveFar (A2WP2X, A2WP2Y);
                }
            }
            LockDraw ();            
        }
    }




    AttackFieldPos = 0;
    
    UnlockDraw ();  
    AllowBadlife (FALSE);
    return AssignResult (); 
}
예제 #4
0
파일: ai17.cpp 프로젝트: zarevucky/signus
void InitAI17 ()
{
    int i,j;
    TField *f;
    TUnit *u;

    LockDraw ();            

    AttackFieldPos = 0;
    DUPos = 0;

    MoneyGoodlife = 0;
    MoneyBadlife = 10000;
    MBPlaces = NULL;
    DeniedPlaces = NULL;

    Oasa1 = GetField (O1X, O1Y) -> Unit;    
    Oasa2 = GetField (O2X, O2Y) -> Unit;    
    Oasa3 = GetField (O3X, O3Y) -> Unit;    
    Oasa4 = GetField (O4X, O4Y) -> Unit;    
    Oasa5 = GetField (O5X, O5Y) -> Unit;        Oasa6 = GetField (O6X, O6Y) -> Unit;        Neptun1 = GetField (N1X, N1Y) -> Unit;      Neptun2 = GetField (N2X, N2Y) -> Unit;      Laguna1 = GetField (L1X, L1Y) -> Unit;
    Laguna2 = GetField (L2X, L2Y) -> Unit;

    Factory1 = GetField (F1X, F1Y) -> Unit; 
    Base1 = GetField (B1X, B1Y) -> Unit;    


    Towers = new TTowers ();
    for (i = 0; i < UNITS_TOP; i++) {
        if (Units [i] == NULL) continue;
        // vsechny veze a GL
        if ((((TUnit *) Units [i]) -> Type >= (unHorizont + BADLIFE) 
        && ((TUnit *) Units [i]) -> Type  <= (unSpektrum + BADLIFE))
        || (((TUnit *) Units[i]) -> Type < BADLIFE)) 
            Towers -> Insert (i);
    }
    
    Army1 = new TGroundArmy();
    Army1 -> SetAR (A1X1, A1Y1, A1X2, A1Y2);
    Army1 -> SetRadar (-1, -1);
    Army1 -> InsertUnits ();

    Army2 = new TGroundArmy();
    Army2 -> SetAR (A2X1, A2Y1, A2X2, A2Y2);
    Army2 -> SetRadar (-1, -1);
    Army2 -> InsertUnits ();
    
    Army3 = new TGroundArmy();
    Army3 -> SetAR (A3X1, A3Y1, A3X2, A3Y2);
    Army3 -> SetRadar (-1, -1);
    Army3 -> InsertUnits ();

    Army4 = new TGroundArmy();
    Army4 -> SetAR (A4X1, A4Y1, A4X2, A4Y2);
    Army4 -> SetRadar (-1, -1);
    Army4 -> InsertUnits ();

    Army5 = new TGroundArmy();
    Army5 -> SetAR (A5X1, A5Y1, A5X2, A5Y2);
    Army5 -> SetRadar (R5X, R5Y);
    Army5 -> InsertUnits ();

    Army6 = new TGroundArmy();
    Army6 -> SetAR (A6X1, A6Y1, A6X2, A6Y2);
    Army6 -> SetRadar (R6X, R6Y);
    Army6 -> InsertUnits ();

    Army7 = new TGroundArmy();
    Army7 -> SetAR (A7X1, A7Y1, A7X2, A7Y2);
    Army7 -> SetRadar (R7X, R7Y);
    Army7 -> InsertUnits ();

    Marine1 = new TMarine ();
    Marine1 -> SetAR (M1X1, M1Y1, M1X2, M1Y2);
    Marine1 -> SetRadar (-1, -1);
    Marine1 -> InsertUnits ();
    Marine1 -> Status = asActive;
    Marine1 -> SetAIConst (2);
    Marine1 -> Insert (Oasa5);

    Marine2 = new TMarine ();
    Marine2 -> SetAR (M2X1, M2Y1, M2X2, M2Y2);
    Marine2 -> SetRadar (-1, -1);
    Marine2 -> InsertUnits ();
    Marine2 -> Status = asActive;
    Marine2 -> SetAIConst (2);
    Marine2 -> Insert (Oasa5);

    AirArmy1 = new TAirArmy();
    AirArmy1 -> SetAR (AA1X1, AA1Y1, AA1X2, AA1Y2);
    AirArmy1 -> SetRadar (-1, -1);
    AirArmy1 -> InsertUnits ();
    AirArmy1 -> Status = asActive;
    AirArmy1 -> Insert (Oasa5);
    

    AirArmy2 = new TAirArmy();
    AirArmy2 -> SetAR (AA2X1, AA2Y1, AA2X2, AA2Y2);
    AirArmy2 -> SetRadar (R2X, R2Y);
    AirArmy2 -> InsertUnits ();
    AirArmy2 -> Status = asActive;

    AirArmy3 = new TAirArmy();
    AirArmy3 -> SetAR (AA3X1, AA3Y1, AA3X2, AA3Y2);
    AirArmy3 -> SetRadar (-1, -1);
    AirArmy3 -> InsertUnits ();
    AirArmy3 -> Status = asActive;

    // Naplnime Oasy
    for (i = TO1X1; i <= TO1X2; i++) {
        for (j = TO1Y1; j <= TO1Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TOasa*)Units [Oasa1]) -> Inventory [((TOasa*)Units [Oasa1]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TO2X1; i <= TO2X2; i++) {
        for (j = TO2Y1; j <= TO2Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TOasa*)Units [Oasa2]) -> Inventory [((TOasa*)Units [Oasa2]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TO3X1; i <= TO3X2; i++) {
        for (j = TO3Y1; j <= TO3Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TOasa*)Units [Oasa3]) -> Inventory [((TOasa*)Units [Oasa3]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TO4X1; i <= TO4X2; i++) {
        for (j = TO4Y1; j <= TO4Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TOasa*)Units [Oasa4]) -> Inventory [((TOasa*)Units [Oasa4]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TO5X1; i <= TO5X2; i++) {
        for (j = TO5Y1; j <= TO5Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TOasa*)Units [Oasa5]) -> Inventory [((TOasa*)Units [Oasa5]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TO6X1; i <= TO6X2; i++) {
        for (j = TO6Y1; j <= TO6Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TOasa*)Units [Oasa6]) -> Inventory [((TOasa*)Units [Oasa6]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       

    // Naplnime Neptuny
    for (i = TN1X1; i <= TN1X2; i++) {
        for (j = TN1Y1; j <= TN1Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TNeptun*)Units [Neptun1]) -> Inventory [((TNeptun*)Units [Neptun1]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TN2X1; i <= TN2X2; i++) {
        for (j = TN2Y1; j <= TN2Y2; j++) {
            f = GetField (i, j);
            if (f -> Unit != NO_UNIT ) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                ((TNeptun*)Units [Neptun2]) -> Inventory [((TNeptun*)Units [Neptun2]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       

    // Naplnime Laguny
    for (i = TL1X1; i <= TL1X2; i++) {
        for (j = TL1Y1; j <= TL1Y2; j++) {
            u = GetAircraftAt (i, j);
            if (u != NULL) {
                u -> PlaceGround (FALSE);               
                ((TLaguna*)Units [Laguna1]) -> Inventory [((TLaguna*)Units [Laguna1]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
    for (i = TL2X1; i <= TL2X2; i++) {
        for (j = TL2Y1; j <= TL2Y2; j++) {
            u = GetAircraftAt (i, j);
            if (u != NULL) {
                u -> PlaceGround (FALSE);               
                ((TLaguna*)Units [Laguna2]) -> Inventory [((TLaguna*)Units [Laguna2]) 
                -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
            }
        }
    }       
        
    // Polozime miny    
    for (i = 0; MinePlaces17 [i].x != -1; i++) {
        MinePlace (MinePlaces17 [i].x, MinePlaces17 [i].y, BADLIFE);
    }
    
    // zamerime jednotku
    i = GetField (SelX, SelY) -> Unit;  
    Units [i] -> Select ();

    UnlockDraw ();          
    RedrawMap ();

}
예제 #5
0
파일: ai5.cpp 프로젝트: danvac/signus
void InitAI5 ()
{
    int i,j;
    TBase *Base;
    THeliport *Heliport;
    TAirport *Airport;
    TField *f;
    TUnit *u;
    
    LockDraw ();
    
    AttackFieldPos = 0;
    DUPos = 0;

    MoneyGoodlife = 0;
    MoneyBadlife = 5000;
    MBPlaces = NULL;    
    DeniedPlaces = NULL;

    ActivationTurn1 = MaxInt;
    ActivationTurn2 = MaxInt;
    ActivationTurn3 = MaxInt;
    ActivationTurn4 = MaxInt;
    ActivationTurn5 = MaxInt;
    ActivationTurn6 = MaxInt;
    ActivationTurn7 = MaxInt;
    ActivationTurn8 = MaxInt;
    Xenon3ActivationTurn = MaxInt;
    X3MineCnt = 0;

    Base1 = GetField (B1X, B1Y) -> Unit;
    Base8 = GetField (B8X, B8Y) -> Unit;
    Radar1 = GetField (R1X, R1Y) -> Unit;
    Radar2 = GetField (R2X, R2Y) -> Unit;
    Radar4 = GetField (R4X, R4Y) -> Unit;
    Radar5 = GetField (R5X, R5Y) -> Unit;
    Radar8 = GetField (R8X, R8Y) -> Unit;
    Factory8 = GetField (F8X, F8Y) -> Unit;
    Airport1 = GetField (A1X, A1Y) -> Unit;
    Airport8 = GetField (A8X, A8Y) -> Unit;
    Heliport4 = GetField (H4X, H4Y) -> Unit;
    
    Xenon3 = GetField (X3X, X3Y) -> Unit;
    
    for (i = BADLIFE; i < UNITS_TOP; i++) {
        if (Units [i] != NULL && Units [i] -> X == K1X && Units [i] -> Y == K1Y) {
            Kobra1 = i;
            break;
        }
    }
    
    
        
    Towers = new TTowers ();
    for (i = 0; i < UNITS_TOP; i++) {
        if (Units [i] == NULL) continue;
        // vsechny veze a GL
        if ((((TUnit *) Units [i]) -> Type >= (unHorizont + BADLIFE) 
        && ((TUnit *) Units [i]) -> Type  <= (unSpektrum + BADLIFE))
        || (((TUnit *) Units[i]) -> Type < BADLIFE)) 
            Towers -> Insert (i);
    }
    

        
    Army1 = new TGroundArmy();
    Army1 -> SetAR (A1X1, A1Y1, A1X2, A1Y2);
    Army1 -> SetRadar (R1X, R1Y);
    Army1 -> WayPoint.x = A1WPX; Army1 -> WayPoint.y = A1WPY; 
    Army1 -> InsertUnits ();

    AirArmy1 = new TAirArmy ();
    AirArmy1 -> SetAR (AA1X1, AA1Y1, AA1X2, AA1Y2); 
    AirArmy1 -> WayPoint.x = A1WPX; AirArmy1 -> WayPoint.y = A1WPY;     
    AirArmy1 -> SetAIConst (2); // AGRESIVE ARMY
    AirArmy1 -> Status = asActive;
    AirArmy1 -> InsertUnits ();
        

    Army2 = new TGroundArmy();
    Army2 -> SetAR (A2X1, A2Y1, A2X2, A2Y2);
    Army2 -> SetRadar (R2X, R2Y);
    Army2 -> InsertUnits ();
    
    Army3 = new TGroundArmy();
    Army3 -> SetAR (A3X1, A3Y1, A3X2, A3Y2);
    Army3 -> SetRadar (-1, -1);
    Army3 -> InsertUnits ();

    Army4 = new TGroundArmy();
    Army4 -> SetAR (A4X1, A4Y1, A4X2, A4Y2);
    Army4 -> SetRadar (R4X, R4Y);
    Army4 -> InsertUnits ();

    Army5 = new TGroundArmy();
    Army5 -> SetAR (A5X1, A5Y1, A5X2, A5Y2);
    Army5 -> SetRadar (R5X, R5Y);
    Army5 -> InsertUnits ();

    Army6 = new TGroundArmy();
    Army6 -> SetAR (A6X1, A6Y1, A6X2, A6Y2);
    Army6 -> SetRadar (-1, -1);
    Army6 -> InsertUnits ();

    Army7 = new TGroundArmy();
    Army7 -> SetAR (A7X1, A7Y1, A7X2, A7Y2);
    Army7 -> SetRadar (-1, -1);
    Army7 -> InsertUnits ();

    Army8 = new TGroundArmy();
    Army8 -> SetAR (A8X1, A8Y1, A8X2, A8Y2);
    Army8 -> SetRadar (R8X, R8Y);
    Army8 -> InsertUnits ();
    
    AirArmy8 = new TAirArmy ();
    AirArmy8 -> SetAR (AA8X1, AA8Y1, AA8X2, AA8Y2);
    AirArmy8 -> SetRadar (R8X, R8Y);
    AirArmy8 -> Status = asActive;
    AirArmy8 -> InsertUnits ();

    
    // Jednotky do zakladny
    Base = (TBase*)Units [Base1];
    for (i = TB1X1; i <= TB1X2; i++) {
        for (j = TB1Y1; j <= TB1Y2; j++) {
            f = GetField (i, j);
            if ((f -> Unit != NO_UNIT) && (f -> Unit >= BADLIFE)) {
                u = (TUnit *)Units [f -> Unit];
                u -> PlaceGround (FALSE);               
                Base -> Inventory [Base -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
                
            }
        }
    }
    // Kobra 1 do Airportu
    Airport = (TAirport*)Units [Airport1];
    Units [Kobra1] -> PlaceGround (FALSE);
    Airport -> Inventory [Airport -> LoadedUnits++] = Kobra1;
    Units [Kobra1] -> X = Units [Kobra1] -> Y = -1;
    
    // Rexove do Heliportu 4
    Heliport = (THeliport *)Units [Heliport4];
    for (i = TH4X1; i <= TH4X2; i++) {
        for (j = TH4Y1; j <= TH4Y2; j++) {
            u = GetAircraftAt (i, j);
            if ((u != NULL) && (u -> Type >= BADLIFE)) {
                u -> PlaceGround (FALSE);               
                Heliport -> Inventory [Heliport -> LoadedUnits++] = u -> ID;
                u -> X = u -> Y = -1;
                
            }
        }
    }
    
    
    // Polozime miny
    for (i = 0; MinePlaces5 [i].x != -1; i++) {
        MinePlace (MinePlaces5 [i].x, MinePlaces5 [i].y, BADLIFE);
    }
    
    UnlockDraw ();          


///////////////////////////////////////////////////////////////////



    

}