Пример #1
0
int AIInterface::GetResourceRating(const MapPoint pt, AIJH::Resource res) const
{
    //surface resource?
    if(res == AIJH::PLANTSPACE || res == AIJH::BORDERLAND || res == AIJH::WOOD || res == AIJH::STONES)
    {
        AIJH::Resource surfaceRes = GetSurfaceResource(pt);
        TerrainType t1 = gwb.GetNode(pt).t1, t2 = gwb.GetNode(pt).t2;
        if (surfaceRes == res ||
            (res == AIJH::PLANTSPACE && surfaceRes == AIJH::NOTHING && TerrainData::IsVital(t1)) ||
            (res == AIJH::BORDERLAND && (IsBorder(pt) || !IsOwnTerritory(pt)) && (TerrainData::IsUseable(t1) || TerrainData::IsUseable(t2))))
        {
           return AIJH::RES_RADIUS[res];
        }
        //another building using our "resource"? reduce rating!
        if(res == AIJH::WOOD && IsBuildingOnNode(pt, BLD_WOODCUTTER))
            return -40;
        if(res == AIJH::PLANTSPACE && IsBuildingOnNode(pt, BLD_FORESTER))
            return -40;
    }
    //so it's a subsurface resource or something we dont calculate (multiple,blocked,nothing)
    else
    {
        if (GetSubsurfaceResource(pt) == res)
            return AIJH::RES_RADIUS[res];
    }
    return 0;
}
Пример #2
0
int AIInterface::CalcResourceValue(MapCoord x,MapCoord y,AIJH::Resource res,char direction,int lastval) const
{
	int returnval=0;
	if(direction==-1) //calculate complete value from scratch (3n^2+3n+1)
	{
		for(MapCoord tx=gwb->GetXA(x,y,0), r=1;r<=AIJH::RES_RADIUS[res];tx=gwb->GetXA(tx,y,0),++r)
		{
			MapCoord tx2 = tx, ty2 = y;
			for(unsigned i = 2;i<8;++i)
			{
				for(MapCoord r2=0;r2<r;gwb->GetPointA(tx2,ty2,i%6),++r2)
				{
					//surface resource?
					if(res==AIJH::PLANTSPACE||res==AIJH::BORDERLAND||res==AIJH::WOOD||res==AIJH::STONES)
					{
						AIJH::Resource tres=GetSurfaceResource(tx2,ty2);
						unsigned char t1=gwb->GetNode(tx2,ty2).t1,t2=gwb->GetNode(tx2,ty2).t2;
						if (tres==res||(res==AIJH::PLANTSPACE&&tres==AIJH::NOTHING&&t1!=TT_DESERT&&t1!=TT_MOUNTAINMEADOW&&t1!=TT_MOUNTAIN1&&t1!=TT_MOUNTAIN2&&t1!=TT_MOUNTAIN3&&t1!=TT_MOUNTAIN4)||(res==AIJH::BORDERLAND&&(IsBorder(tx2,ty2)||!IsOwnTerritory(tx2,ty2))&&((t1!=TT_SNOW&&t1!=TT_LAVA&&t1!=TT_SWAMPLAND&&t1!=TT_WATER)||(t2!=TT_SNOW&&t2!=TT_LAVA&&t2!=TT_SWAMPLAND&&t2!=TT_WATER))))
						{						
							returnval+=(AIJH::RES_RADIUS[res]);
						}
						//another building using our "resource"? reduce rating!
						if(res==AIJH::WOOD||res==AIJH::PLANTSPACE)
						{
							if((res==AIJH::WOOD&&IsBuildingOnNode(tx2,ty2,BLD_WOODCUTTER))||(res==AIJH::PLANTSPACE&&IsBuildingOnNode(tx2,ty2,BLD_FORESTER)))
								returnval-=(40);
						}
					}
					//so it's a subsurface resource or something we dont calculate (multiple,blocked,nothing)
					else
					{
						if (GetSubsurfaceResource(tx2,ty2)==res)
						{
							returnval+=(AIJH::RES_RADIUS[res]);						
						}
					}
				}
			}
		}
		//add the center point value
		//surface resource?
		if(res==AIJH::PLANTSPACE||res==AIJH::BORDERLAND||res==AIJH::WOOD||res==AIJH::STONES)
		{
			AIJH::Resource tres=GetSurfaceResource(x,y);
			unsigned char t1=gwb->GetNode(x,y).t1,t2=gwb->GetNode(x,y).t2;
			if (tres==res||(res==AIJH::PLANTSPACE&&tres==AIJH::NOTHING&&t1!=TT_DESERT&&t1!=TT_MOUNTAINMEADOW&&t1!=TT_MOUNTAIN1&&t1!=TT_MOUNTAIN2&&t1!=TT_MOUNTAIN3&&t1!=TT_MOUNTAIN4)||(res==AIJH::BORDERLAND&&(IsBorder(x,y)||!IsOwnTerritory(x,y))&&((t1!=TT_SNOW&&t1!=TT_LAVA&&t1!=TT_SWAMPLAND&&t1!=TT_WATER)||(t2!=TT_SNOW&&t2!=TT_LAVA&&t2!=TT_SWAMPLAND&&t2!=TT_WATER))))
			{
				returnval+=(AIJH::RES_RADIUS[res]);
			}
			//another building using our "resource"? reduce rating!
			if(res==AIJH::WOOD||res==AIJH::PLANTSPACE)
			{
				if((res==AIJH::WOOD&&IsBuildingOnNode(x,y,BLD_WOODCUTTER))||(res==AIJH::PLANTSPACE&&IsBuildingOnNode(x,y,BLD_FORESTER)))
				returnval-=(40);
			}
		}
		//so it's a subsurface resource or something we dont calculate (multiple,blocked,nothing)
		else
		{
			if (GetSubsurfaceResource(x,y)==res)
			{
				returnval+=(AIJH::RES_RADIUS[res]);					
			}
		}
	}
	else//calculate different nodes only (4n+2 ?anyways much faster)
	{
		returnval+=lastval;
		//add new points 
		//first: go radius steps towards direction-1  
		MapCoord tx=x,ty=y;
		for(unsigned i=0;i<AIJH::RES_RADIUS[res];i++)
			gwb->GetPointA(tx,ty,(direction+5)%6);
		//then clockwise around at radius distance to get all new points
		for(int i = direction+1;i<(direction+3);++i)
		{
			//add 1 extra step on the second side we check to complete the side
			for(MapCoord r2=0;r2<AIJH::RES_RADIUS[res]||(r2<AIJH::RES_RADIUS[res]+1&&i==direction+2);++r2)
			{
				//surface resource?
				if(res==AIJH::PLANTSPACE||res==AIJH::BORDERLAND||res==AIJH::WOOD||res==AIJH::STONES)
				{
					AIJH::Resource tres=GetSurfaceResource(tx,ty);
					unsigned char t1=gwb->GetNode(tx,ty).t1,t2=gwb->GetNode(tx,ty).t2;
					if (tres==res||(res==AIJH::PLANTSPACE&&tres==AIJH::NOTHING&&t1!=TT_DESERT&&t1!=TT_MOUNTAINMEADOW&&t1!=TT_MOUNTAIN1&&t1!=TT_MOUNTAIN2&&t1!=TT_MOUNTAIN3&&t1!=TT_MOUNTAIN4)||(res==AIJH::BORDERLAND&&(IsBorder(tx,ty)||!IsOwnTerritory(tx,ty))&&((t1!=TT_SNOW&&t1!=TT_LAVA&&t1!=TT_SWAMPLAND&&t1!=TT_WATER)||(t2!=TT_SNOW&&t2!=TT_LAVA&&t2!=TT_SWAMPLAND&&t2!=TT_WATER))))
					{						
						returnval+=(AIJH::RES_RADIUS[res]);
					}
					//another building using our "resource"? reduce rating!
					if(res==AIJH::WOOD||res==AIJH::PLANTSPACE)
					{
						if((res==AIJH::WOOD&&IsBuildingOnNode(tx,ty,BLD_WOODCUTTER))||(res==AIJH::PLANTSPACE&&IsBuildingOnNode(tx,ty,BLD_FORESTER)))
							returnval-=(40);
					}
				}
				//so it's a subsurface resource or something we dont calculate (multiple,blocked,nothing)
				else
				{
					if (GetSubsurfaceResource(tx,ty)==res)
					{						
						returnval+=(AIJH::RES_RADIUS[res]);
					}
				}
				gwb->GetPointA(tx,ty,i%6);
			}
		}
		//now substract old points not in range of new point
		//go to old center point:
		tx=x;
		ty=y;
		gwb->GetPointA(tx,ty,(direction+3)%6);
		//next: go to the first old point we have to substract
		for(unsigned i=0;i<AIJH::RES_RADIUS[res];i++)
			gwb->GetPointA(tx,ty,(direction+2)%6);
		//now clockwise around at radius distance to remove all old points
		for(int i = direction+4;i<(direction+6);++i)
		{
			for(MapCoord r2=0;r2<AIJH::RES_RADIUS[res]||(r2<AIJH::RES_RADIUS[res]+1&&i==direction+5);++r2)
			{
				//surface resource?
				if(res==AIJH::PLANTSPACE||res==AIJH::BORDERLAND||res==AIJH::WOOD||res==AIJH::STONES)
				{
					AIJH::Resource tres=GetSurfaceResource(tx,ty);
					unsigned char t1=gwb->GetNode(tx,ty).t1,t2=gwb->GetNode(tx,ty).t2;
					if (tres==res||(res==AIJH::PLANTSPACE&&tres==AIJH::NOTHING&&t1!=TT_DESERT&&t1!=TT_MOUNTAINMEADOW&&t1!=TT_MOUNTAIN1&&t1!=TT_MOUNTAIN2&&t1!=TT_MOUNTAIN3&&t1!=TT_MOUNTAIN4)||(res==AIJH::BORDERLAND&&(IsBorder(tx,ty)||!IsOwnTerritory(tx,ty))&&((t1!=TT_SNOW&&t1!=TT_LAVA&&t1!=TT_SWAMPLAND&&t1!=TT_WATER)||(t2!=TT_SNOW&&t2!=TT_LAVA&&t2!=TT_SWAMPLAND&&t2!=TT_WATER))))
					{						
						returnval-=(AIJH::RES_RADIUS[res]);
					}
					//another building using our "resource"? reduce rating!
					if(res==AIJH::WOOD||res==AIJH::PLANTSPACE)
					{
						if((res==AIJH::WOOD&&IsBuildingOnNode(tx,ty,BLD_WOODCUTTER))||(res==AIJH::PLANTSPACE&&IsBuildingOnNode(tx,ty,BLD_FORESTER)))
							returnval+=(40);
					}
				}
				//so it's a subsurface resource or something we dont calculate (multiple,blocked,nothing)
				else
				{
					if (GetSubsurfaceResource(tx,ty)==res)
					{
						returnval-=(AIJH::RES_RADIUS[res]);						
					}
				}
				gwb->GetPointA(tx,ty,i%6);
			}
		}
	}
	//if(returnval<0&&lastval>=0&&res==AIJH::BORDERLAND)
		//LOG.lprintf("AIInterface::CalcResourceValue - warning: negative returnvalue direction %i oldval %i\n", direction, lastval);
	return returnval;
}