CvUnit* CvSelectionGroupAI::AI_getBestGroupAttacker(const CvPlot* pPlot, bool bPotentialEnemy, int& iUnitOdds, bool bForce, bool bNoBlitz) const { CLLNode<IDInfo>* pUnitNode; CvUnit* pLoopUnit; CvUnit* pBestUnit; int iValue; int iBestValue; int iOdds; int iBestOdds; iBestValue = 0; iBestOdds = 0; pBestUnit = NULL; pUnitNode = headUnitNode(); bool bIsHuman = (pUnitNode != NULL) ? GET_PLAYER(::getUnit(pUnitNode->m_data)->getOwnerINLINE()).isHuman() : true; while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { bool bCanAttack = false; bCanAttack = pLoopUnit->canAttack(); if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()) { bCanAttack = false; } if (bCanAttack) { if (bForce || pLoopUnit->canMove()) { if (bForce || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true, /*bDeclareWar*/ bPotentialEnemy)) { iOdds = pLoopUnit->AI_attackOdds(pPlot, bPotentialEnemy); iValue = iOdds; FAssertMsg(iValue > 0, "iValue is expected to be greater than 0"); // if non-human, prefer the last unit that has the best value (so as to avoid splitting the group) if (iValue > iBestValue || (!bIsHuman && iValue > 0 && iValue == iBestValue)) { iBestValue = iValue; iBestOdds = iOdds; pBestUnit = pLoopUnit; } } } } } } iUnitOdds = iBestOdds; return pBestUnit; }
int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack, bool bCheckCanMove) const { CLLNode<IDInfo>* pUnitNode; CvUnit* pLoopUnit; int strSum = 0; pUnitNode = headUnitNode(); while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { bool bCanAttack = false; if (pLoopUnit->getDomainType() == DOMAIN_AIR) bCanAttack = pLoopUnit->canAirAttack(); else bCanAttack = pLoopUnit->canAttack(); if (!bCheckCanAttack || bCanAttack) { if (!bCheckCanMove || pLoopUnit->canMove()) if (!bCheckCanMove || pAttackedPlot == NULL || pLoopUnit->canMoveInto(pAttackedPlot, /*bAttack*/ true, /*bDeclareWar*/ true)) if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType) strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit); } } } return strSum; }
// uses the same scale as CvPlayerAI::AI_getOurPlotStrength int CvSelectionGroupAI::AI_GroupPower(CvPlot* pPlot, bool bDefensiveBonuses) const { CLLNode<IDInfo>* pUnitNode; CvUnit* pLoopUnit; int iValue; iValue = 0; pUnitNode = headUnitNode(); while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if ((bDefensiveBonuses && pLoopUnit->canDefend()) || pLoopUnit->canAttack()) { if (!(pLoopUnit->isInvisible(getTeam(), false))) { if (pLoopUnit->atPlot(pPlot) || pLoopUnit->canMoveInto(pPlot) || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true)) { iValue += pLoopUnit->currEffectiveStr((bDefensiveBonuses ? pPlot : NULL), NULL); } } } } return iValue; }
CvUnit* CvSelectionGroupAI::AI_getBestGroupSacrifice(const CvPlot* pPlot, bool bPotentialEnemy, bool bForce, bool bNoBlitz) const { int iBestValue = 0; CvUnit* pBestUnit = NULL; CLLNode<IDInfo>* pUnitNode = headUnitNode(); while (pUnitNode != NULL) { CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { bool bCanAttack = false; if (pLoopUnit->getDomainType() == DOMAIN_AIR) { bCanAttack = pLoopUnit->canAirAttack(); } else { bCanAttack = pLoopUnit->canAttack(); if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()) { bCanAttack = false; } } if (bCanAttack) { if (bForce || pLoopUnit->canMove()) { if (bForce || pLoopUnit->canMoveInto(pPlot, true)) { int iValue = pLoopUnit->AI_sacrificeValue(pPlot); FAssertMsg(iValue > 0, "iValue is expected to be greater than 0"); // we want to pick the last unit of highest value, so pick the last unit with a good value if (iValue >= iBestValue) { iBestValue = iValue; pBestUnit = pLoopUnit; } } } } } } return pBestUnit; }
CvUnit* CvSelectionGroupAI::AI_getBestGroupAttacker(const CvPlot* pPlot, bool bPotentialEnemy, int& iUnitOdds, bool bForce, bool bNoBlitz) const { CLLNode<IDInfo>* pUnitNode; CvUnit* pLoopUnit; CvUnit* pBestUnit; int iPossibleTargets; int iValue; int iBestValue; int iOdds; int iBestOdds; iBestValue = 0; iBestOdds = 0; pBestUnit = NULL; pUnitNode = headUnitNode(); bool bIsHuman = (pUnitNode != NULL) ? GET_PLAYER(::getUnit(pUnitNode->m_data)->getOwnerINLINE()).isHuman() : true; while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { bool bCanAttack = false; if (pLoopUnit->getDomainType() == DOMAIN_AIR) { bCanAttack = pLoopUnit->canAirAttack(); } else { bCanAttack = pLoopUnit->canAttack(); if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()) { bCanAttack = false; } } if (bCanAttack) { if (bForce || pLoopUnit->canMove()) { if (bForce || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true, /*bDeclareWar*/ bPotentialEnemy)) { iOdds = pLoopUnit->AI_attackOdds(pPlot, bPotentialEnemy); iValue = iOdds; FAssertMsg(iValue > 0, "iValue is expected to be greater than 0"); if (pLoopUnit->collateralDamage() > 0) { iPossibleTargets = std::min((pPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1), pLoopUnit->collateralDamageMaxUnits()); if (iPossibleTargets > 0) { iValue *= (100 + ((pLoopUnit->collateralDamage() * iPossibleTargets) / 5)); iValue /= 100; } } // if non-human, prefer the last unit that has the best value (so as to avoid splitting the group) if (iValue > iBestValue || (!bIsHuman && iValue > 0 && iValue == iBestValue)) { iBestValue = iValue; iBestOdds = iOdds; pBestUnit = pLoopUnit; } } } } } } iUnitOdds = iBestOdds; return pBestUnit; }
// K-Mod. I've removed bCheckMove, and changed bCheckCanAttack to include checks for moves, and for hasAlreadyAttacked / blitz int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack) const { CLLNode<IDInfo>* pUnitNode; CvUnit* pLoopUnit; int strSum = 0; bool bDefenders = pAttackedPlot ? pAttackedPlot->isVisibleEnemyUnit(getHeadOwner()) : false; // K-Mod bool bCountCollateral = pAttackedPlot && pAttackedPlot != plot(); // K-Mod pUnitNode = headUnitNode(); int iBaseCollateral = bCountCollateral ? iBaseCollateral = estimateCollateralWeight(pAttackedPlot, pAttackedPlot->getTeam() == getTeam() ? NO_TEAM : pAttackedPlot->getTeam()) : 0; while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { // K-Mod. (original checks deleted.) if (bCheckCanAttack) { if (pLoopUnit->getDomainType() == DOMAIN_AIR) { if (!pLoopUnit->canAirAttack() || !pLoopUnit->canMove() || (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true))) continue; // can't attack. } else { if (!pLoopUnit->canAttack() || !pLoopUnit->canMove() || (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true)) || (!pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack())) continue; // can't attack. } } // K-Mod end if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType) { strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit); // K-Mod estimate the attack power of collateral units. (cf with calculation in AI_localAttackStrength) if (bCountCollateral && pLoopUnit->collateralDamage() > 0) { int iPossibleTargets = pLoopUnit->collateralDamageMaxUnits(); // If !bCheckCanAttack, then lets not assume pAttackPlot won't get more units on it. if (bCheckCanAttack && pAttackedPlot->isVisible(getTeam(), false)) iPossibleTargets = std::min(iPossibleTargets, pAttackedPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1); if (iPossibleTargets > 0) { // collateral damage is not trivial to calculate. This estimate is pretty rough. // (Note: collateralDamage() and iBaseCollateral both include factors of 100.) strSum += pLoopUnit->baseCombatStr() * iBaseCollateral * pLoopUnit->collateralDamage() * iPossibleTargets / 10000; } } // K-Mod end } } } return strSum; }
CvUnit* CvSelectionGroupAI::AI_getBestGroupAttacker(const CvPlot* pPlot, bool bPotentialEnemy, int& iUnitOdds, bool bForce, bool bNoBlitz) const { PROFILE_FUNC(); int iBestValue = 0; int iBestOdds = 0; CvUnit* pBestUnit = NULL; CLLNode<IDInfo>* pUnitNode = headUnitNode(); bool bIsHuman = (pUnitNode != NULL) ? GET_PLAYER(::getUnit(pUnitNode->m_data)->getOwnerINLINE()).isHuman() : true; while (pUnitNode != NULL) { CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { bool bCanAttack = false; if (pLoopUnit->getDomainType() == DOMAIN_AIR) { bCanAttack = pLoopUnit->canAirAttack(); } else { bCanAttack = pLoopUnit->canAttack(); if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()) { bCanAttack = false; } } if (bCanAttack) { if (bForce || pLoopUnit->canMove()) { if (bForce || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true, /*bDeclareWar*/ bPotentialEnemy)) { /************************************************************************************************/ /* BETTER_BTS_AI_MOD 02/21/10 jdog5000 */ /* */ /* Lead From Behind */ /************************************************************************************************/ // From Lead From Behind by UncutDragon if (GC.getLFBEnable() && GC.getLFBUseCombatOdds()) { //pLoopUnit->LFBgetBetterAttacker(&pBestUnit, pPlot, bPotentialEnemy, iBestOdds, iValue); pLoopUnit->LFBgetBetterAttacker(&pBestUnit, pPlot, bPotentialEnemy, iBestOdds, iBestValue); // K-Mod. } else { int iOdds = pLoopUnit->AI_attackOdds(pPlot, bPotentialEnemy); int iValue = iOdds; FAssertMsg(iValue > 0, "iValue is expected to be greater than 0"); if (pLoopUnit->collateralDamage() > 0) { int iPossibleTargets = std::min((pPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1), pLoopUnit->collateralDamageMaxUnits()); if (iPossibleTargets > 0) { iValue *= (100 + ((pLoopUnit->collateralDamage() * iPossibleTargets) / 5)); iValue /= 100; } } // if non-human, prefer the last unit that has the best value (so as to avoid splitting the group) if (iValue > iBestValue || (!bIsHuman && iValue > 0 && iValue == iBestValue)) { iBestValue = iValue; iBestOdds = iOdds; pBestUnit = pLoopUnit; } } /************************************************************************************************/ /* BETTER_BTS_AI_MOD END */ /************************************************************************************************/ } } } } } iUnitOdds = iBestOdds; return pBestUnit; }
bool CvSelectionGroupAI::AI_launchAssault(CvPlot* pTargetCityPlot) { std::multimap<int, CvUnit*, std::greater<int> > units; std::multimap<int, CvUnit*, std::greater<int> >::iterator units_it; CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode(); CvUnit* pLoopUnit; while (pUnitNode != NULL) { pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = plot()->nextUnitNode(pUnitNode); if (pLoopUnit->isCargo()) { if (pLoopUnit->getTransportUnit()->getGroup() == this) { int iValue = pLoopUnit->baseCombatStr(); if (pLoopUnit->canAttack()) { iValue *= 10; } iValue *= 100; units.insert(std::make_pair(iValue, pLoopUnit)); } } } if (units.empty()) { return false; } bool bAction = false; for (units_it = units.begin(); units_it != units.end(); ++units_it) { pLoopUnit = units_it->second; if (pLoopUnit->canMove() && pLoopUnit->canAttack()) { // if (pLoopUnit->AI_attackFromTransport(NULL, 40, 80)) // { // bAction = true; // } int iPriority = 41; pLoopUnit->AI_setMovePriority(iPriority); } } // for (units_it = units.begin(); units_it != units.end(); ++units_it) // { // pLoopUnit = units_it->second; // if (pLoopUnit->canMove()) // { // if (pLoopUnit->AI_moveFromTransport(NULL)) // { // bAction = true; // } // } // } // for (units_it = units.begin(); units_it != units.end(); ++units_it) // { // pLoopUnit = units_it->second; // if (pLoopUnit->canMove() && pLoopUnit->canAttack()) // { // if (pLoopUnit->AI_attackFromTransport(NULL, 0, 100)) // { // bAction = true; // } // } // } if (bAction) { //pushMission(MISSION_SKIP); return true; } return false; }
CvUnit* CvSelectionGroupAI::AI_getBestGroupSacrifice(const CvPlot* pPlot, bool bPotentialEnemy, bool bForce, bool bNoBlitz) const { int iBestValue = 0; CvUnit* pBestUnit = NULL; CLLNode<IDInfo>* pUnitNode = headUnitNode(); while (pUnitNode != NULL) { CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data); pUnitNode = nextUnitNode(pUnitNode); if (!pLoopUnit->isDead()) { bool bCanAttack = false; if (pLoopUnit->getDomainType() == DOMAIN_AIR) { bCanAttack = pLoopUnit->canAirAttack(); } else { bCanAttack = pLoopUnit->canAttack(); if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()) { bCanAttack = false; } } if (bCanAttack) { if (bForce || pLoopUnit->canMove()) { if (bForce || pLoopUnit->canMoveInto(pPlot, true)) { int iValue = pLoopUnit->AI_sacrificeValue(pPlot); FAssertMsg(iValue > 0, "iValue is expected to be greater than 0"); /*************************************************************************************************/ /** BETTER AI (Summons make good groupattack sacrifice units) Sephi **/ /** **/ /** **/ /*************************************************************************************************/ if (pLoopUnit->getDuration()>0) { iValue+=10000; } /*************************************************************************************************/ /** END **/ /*************************************************************************************************/ /*************************************************************************************************/ /** BETTER AI (Block some Units from attacking at low odds) Sephi **/ /** **/ /** **/ /*************************************************************************************************/ if (!GET_PLAYER(pLoopUnit->getOwnerINLINE()).isHuman()) { if (pLoopUnit->AI_getUnitAIType()==UNITAI_WARWIZARD) { iValue=1; } if (pLoopUnit->AI_getUnitAIType()==UNITAI_HERO) { iValue=1; } if (pLoopUnit->getLevel()>4) { iValue=1; } } /*************************************************************************************************/ /** END **/ /*************************************************************************************************/ // we want to pick the last unit of highest value, so pick the last unit with a good value if (iValue >= iBestValue) { iBestValue = iValue; pBestUnit = pLoopUnit; } } } } } } return pBestUnit; }