/** ** PickUpItem ** ** @return true if the unit picks up an item, false otherwise */ static bool PickUpItem(CUnit &unit) { if ( !unit.Type->BoolFlag[ORGANIC_INDEX].value || !unit.Player->AiEnabled ) { return false; } if (unit.Variable[HP_INDEX].Value == unit.GetModifiedVariable(HP_INDEX, VariableMax) && !unit.HasInventory()) { //only look for items to pick up if the unit is damaged or has an inventory return false; } // look for nearby items to pick up std::vector<CUnit *> table; SelectAroundUnit(unit, unit.GetReactionRange(), table); for (size_t i = 0; i != table.size(); ++i) { if (!table[i]->Removed) { if (CanPickUp(unit, *table[i])) { if (table[i]->Variable[HITPOINTHEALING_INDEX].Value > 0 && (unit.GetModifiedVariable(HP_INDEX, VariableMax) - unit.Variable[HP_INDEX].Value) > 0) { if (UnitReachable(unit, *table[i], 1, unit.GetReactionRange() * 8)) { CommandPickUp(unit, *table[i], FlushCommands); return true; } } } } } return false; }
inline void operator()(CUnit *const dest) { /* Only resource depots */ if (dest->Type->CanStore[resource] && dest->IsAliveOnMap() && dest->CurrentAction() != UnitActionBuilt) { // Unit in range? if (NEARLOCATION) { int d = dest->MapDistanceTo(u_near.loc); // // Take this depot? // if (d <= range && d < best_dist) { best_depot = dest; best_dist = d; } } else { int d; const CUnit *worker = u_near.worker; if (!worker->Container) { d = worker->MapDistanceTo(*dest); } else { d = worker->Container->MapDistanceTo(*dest); } // Use Circle, not square :) if (d > range) { return; } if (best_dist == INT_MAX) { best_depot = dest; } // calck real travel distance if (worker->Container) { UnmarkUnitFieldFlags(*worker->Container); } d = UnitReachable(*worker, *dest, 1); if (worker->Container) { MarkUnitFieldFlags(*worker->Container); } // // Take this depot? // if (d && d < best_dist) { best_depot = dest; best_dist = d; } } } }
/** ** 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; }
/** ** Attack units in distance, with large missile ** ** Choose the best target, that can be attacked. It takes into ** account allied unit which could be hit by the missile ** ** @param u 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 / better trade. ** @note Limited to attack range smaller than 16. ** @note Will be moved to unit_ai.c soon. */ static CUnit *FindRangeAttack(const CUnit *u, int range) { int x; int y; int n; int cost; int d; int effective_hp; int enemy_count; int missile_range; int attackrange; int hp_damage_evaluate; int good[32][32]; int bad[32][32]; CUnit *table[UnitMax]; CUnit *dest; const CUnitType *dtype; const CUnitType *type; const CPlayer *player; int xx; int yy; int best_cost; int i; int sbad; int sgood; CUnit *best; type = u->Type; player = u->Player; // If catapult, count units near the target... // FIXME : make it configurable // missile_range = type->Missile.Missile->Range + range - 1; attackrange = u->Stats->Variables[ATTACKRANGE_INDEX].Max; // Evaluation of possible damage... hp_damage_evaluate = u->Stats->Variables[BASICDAMAGE_INDEX].Value + u->Stats->Variables[PIERCINGDAMAGE_INDEX].Value; Assert(2 * missile_range + 1 < 32); // // If unit is removed, use containers x and y if (u->Removed) { x = u->Container->X; y = u->Container->Y; n = UnitCache.Select(x - missile_range, y - missile_range, x + missile_range + u->Container->Type->TileWidth, y + missile_range + u->Container->Type->TileHeight, table, UnitMax); } else { x = u->X; y = u->Y; n = UnitCache.Select(x - missile_range, y - missile_range, x + missile_range + u->Type->TileWidth, y + missile_range + u->Type->TileHeight, table, UnitMax); } if (!n) { return NoUnitP; } for (y = 0; y < 2 * missile_range + 1; ++y) { for (x = 0; x < 2 * missile_range + 1; ++x) { good[y][x] = 0; bad[y][x] = 0; } } enemy_count = 0; // FILL good/bad... for (i = 0; i < n; ++i) { dest = table[i]; dtype = dest->Type; if (!dest->IsVisibleAsGoal(u->Player)) { table[i] = 0; continue; } // won't be a target... if (!CanTarget(type, dtype)) { // can't be attacked. table[i] = 0; continue; } if (!player->IsEnemy(dest)) { // a friend or neutral table[i] = 0; // Calc a negative cost // The gost is more important when the unit would be killed // by our fire. // It costs (is positive) if hp_damage_evaluate>dest->HP ...) // FIXME : assume that PRIORITY_FACTOR>HEALTH_FACTOR cost = HEALTH_FACTOR * (2 * hp_damage_evaluate - dest->Variable[HP_INDEX].Value) / (dtype->TileWidth * dtype->TileWidth); if (cost < 1) { cost = 1; } cost = (-cost); } else { // // 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 // // Give a boost to unit we can kill in one shoot only // // calculate HP which will remain in the enemy unit, after hit // effective_hp = (dest->Variable[HP_INDEX].Value - 2 * hp_damage_evaluate); // // Unit we won't kill are evaluated the same // if (effective_hp > 0) { effective_hp = 0; } // // Unit we are sure to kill are all evaluated the same (except PRIORITY) // if (effective_hp < -hp_damage_evaluate) { effective_hp = -hp_damage_evaluate; } // // Here, effective_hp vary from -hp_damage_evaluate (unit will be killed) to 0 (unit can't be killed) // => we prefer killing rather than only hitting... // cost += -effective_hp * HEALTH_FACTOR; // // Unit can attack back. // if (CanTarget(dtype, type)) { cost += CANATTACK_BONUS; } // // the cost may be divided accros multiple cells // cost = cost / (dtype->TileWidth * dtype->TileWidth); if (cost < 1) { cost = 1; } // // Removed Unit's are in bunkers // if (u->Removed) { d = MapDistanceBetweenUnits(u->Container, dest); } else { d = MapDistanceBetweenUnits(u, dest); } if (d <= attackrange || (d <= range && UnitReachable(u, dest, attackrange))) { ++enemy_count; } else { table[i] = 0; } } x = dest->X - u->X + missile_range + 1; y = dest->Y - u->Y + missile_range + 1; // Mark the good/bad array... for (xx = 0; xx < dtype->TileWidth; ++xx) { for (yy = 0; yy < dtype->TileWidth; ++yy) { if ((x + xx < 0) || (y + yy < 0) || (x + xx >= 2 * missile_range + 1) || (y + yy >= 2 * missile_range + 1)) { continue; } if (cost < 0) { good[y + yy][x + xx] -= cost; } else { bad[y + yy][x + xx] += cost; } } } } if (!enemy_count) { return NoUnitP; } // Find the best area... // The target which provide the best bad/good ratio is choosen... best_cost = -1; best = NoUnitP; for (i = 0; i < n; ++i) { if (!table[i]) { continue; } dest = table[i]; dtype = dest->Type; // put in x-y the real point which will be hit... // (only meaningful when dtype->TileWidth > 1) if (u->X < dest->X) { x = dest->X; } else if (u->X > dest->X + dtype->TileWidth - 1) { x = dest->X + dtype->TileWidth - 1; } else { x = u->X; } if (u->Y < dest->Y) { y = dest->Y; } else if (u->Y > dest->Y + dtype->TileHeight - 1) { y = dest->Y + dtype->TileHeight - 1; } else { y = u->Y; } // Make x,y relative to u->x... x = x - u->X + missile_range + 1; y = y - u->Y + missile_range + 1; sbad = 0; sgood = 0; for (yy = -(type->Missile.Missile->Range - 1); yy <= type->Missile.Missile->Range - 1; ++yy) { for (xx = -(type->Missile.Missile->Range - 1); xx <= type->Missile.Missile->Range - 1; ++xx) { if ((x + xx < 0) || (y + yy < 0) || ((x + xx) >= 2 * missile_range + 1) || ((y + yy) >= 2 * missile_range + 1)) { continue; } sbad += bad[y + yy][x + xx]; sgood += good[y + yy][x + xx]; if (!yy && !xx) { sbad += bad[y + yy][x + xx]; sgood += good[y + yy][x + xx]; } } } // don't consider small damages... if (sgood < 20) { sgood = 20; } cost = sbad / sgood; if (cost > best_cost) { best_cost = cost; best = dest; } } return best; }
/** ** Check if we can repair the building. ** ** @param type Unit that can repair the building. ** @param building Building to be repaired. ** ** @return True if can repair, false if can't repair.. */ static int AiRepairBuilding(const CUnitType &type, CUnit &building) { // Remove all workers not mining. on the way building something // FIXME: It is not clever to use workers with gold // Idea: Antonis: Put the rest of the workers in a table in case // miners can't reach but others can. This will be useful if AI becomes // more flexible (e.g.: transports workers to an island) // FIXME: too hardcoded, not nice, needs improvement. // FIXME: too many workers repair the same building! // Selection of mining workers. CUnit *table[UnitMax]; int nunits = FindPlayerUnitsByType(AiPlayer->Player, type, table); int num = 0; for (int i = 0; i < nunits; ++i) { CUnit &unit = *table[i]; if (unit.Type->RepairRange && unit.OrderCount == 1 && ((unit.CurrentAction() == UnitActionResource && unit.SubAction <= 55) /* SUB_START_GATHERING */ || unit.CurrentAction() == UnitActionStill)) { table[num++] = &unit; } } // Sort by distance loops -Antonis- int distance[UnitMax]; for (int i = 0; i < num; ++i) { CUnit &unit = *table[i]; int rX = unit.tilePos.x - building.tilePos.x; int rY = unit.tilePos.y - building.tilePos.y; // FIXME: Probably calculated from top left corner of building rX = std::max(rX, -rX); rY = std::max(rY, -rY); distance[i] = std::min(rX, rY); } for (int i = 0; i < num; ++i) { int r_temp = distance[i]; int index_temp = i; for (int j = i; j < num; ++j) { if (distance[j] < r_temp) { r_temp = distance[j]; index_temp = j; } } if (index_temp > i) { std::swap(distance[i], distance[index_temp]); std::swap(table[i], table[index_temp]); } } // Check if building is reachable and try next trio of workers int nbworker = AiPlayer->TriedRepairWorkers[UnitNumber(building)]; if (nbworker > num) { nbworker = AiPlayer->TriedRepairWorkers[UnitNumber(building)] = 0; } int k = nbworker; for (int i = nbworker; i < num && i < nbworker + 3; ++i) { CUnit &unit = *table[i]; if (UnitReachable(unit, building, unit.Type->RepairRange)) { const Vec2i invalidPos = {-1, -1}; CommandRepair(unit, invalidPos, &building, FlushCommands); return 1; } k = i; } AiPlayer->TriedRepairWorkers[UnitNumber(building)] = k + 1; return 0; }
void Compute(CUnit *const dest) { const CPlayer &player = *attacker->Player; if (!dest->IsVisibleAsGoal(player)) { dest->CacheLock = 1; return; } const CUnitType &type = *attacker->Type; const CUnitType &dtype = *dest->Type; // won't be a target... if (!CanTarget(type, dtype)) { // can't be attacked. dest->CacheLock = 1; return; } // Don't attack invulnerable units if (dtype.BoolFlag[INDESTRUCTIBLE_INDEX].value || dest->Variable[UNHOLYARMOR_INDEX].Value) { dest->CacheLock = 1; return; } // Calculate the costs to attack the unit. // Unit with the smallest attack costs will be taken. int cost = 0; int hp_damage_evaluate; if (Damage) { hp_damage_evaluate = CalculateDamage(*attacker, *dest, Damage); } else { hp_damage_evaluate = attacker->Stats->Variables[BASICDAMAGE_INDEX].Value + attacker->Stats->Variables[PIERCINGDAMAGE_INDEX].Value; } if (!player.IsEnemy(*dest)) { // a friend or neutral dest->CacheLock = 1; // Calc a negative cost // The gost is more important when the unit would be killed // by our fire. // It costs (is positive) if hp_damage_evaluate>dest->HP ...) // FIXME : assume that PRIORITY_FACTOR>HEALTH_FACTOR cost = HEALTH_FACTOR * (2 * hp_damage_evaluate - dest->Variable[HP_INDEX].Value) / (dtype.TileWidth * dtype.TileWidth); cost = std::max(cost, 1); cost = -cost; } else { // Priority 0-255 cost += dtype.DefaultStat.Variables[PRIORITY_INDEX].Value * PRIORITY_FACTOR; for (unsigned int i = 0; i < UnitTypeVar.GetNumberBoolFlag(); i++) { if (type.BoolFlag[i].AiPriorityTarget != CONDITION_TRUE) { if ((type.BoolFlag[i].AiPriorityTarget == CONDITION_ONLY) & (dtype.BoolFlag[i].value)) { cost -= AIPRIORITY_BONUS; } else if ((type.BoolFlag[i].AiPriorityTarget == CONDITION_FALSE) & (dtype.BoolFlag[i].value)) { cost += AIPRIORITY_BONUS; } } } // Remaining HP (Health) 0-65535 // Give a boost to unit we can kill in one shoot only // calculate HP which will remain in the enemy unit, after hit int effective_hp = (dest->Variable[HP_INDEX].Value - 2 * hp_damage_evaluate); // Unit we won't kill are evaluated the same // Unit we are sure to kill are all evaluated the same (except PRIORITY) clamp(&effective_hp, -hp_damage_evaluate, 0); // Here, effective_hp vary from -hp_damage_evaluate (unit will be killed) to 0 (unit can't be killed) // => we prefer killing rather than only hitting... cost += -effective_hp * HEALTH_FACTOR; // Unit can attack back. if (CanTarget(dtype, type)) { cost += CANATTACK_BONUS; } // the cost may be divided across multiple cells cost = cost / (dtype.TileWidth * dtype.TileWidth); cost = std::max(cost, 1); // Removed Unit's are in bunkers int d; if (attacker->Removed) { d = attacker->Container->MapDistanceTo(*dest); } else { d = attacker->MapDistanceTo(*dest); } int attackrange = attacker->Stats->Variables[ATTACKRANGE_INDEX].Max; if (d <= attackrange || (d <= range && UnitReachable(*attacker, *dest, attackrange))) { ++enemy_count; } else { dest->CacheLock = 1; } // Attack walls only if we are stuck in them if (dtype.BoolFlag[WALL_INDEX].value && d > 1) { dest->CacheLock = 1; } } // cost map is relative to attacker position const int x = dest->tilePos.x - attacker->tilePos.x + (size / 2); const int y = dest->tilePos.y - attacker->tilePos.y + (size / 2); Assert(x >= 0 && y >= 0); // Mark the good/bad array... for (int yy = 0; yy < dtype.TileHeight; ++yy) { for (int xx = 0; xx < dtype.TileWidth; ++xx) { int pos = (y + yy) * (size / 2) + (x + xx); if (pos >= good->size()) { printf("BUG: RangeTargetFinder::FillBadGood.Compute out of range. "\ "size: %d, pos: %d, " \ "x: %d, xx: %d, y: %d, yy: %d", size, pos, x, xx, y, yy); break; } if (cost < 0) { good->at(pos) -= cost; } else { bad->at(pos) += cost; } } } }
int ComputeCost(CUnit *const dest) const { const CPlayer &player = *attacker->Player; const CUnitType &type = *attacker->Type; const CUnitType &dtype = *dest->Type; const int attackrange = attacker->Stats->Variables[ATTACKRANGE_INDEX].Max; if (!player.IsEnemy(*dest) // a friend or neutral || !dest->IsVisibleAsGoal(player) || !CanTarget(type, dtype)) { return INT_MAX; } // Don't attack invulnerable units if (dtype.BoolFlag[INDESTRUCTIBLE_INDEX].value || dest->Variable[UNHOLYARMOR_INDEX].Value) { return INT_MAX; } // Unit in range ? const int d = attacker->MapDistanceTo(*dest); if (d > attackrange && !UnitReachable(*attacker, *dest, attackrange)) { return INT_MAX; } // Attack walls only if we are stuck in them if (dtype.BoolFlag[WALL_INDEX].value && d > 1) { return INT_MAX; } if (dtype.UnitType == UnitTypeFly && dest->IsAgressive() == false) { return INT_MAX / 2; } // Calculate the costs to attack the unit. // Unit with the smallest attack costs will be taken. int cost = 0; // Priority 0-255 cost -= dtype.DefaultStat.Variables[PRIORITY_INDEX].Value * PRIORITY_FACTOR; // Remaining HP (Health) 0-65535 cost += dest->Variable[HP_INDEX].Value * 100 / dest->Variable[HP_INDEX].Max * HEALTH_FACTOR; if (d <= attackrange && d >= type.MinAttackRange) { cost += d * INRANGE_FACTOR; cost -= INRANGE_BONUS; } else { cost += d * DISTANCE_FACTOR; } for (unsigned int i = 0; i < UnitTypeVar.GetNumberBoolFlag(); i++) { if (type.BoolFlag[i].AiPriorityTarget != CONDITION_TRUE) { if ((type.BoolFlag[i].AiPriorityTarget == CONDITION_ONLY) & (dtype.BoolFlag[i].value)) { cost -= AIPRIORITY_BONUS; } if ((type.BoolFlag[i].AiPriorityTarget == CONDITION_FALSE) & (dtype.BoolFlag[i].value)) { cost += AIPRIORITY_BONUS; } } } // Unit can attack back. if (CanTarget(dtype, type)) { cost -= CANATTACK_BONUS; } return cost; }
/** ** 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; }
/** ** Attack units in distance, with large missile ** ** Choose the best target, that can be attacked. It takes into ** account allied unit which could be hit by the missile ** ** @param u 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 / better trade. ** @note Limited to attack range smaller than 16. ** @note Will be moved to unit_ai.c soon. */ local Unit* FindRangeAttack(const Unit* u, int range) { int x, y, n, cost,d,effective_hp,enemy_count; int missile_range,attackrange,hp_damage_evaluate; int good[32][32], bad[32][32]; Unit* table[UnitMax]; Unit* dest; const UnitType* dtype; const UnitType* type; const Player* player; int xx, yy; int best_x, best_y, best_cost; int i, sbad, sgood; Unit* best; type = u->Type; player = u->Player; // If catapult, count units near the target... // FIXME : make it configurable // missile_range = type->Missile.Missile->Range + range - 1; attackrange=u->Stats->AttackRange; // Evaluation of possible damage... hp_damage_evaluate=u->Stats->BasicDamage+u->Stats->PiercingDamage; DebugCheck(2 * missile_range + 1 >= 32); x = u->X; y = u->Y; n = SelectUnits(x - missile_range, y - missile_range, x + missile_range + 1, y + missile_range + 1, table); if (!n) { return NoUnitP; } for (y = 0; y < 2 * missile_range + 1; y++) { for (x = 0; x < 2 * missile_range + 1; x++) { good[y][x] = 0; bad[y][x] = 0; } } enemy_count=0; // FILL good/bad... for (i = 0; i < n; i++) { dest = table[i]; dtype = dest->Type; // // unusable unit // // FIXME: did SelectUnits already filter this. if (dest->Removed || dest->Invisible || !u->HP || !(dest->Visible & (1 << player->Player)) || dest->Orders[0].Action == UnitActionDie) { table[i] = 0; continue; } // won't be a target... if (!CanTarget(type, dtype)) { // can't be attacked. table[i] = 0; continue; } if (!IsEnemy(player, dest)) { // a friend or neutral table[i] = 0; // Calc a negative cost // The gost is more important when the unit would be killed // by our fire. // It costs ( is positive ) if hp_damage_evaluate>dest->HP ... ) // FIXME : assume that PRIORITY_FACTOR>HEALTH_FACTOR cost = HEALTH_FACTOR*(2*hp_damage_evaluate-dest->HP) / (dtype->TileWidth * dtype->TileWidth); if (cost < 1) { cost = 1; } cost = (-cost); } else { // // 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 // // Give a boost to unit we can kill in one shoot only // // calculate HP which will remain in the enemy unit, after hit // effective_hp=(dest->HP-2*hp_damage_evaluate); // // Unit we won't kill are evaluated the same // if (effective_hp>0){ effective_hp=0; } // // Unit we are sure to kill are all evaluated the same ( except PRIORITY ) // if (effective_hp<(-hp_damage_evaluate)){ effective_hp=(-hp_damage_evaluate); } // // Here, effective_hp vary from -hp_damage_evaluate ( unit will be killed) to 0 ( unit can't be killed ) // => we prefer killing rather than only hitting... // cost += (-effective_hp) * HEALTH_FACTOR; // // Unit can attack back. // if (CanTarget(dtype, type)) { cost += CANATTACK_BONUS; } // // the cost may be divided accros multiple cells // cost=cost / (dtype->TileWidth * dtype->TileWidth); if (cost < 1) { cost = 1; } d=MapDistanceBetweenUnits(u,dest); // FIXME: we don't support moving away! if((d<type->MinAttackRange)||(!UnitReachable(u,dest,attackrange))) { table[i]=0; } else { enemy_count++; } } x = dest->X - u->X + missile_range+1; y = dest->Y - u->Y + missile_range+1; // Mark the good/bad array... for (xx = 0; xx < dtype->TileWidth; xx++) { for (yy = 0; yy < dtype->TileWidth; yy++) { if ((x + xx < 0) || (y + yy < 0) || (x + xx >= 2 * missile_range + 1) || (y + yy >= 2 * missile_range + 1)) { continue; } if (cost < 0) { good[y + yy][x + xx] -= cost; } else { bad[y + yy][x + xx] += cost; } } } } if (!enemy_count) { return NoUnitP; } // Find the best area... // The target which provide the best bad/good ratio is choosen... best_x = -1; best_y = -1; best_cost = -1; best = NoUnitP; for (i = 0; i < n; i++) { if (!table[i]) { continue; } dest = table[i]; dtype = dest->Type; // put in x-y the real point which will be hit... // ( only meaningfull when dtype->TileWidth>1 ) if (u->X<dest->X){ x=dest->X; } else if (u->X>dest->X+dtype->TileWidth-1){ x=dest->X+dtype->TileWidth-1; } else { x=u->X; } if (u->Y<dest->Y){ y=dest->Y; } else if(u->Y>dest->Y+dtype->TileWidth-1){ y=dest->Y+dtype->TileWidth-1; } else { y=u->Y; } // Make x,y relative to u->x... x = x - u->X + missile_range+1; y = y - u->Y + missile_range+1; sbad = 0; sgood = 0; for (yy = -(type->Missile.Missile->Range - 1); yy <= type->Missile.Missile->Range - 1; yy++) { for (xx = -(type->Missile.Missile->Range - 1); xx <= type->Missile.Missile->Range - 1; xx++) { if ((x + xx < 0) || (y + yy < 0) || ((x + xx) >= 2 * missile_range + 1) || ((y + yy) >= 2 * missile_range + 1)) { continue; } sbad += bad[y + yy][x + xx]; sgood += good[y + yy][x + xx]; if ((!yy) && (!xx)) { sbad += bad[y + yy][x + xx]; sgood += good[y + yy][x + xx]; } } } // don't consider small damages... if (sgood < 20) { sgood = 20; } cost = sbad / sgood; if (cost > best_cost) { best_cost = cost; best = dest; } } return best; }