示例#1
0
double Squad::ScoreTransportUtility(AiMain *ai, ArmyAgent *transport)
{
	double max_score = BAD_UTILITY;
	double tmp_score;
    sint32 agent_idx, agent_num; 
	Agent *agent = NULL;
	ArmyAgent *army_agent = NULL;

    agent_num = my_agents.count; 

	
    for (agent_idx = agent_num-1; 0 <= agent_idx; agent_idx--) 
	{ 
		
        agent = (Agent*)my_agents.Return_Data_By_Number(agent_idx);
		if (agent->GetType() != AGENT_TYPE_ARMY)
			continue;
		
		army_agent = (ArmyAgent*) agent;
		tmp_score = army_agent->EstimateTransportUtility(ai, transport);
		if (tmp_score > max_score)
			max_score = tmp_score;
	}
	return max_score;
}
示例#2
0
void Squad::UngroupAllArmies(AiMain *ai)
{
    sint32 agent_idx, agent_num; 
	Agent *agent = NULL;
	ArmyAgent *army_agent = NULL;
	BOOL is_unknown_id;

    agent_num = my_agents.count; 

	
    for (agent_idx = agent_num-1; 0 <= agent_idx; agent_idx--) 
	{ 
		
        agent = (Agent*)my_agents.Return_Data_By_Number(agent_idx);
		if (agent->GetType() != AGENT_TYPE_ARMY)
			continue;
		
		army_agent = (ArmyAgent*) agent;
		if ((army_agent->GetNUnits() > 1) &&
			(army_agent->GetState() != AGENT_STATE_MARKED_DEAD))
		{
			Assert(army_agent->GetID().GetVal() != 0);
			
			ai->m_player->ArmyUngroup(army_agent->GetID().GetVal(),
				&is_unknown_id);
			Assert(!is_unknown_id);	
		}	
	 }
}
示例#3
0
sint32 Squad::GetUsableTransport(AiMain *ai)
{
    sint32 agent_idx, agent_num; 
    Agent *agent = NULL;
	ArmyAgent *army_agent = NULL;
	sint32 total_empty = 0;
	sint32 empty, full;

    agent_num = my_agents.count; 

    for (agent_idx = agent_num-1; 0 <= agent_idx; agent_idx--) 
	{ 
         agent = (Agent*)my_agents.Return_Data_By_Number(agent_idx);

         if (agent->GetType() == AGENT_TYPE_ARMY) 
		 { 
 			 army_agent = (ArmyAgent *) agent;

			 if (army_agent->GetMovePoints() >= MINIMUM_MOVEMENT_POINTS_TO_MOVE &&
				 !army_agent->IsWaitState())
			 {
				 if (army_agent->GetNumCargo(ai, full, empty))
					 total_empty += empty;
			 }
		 }	
	}
	return total_empty;
}
示例#4
0
void Squad::GroupWithArmy(AiMain *ai, ArmyAgent *army_agent)
{
    sint32 agent_idx, agent_num; 
    Agent *agent = NULL;
	ArmyAgent *grouped_agent = NULL;
	BOOL is_unknown_id;
	MapPointData army_pos;
	MapPointData grouped_pos;
    agent_num = my_agents.count; 
	army_agent->GetPos(ai,army_pos);

	
	Assert(army_agent->GetState() != AGENT_STATE_MARKED_DEAD);
	if (army_agent->GetState() == AGENT_STATE_MARKED_DEAD)
		return;

	
    for (agent_idx = agent_num-1; 0 <= agent_idx; agent_idx--) 
	{ 
         agent = (Agent*)my_agents.Return_Data_By_Number(agent_idx);

		 
         if (agent->GetType() == AGENT_TYPE_ARMY) 
		 { 
 			 grouped_agent = (ArmyAgent *) agent;

			 
			 Assert(grouped_agent->GetState() != AGENT_STATE_MARKED_DEAD);
			 if (grouped_agent->GetState() == AGENT_STATE_MARKED_DEAD)
				 continue; 

			 
			 grouped_agent->GetPos(ai,grouped_pos);
			 if (grouped_agent->GetID().GetVal() != army_agent->GetID().GetVal() &&
				 grouped_pos.x == army_pos.x &&
				 grouped_pos.y == army_pos.y &&
				 grouped_pos.z == army_pos.z)
				 {

					 
					 Remove_Agent(grouped_agent);

					

					 
					 ai->m_player->ArmyGroup(grouped_agent->GetID().GetVal(), 
											 army_agent->GetID().GetVal(),
											 &is_unknown_id);
					 Assert(!is_unknown_id);
					 if (!is_unknown_id)
						 {
							 
							 grouped_agent->m_has_been_executed = TRUE;
							 grouped_agent->SetState(AGENT_STATE_MARKED_DEAD);
						 }
				 }
		 }	
	}
}
示例#5
0
BOOL Squad::Ok_To_Rally(AiMain *ai)
{
    sint32 agent_idx, agent_num; 
	Agent *agent = NULL;
	ArmyAgent *army_agent = NULL;
	sint32 dest_cont;
	BOOL dest_is_land;
	MapPointData pos;
	sint32 num_in_water = 0;
	sint32 num_at_dest = 0;

    agent_num = my_agents.count; 

	ArmyGoal *army_goal = (ArmyGoal*) my_strategic_goal;
	army_goal->GetPos(pos);	

	
	

	if(pos.z == SPACE_Z) return TRUE;

	BOOL r = ai->m_continents->GetContinent(ai, pos, dest_cont, dest_is_land);
	Assert(r);

	
	if (!dest_is_land)
		return TRUE;

	
    for (agent_idx = agent_num-1; 0 <= agent_idx; agent_idx--) 
	{ 
		
        agent = (Agent*)my_agents.Return_Data_By_Number(agent_idx);
		if (agent->GetType() != AGENT_TYPE_ARMY)
			continue;
		
		army_agent = (ArmyAgent*) agent;
		if ((army_agent->GetNUnits() > 0) &&
			(army_agent->GetState() != AGENT_STATE_MARKED_DEAD))
		{
			
			
			if ((army_agent->GetContinent() != dest_cont)
				&& (army_agent->GetMyIsLand()))
				return FALSE;

			
			if (!army_agent->GetMyIsLand())
				num_in_water++;
			else if (army_agent->GetContinent() == dest_cont)
				num_at_dest++;
		}
	}
	
	
	return (agent_num == (num_in_water + num_at_dest));
}
示例#6
0
sint32 Squad::GetTransportUnitsCount(AiMain *ai)
{
	
	sint32 my_transports = 0;
	Agent *agent;
	for (sint32 i = 0; i < my_agents.count; i++)
	{
		
		agent = (Agent *) my_agents.Return_Data_By_Number( i );
		if (agent->GetType() != AGENT_TYPE_CITY)
			my_transports += ((ArmyAgent*) agent)->GetTransports(ai);
	}
	return my_transports;
}
int Goal_Attack_Region::Get_Totally_Complete(AiMain *ai)
{

	int i;
	int completely_there_count = 0;

    Agent *agent = NULL;
    ArmyAgent *aa=NULL;
	MapPointData army_pos;


	if (attacking_squad == NULL) return false;

	for (i=0; i < attacking_squad->my_agents.count; i++)
	{

		agent = (Agent *) attacking_squad->my_agents.Return_Data_By_Number(i);

		if (agent->GetType() == AGENT_TYPE_ARMY)
		{

			aa = (ArmyAgent *) agent;

            if (aa->GetState() == AGENT_STATE_MARKED_DEAD) {
                continue;
            }

			aa->GetPos(ai, army_pos);

			if ((m_pos->x == army_pos.x)  &&
				(m_pos->y == army_pos.y)  &&
				(m_pos->z == army_pos.z)  )
			{

				completely_there_count++;

			}

		}

	}

    Set_Totally_Complete(completely_there_count == attacking_squad->my_agents.count);

	return m_is_completed;
}
示例#8
0
uint32 Squad::GetMoveTypes(AiMain *ai)
{
	
	if (m_moveType)
		return m_moveType;

	
	Agent *agent;
	ArmyAgent *army_agent;

	
	for (sint32 i = 0; i < my_agents.count; i++)
	{
		agent = (Agent *) my_agents.Return_Data_By_Number( i );
		if (agent->GetType() != AGENT_TYPE_CITY)
			{
				army_agent = (ArmyAgent *)agent;
				
				m_moveType |= army_agent->GetMoveIntersection(ai);
			}
	}
	return m_moveType;
}
示例#9
0
double Squad::GetUsableDefense(AiMain *ai)
{
    sint32 agent_idx, agent_num; 
    Agent *agent = NULL;
	ArmyAgent *army_agent = NULL;
	double total_defense = 0.0;

    agent_num = my_agents.count; 

    for (agent_idx = agent_num-1; 0 <= agent_idx; agent_idx--) 
	{ 
         agent = (Agent*)my_agents.Return_Data_By_Number(agent_idx);

         if (agent->GetType() == AGENT_TYPE_ARMY) 
		 { 
 			 army_agent = (ArmyAgent *) agent;

			 if (army_agent->GetMovePoints() >= MINIMUM_MOVEMENT_POINTS_TO_MOVE &&
				 !army_agent->IsWaitState())
				 total_defense += army_agent->GetDefenseStrength();
		 }	
	}
	return total_defense;
}