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Defines.h
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#ifndef KAIK_DEFINES_HDR
#define KAIK_DEFINES_HDR
#include <cfloat> // FLT_MAX, FLT_MIN
#include "AIExport.h" // for aiexport_getVersion()
#define AI_VERSION_NUMBER aiexport_getVersion()
#define AI_NAME std::string("KAIK ") + AI_VERSION_NUMBER + " Unofficial"
#define AI_DATE __DATE__
#define AI_VERSION AI_NAME + " (built " + AI_DATE + ")"
#define AI_CREDITS "(developed by Krogothe, Tournesol, Firenu; now maintained by Kloot)"
// as of (at least) 58f99d175e79c02b1abc9be50d48325447cf7015
// float3::max{x,z}pos do not have their proper values when
// accessed in AI code, so float3::{Check,Is}InBounds() are
// both unreliable
#define MAPPOS_IN_BOUNDS(pos) \
((pos.x >= 0) && (pos.x < ai->cb->GetMapWidth() * SQUARE_SIZE) && \
(pos.z >= 0) && (pos.z < ai->cb->GetMapHeight() * SQUARE_SIZE))
// Shortcuts
#define GCAT(a) (ai->ut->GetCategory(a))
// RNGs
#define RANDINT ai->math->RandInt()
#define RANDFLOAT ai->math->MTRandFloat()
// Timer
#define TIMER_START ai->math->TimerStart()
#define TIMER_TICKS ai->math->TimerTicks()
#define TIMER_SECS ai->math->TimerSecs()
// Folders
// relative to "AI/Skirmish/KAIK/0.13"
#define ROOTFOLDER ""
#define LOGFOLDER std::string(ROOTFOLDER) + "logs/"
#define METALFOLDER std::string(ROOTFOLDER) + "metal/"
#define CFGFOLDER std::string(ROOTFOLDER) + "configs/"
#define CFGVERSION 1
// Error outputs
#define ERRORVECTOR float3(-1.0f, 0.0f, 0.0f)
// Maths
#define MY_FLT_MAX FLT_MAX
#define MY_FLT_MIN FLT_MIN
#define DEG2RAD 0.01745329252f
#define RAD2DEG 57.2957795f
// Map sizing multipliers
#define METALMAP2MAPUNIT 2
#define MAPUNIT2POS 8
#define METALMAP2POS 16
// Threatmap / pathfinder resolution
#define THREATRES 8
#define THREATVAL_BASE 1.0f
// Maximum Builders helping each factory
#define MAXBUILDERSPERFACTORY 2
#define BUILDERFACTORYCOSTRATIO 0.5
// #define DEFENSEFACTORYRATIO 5
#define DEFENSEFACTORYRATIO 4
// Metal to energy ratio for cost calculations
#define METAL2ENERGY 45
// Minimum stocks for a "feasible" construction (ratio of storage)
#define FEASIBLEMSTORRATIO 0.3
#define FEASIBLEESTORRATIO 0.6
// Time idle units stay in limbo mode (in frames)
#define LIMBOTIME 40
// Income multiplier for tech tree advancement
#define INCOMEMULTIPLIER 5
// Seconds of storage to be had
#define STORAGETIME 6
// factory-feasibility ratio
#define ECONRATIO 0.85
// HACK: use only the last movetype
#define PATHTOUSE ai->pather->NumOfMoveTypes - 1
// ClosestBuildsite Stuff
#define DEFCBS_SEPARATION 8
#define DEFCBS_RADIUS 2000
// Command lag acceptance 5 sec (30 * 5)
#define LAG_ACCEPTANCE 150
// SpotFinder stuff
#define CACHEFACTOR 8
// hub build-placement stuff
#define QUADRANT_TOP_LEFT 0
#define QUADRANT_TOP_RIGHT 1
#define QUADRANT_BOT_RIGHT 2
#define QUADRANT_BOT_LEFT 3
#define FACING_DOWN 0
#define FACING_RIGHT 1
#define FACING_UP 2
#define FACING_LEFT 3
#define MAX_NUKE_SILOS 16
// Unit categories
enum UnitCategory {
CAT_COMM,
CAT_ENERGY,
CAT_MEX,
CAT_MMAKER,
CAT_BUILDER,
CAT_ESTOR,
CAT_MSTOR,
CAT_FACTORY,
CAT_DEFENCE,
CAT_G_ATTACK,
CAT_NUKE,
// CAT_SHIELD,
CAT_LAST
};
// UnitDef categories
enum UnitDefCategory {
CAT_GROUND_FACTORY,
CAT_GROUND_BUILDER,
CAT_GROUND_ATTACKER,
CAT_METAL_EXTRACTOR,
CAT_METAL_MAKER,
CAT_METAL_STORAGE,
CAT_ENERGY_STORAGE,
CAT_GROUND_ENERGY,
CAT_GROUND_DEFENSE,
CAT_NUKE_SILO
};
#endif