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UnitTable.cpp
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#include <sstream>
#include "Sim/Misc/GlobalConstants.h"
#include "System/StringUtil.h"
#include "IncCREG.h"
#include "IncEngine.h"
#include "IncExternAI.h"
#include "IncGlobalAI.h"
#include "KAIK.h"
extern CKAIK* KAIKStateExt;
CR_BIND(CUnitTable, )
CR_REG_METADATA(CUnitTable, (
CR_MEMBER(categoryData),
CR_MEMBER(numDefs),
CR_MEMBER(unitTypes),
CR_POSTLOAD(PostLoad)
))
CR_BIND(CategoryData, )
CR_REG_METADATA(CategoryData, (
CR_MEMBER(groundFactories),
CR_MEMBER(groundBuilders),
CR_MEMBER(groundAttackers),
CR_MEMBER(metalExtractors),
CR_MEMBER(metalMakers),
CR_MEMBER(groundEnergy),
CR_MEMBER(groundDefenses),
CR_MEMBER(metalStorages),
CR_MEMBER(energyStorages),
CR_MEMBER(nukeSilos)
))
CUnitTable::CUnitTable(AIClasses* aic) {
ai = aic;
}
CUnitTable::~CUnitTable() {
}
void CUnitTable::PostLoad() {
// NOTE: can we actually restore the UT
// state sensibly wrt. team sides etc.?
ai = KAIKStateExt->GetAI();
Init();
}
void CUnitTable::ReadModConfig() {
ai->GetLogger()->Log("[CUnitTable::ReadModConfig()]");
std::string cfgFileName = GetModCfgName();
std::fstream cfgFile;
std::stringstream msg;
int cfgVersion = 0;
if (ai->cb->GetFileSize(cfgFileName.c_str()) != -1) {
if (!ai->luaParser->Execute(cfgFileName, "config")) {
msg << "\tparse-error in existing mod configuration file \"";
msg << cfgFileName << "\": " << ai->luaParser->GetError();
ai->GetLogger()->Log(msg.str());
return;
} else {
msg << "\tparsed existing mod configuration file \"";
msg << cfgFileName << "\"";
ai->GetLogger()->Log(msg.str());
}
const LuaTable* rootTbl = ai->luaParser->GetRootTbl();
const LuaTable* unitTbl = NULL;
const UnitDef* unitDef = NULL;
if (rootTbl->GetIntVal("version", cfgVersion) > CFGVERSION) {
msg.str("");
msg << "\tconfig-file version (" << cfgVersion << ") is newer than current version (" << CFGVERSION << ")";
return;
}
UnitType* unitType = NULL;
UnitCategory defUnitCat = CAT_LAST;
UnitCategory cfgUnitCat = CAT_LAST;
std::list<std::string> keys;
rootTbl->GetStrTblKeys(&keys);
for (std::list<std::string>::const_iterator it = keys.begin(); it != keys.end(); ++it) {
unitDef = ai->cb->GetUnitDef((*it).c_str());
if (unitDef == NULL) {
msg.str("");
msg << "\t\t.cfg entry \"" << (*it) << "\" does not refer to a valid unit-type";
ai->GetLogger()->Log(msg.str());
continue;
}
unitTbl = rootTbl->GetTblVal(*it);
unitType = &unitTypes[unitDef->id];
unitType->costMultiplier = unitTbl->GetIntVal("costMult", 100) / 100.0f;
unitType->techLevel = unitTbl->GetIntVal("techLevel", -1);
defUnitCat = unitType->category;
cfgUnitCat = UnitCategory(unitTbl->GetIntVal("category", CAT_LAST));
{
msg.str("");
msg << "\t\tunitDef->id: " << unitDef->id << ", unitDef->name: " << unitDef->name;
msg << ", default cat.: " << defUnitCat << ", .cfg cat.: " << cfgUnitCat;
ai->GetLogger()->Log(msg.str());
}
/*
* TODO: look for any possible "side-effects" that might arise
* from overriding categories like this, then enable overrides
* other than builder --> attacker (ie. SEGV when an *unarmed*
* CAT_BUILDER unit masquerading as a CAT_G_ATTACK'er wants to
* or is attacked, due to NULL weapondefs)
*/
if (defUnitCat != cfgUnitCat) {
if (cfgUnitCat < 0 || cfgUnitCat >= CAT_LAST) {
// invalid unit-category number
continue;
}
if (cfgUnitCat == CAT_G_ATTACK && defUnitCat == CAT_BUILDER) {
{
msg.str("");
msg << "\t\t\t.cfg unit category (CAT_G_ATTACK) overrides unitType->category (CAT_BUILDER)";
ai->GetLogger()->Log(msg.str());
}
std::vector<int>::iterator vit;
std::vector<int>& oldDefs = categoryData.GetDefsForUnitCat(defUnitCat);
std::vector<int>& newDefs = categoryData.GetDefsForUnitCat(cfgUnitCat);
for (vit = oldDefs.begin(); vit != oldDefs.end(); vit++) {
const int unitDefID = *vit;
if (unitDefID == unitDef->id) {
oldDefs.erase(vit);
newDefs.push_back(unitDefID);
vit--;
}
}
unitType->category = cfgUnitCat;
}
}
}
} else {
{
msg.str("");
msg << "\twriting new mod configuration file \"";
msg << cfgFileName << "\"";
ai->GetLogger()->Log(msg.str());
}
cfgFile.open(cfgFileName.c_str(), std::ios::out);
cfgFile << "config = {\n";
cfgFile << "\tversion = " << CFGVERSION << ",\n\n";
for (int i = 1; i <= numDefs; i++) {
UnitType* unitType = &unitTypes[i];
// assign and write default values for costMultiplier
// and techLevel, category is already set in ::Init()
unitType->costMultiplier = 1.0f;
unitType->techLevel = -1;
cfgFile << "\t" << unitType->def->name << " = {\n";
cfgFile << "\t\tcostMult = " << unitType->costMultiplier << " * 100" << ",\n";
cfgFile << "\t\ttechLevel = " << unitType->techLevel << ",\n";
cfgFile << "\t\tcategory = " << unitType->category << ",\n";
cfgFile << "\t},\n";
}
cfgFile << "}\n";
cfgFile.close();
}
}
/*
// returns the side of the AI's team
int CUnitTable::GetSide(void) const {
const int team = ai->cb->GetMyTeam();
const int side = teamSides[team];
return side;
}
// returns the side of the team that is
// currently controlling this unit (not
// always the same as the unit's native
// side defined by the mod's build-tree)
int CUnitTable::GetSide(int unitID) const {
const int team = ai->cb->GetUnitTeam(unitID);
const int side = teamSides[team];
return side;
}
// returns the side (build-tree) that a
// given UnitDef statically belongs to
int CUnitTable::GetSide(const UnitDef* udef) const {
const UnitType& utype = unitTypes[udef->id];
const std::set<int>& sides = utype.sides;
const int mySide = GetSide();
if (!sides.empty()) {
if (sides.find(mySide) != sides.end()) {
// our team's side can build this
return mySide;
} else {
// our team's side cannot build this,
// just return the first side that it
// _is_ part of
return *(sides.begin());
}
}
// this unitdef lives outside of _all_ of the mod's
// build-trees (ie. is not reachable from any side's
// starting unit) but we are in control of it anyway
return mySide;
}
*/
UnitCategory CUnitTable::GetCategory(const UnitDef* unitdef) const {
return (unitTypes[unitdef->id].category);
}
UnitCategory CUnitTable::GetCategory(int unitID) const {
const UnitDef* udef = ai->cb->GetUnitDef(unitID);
if (udef != NULL) {
const UnitType* utype = &unitTypes[udef->id];
return (utype->category);
} else {
return CAT_LAST;
}
}
// used to update threat-map, should probably
// use cost multipliers too (but in that case
// non-squad units like Flashes could become
// artifically overrated by a massive amount)
float CUnitTable::GetDPS(const UnitDef* unit) {
if (unit != NULL) {
float totaldps = 0.0f;
for (std::vector<UnitDef::UnitDefWeapon>::const_iterator i = unit->weapons.begin(); i != unit->weapons.end(); i++) {
float dps = 0.0f;
if (!i->def->paralyzer) {
float reloadtime = i->def->reload;
int numDamages = 0;
ai->cb->GetValue(AIVAL_NUMDAMAGETYPES, &numDamages);
for (int k = 0; k < numDamages; k++) {
dps += i->def->damages[k];
}
dps = dps * i->def->salvosize / numDamages / reloadtime;
}
totaldps += dps;
}
return totaldps;
}
return 0.0f;
}
float CUnitTable::GetDPSvsUnit(const UnitDef* unitDef, const UnitDef* victim) {
if (!unitDef->weapons.empty()) {
ai->math->TimerStart();
float dps = 0.0f;
int armortype = victim->armorType;
int numDamages = 0;
ai->cb->GetValue(AIVAL_NUMDAMAGETYPES, &numDamages);
for (unsigned int i = 0; i != unitDef->weapons.size(); i++) {
const UnitDef::UnitDefWeapon* uwDef = &unitDef->weapons[i];
if (!uwDef->def->paralyzer) {
unsigned int a = victim->category;
unsigned int b = uwDef->def->onlyTargetCategory; // what the weapon can target
unsigned int c = uwDef->onlyTargetCat; // what the unit accepts as this weapons target
// unsigned int d = uwDef->badTargetCat; // what the unit thinks this weapon must be used for (?)
bool canWeaponTarget = (a & b) > 0;
bool canUnitTarget = (a & c) > 0; // how is this used?
// bool badUnitTarget = (a & d) > 0; // probably means that it has low priority
bool canhit = (canWeaponTarget && canUnitTarget);
if (!uwDef->def->waterweapon && ai->cb->GetUnitDefHeight(victim->id) - victim->waterline < 0) {
// weapon cannot hit this sub
canhit = false;
}
if (uwDef->def->waterweapon && victim->minWaterDepth == 0) {
// anti-sub weapon cannot kill this unit
canhit = false;
}
// bombers are useless against air
if (uwDef->def->type == "AircraftBomb" && victim->canfly && unitDef->canfly && unitDef->wantedHeight <= victim->wantedHeight) {
canhit = false;
}
if (canhit) {
float accuracy = uwDef->def->accuracy * 2.8;
if (victim->speed != 0) {
accuracy *= 1 - (uwDef->def->targetMoveError);
}
float basedamage = uwDef->def->damages[armortype] * uwDef->def->salvosize / uwDef->def->reload;
float AOE = uwDef->def->areaOfEffect * 0.7;
float tohitprobability = 0.0f;
float impactarea = 0.0f;
float targetarea = 0.0f;
float distancetravelled = 0.7f * uwDef->def->range;
float firingangle = 0.0f;
float gravity = -(ai->cb->GetGravity() * 900);
float timetoarrive = 0.0f;
float u = std::max(uwDef->def->projectilespeed * 30, 1.0f);
if (uwDef->def->type == std::string("Cannon")) {
float sinoid = (distancetravelled * gravity) / (u * u);
sinoid = std::min(sinoid, 1.0f);
firingangle = asin(sinoid) / 2;
if (unitDef->highTrajectoryType == 1) {
firingangle = (3.14159265358979323846f * 0.5f) - firingangle;
}
float heightreached = pow(u * sin(firingangle), 2) / (2 * gravity);
float halfd = distancetravelled / 2;
distancetravelled = 2 * sqrt(halfd * halfd + heightreached * heightreached) * 1.1;
}
if ((victim->canfly && uwDef->def->selfExplode) || !victim->canfly) {
impactarea = pow((accuracy * distancetravelled) + AOE, 2);
targetarea = ((victim->xsize * 16) + AOE) * ((victim->zsize * 16) + AOE);
} else {
impactarea = pow((accuracy) * (0.7f * distancetravelled), 2);
targetarea = (victim->xsize * victim->zsize * 256);
}
if (impactarea > targetarea) {
tohitprobability = targetarea / impactarea;
} else {
tohitprobability = 1;
}
if (uwDef->def->turnrate == 0.0f && uwDef->def->projectilespeed != 0 && victim->speed != 0 && uwDef->def->beamtime == 1) {
if (uwDef->def->type == std::string("Cannon")) {
timetoarrive = (2 * u * sin(firingangle)) / gravity;
} else {
timetoarrive = distancetravelled / (uwDef->def->projectilespeed * 30);
}
float shotwindow = sqrt(targetarea) / victim->speed * 1.3;
if (shotwindow < timetoarrive) {
tohitprobability *= shotwindow / timetoarrive;
}
}
dps += basedamage * tohitprobability;
}
}
}
return dps;
}
return 0.0f;
}
float CUnitTable::GetCurrentDamageScore(const UnitDef* unit) {
const int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0]);
std::vector<int> enemiesOfType(ai->cb->GetNumUnitDefs() + 1, 0);
float score = 0.01f;
float totalCost = 0.01f;
for (int i = 0; i < numEnemies; i++) {
const UnitDef* udef = ai->ccb->GetUnitDef(ai->unitIDs[i]);
if (udef != NULL) {
enemiesOfType[udef->id]++;
}
}
for (unsigned int i = 1; i < enemiesOfType.size(); i++) {
bool b1 = unitTypes[i].def->builder;
bool b2 = (enemiesOfType[i] > 0);
// bool b3 = (!unit->speed && !unitTypes[i].def->speed);
if (!b1 && b2 /* && !b3 */) {
float costOfEnemiesOfThisType = ((unitTypes[i].def->metalCost * METAL2ENERGY) + unitTypes[i].def->energyCost) * enemiesOfType[i];
float currentScore = unitTypes[unit->id].DPSvsUnit[i] * costOfEnemiesOfThisType;
/*
if (unitTypes[i].DPSvsUnit[unit->id] * costofenemiesofthistype > 0) {
currentscore -= (unitTypes[i].DPSvsUnit[unit->id] * costofenemiesofthistype);
}
*/
totalCost += costOfEnemiesOfThisType;
score += currentScore;
}
}
if (totalCost <= 0)
return 0.0f;
return (score / totalCost);
}
void CUnitTable::UpdateChokePointArray() {
std::vector<float> EnemyCostsByMoveType(ai->pather->NumOfMoveTypes);
std::vector<int> enemiesOfType(ai->cb->GetNumUnitDefs() + 1, 0);
float totalCost = 1.0f;
int numEnemies = ai->ccb->GetEnemyUnits(&ai->unitIDs[0]);
for (int i = 0; i < ai->pather->totalcells; i++) {
ai->dm->ChokePointArray[i] = 0;
}
for (int i = 0; i < ai->pather->NumOfMoveTypes; i++) {
EnemyCostsByMoveType[i] = 0;
}
for (int i = 0; i < numEnemies; i++) {
enemiesOfType[ai->ccb->GetUnitDef(ai->unitIDs[i])->id]++;
}
for (unsigned int i = 1; i < enemiesOfType.size(); i++) {
if (!unitTypes[i].def->canfly && unitTypes[i].def->speed > 0) {
float currentcosts =
((unitTypes[i].def->metalCost * METAL2ENERGY) +
unitTypes[i].def->energyCost) * (enemiesOfType[i]);
// non-zero speed implies non-NULL movedata
EnemyCostsByMoveType[(unitTypes[i].def)->movedata->pathType] += currentcosts;
totalCost += currentcosts;
}
}
for (int i = 0; i < ai->pather->NumOfMoveTypes; i++) {
EnemyCostsByMoveType[i] /= totalCost;
for (int c = 0; c < ai->pather->totalcells; c++) {
ai->dm->ChokePointArray[c] += ai->dm->ChokeMapsByMovetype[i][c] * EnemyCostsByMoveType[i];
}
}
}
float CUnitTable::GetMaxRange(const UnitDef* unit) {
float max_range = 0.0f;
for (std::vector<UnitDef::UnitDefWeapon>::const_iterator i = unit->weapons.begin(); i != unit->weapons.end(); i++) {
if ((i->def->range) > max_range) {
max_range = i->def->range;
}
}
return max_range;
}
float CUnitTable::GetMinRange(const UnitDef* unit) {
float min_range = MY_FLT_MAX;
for (std::vector<UnitDef::UnitDefWeapon>::const_iterator i = unit->weapons.begin(); i != unit->weapons.end(); i++) {
if ((i->def->range) < min_range) {
min_range = i->def->range;
}
}
return min_range;
}
float CUnitTable::GetScore(const UnitDef* udef, UnitCategory cat) {
const int m = (ai->uh->AllUnitsByType[udef->id]).size();
const int n = udef->maxThisUnit;
if (m >= n) {
// if we've hit the build-limit for this
// type of unit, make sure GetUnitByScore()
// won't pick it for construction anyway
return 0.0f;
}
if (udef->minWaterDepth > 0) {
// we can't swim yet
return 0.0f;
}
const int frame = ai->cb->GetCurrentFrame();
const float cost =
((udef->metalCost * METAL2ENERGY) +
udef->energyCost) + 0.1f;
const float currentIncome =
INCOMEMULTIPLIER *
(ai->cb->GetEnergyIncome() + (ai->cb->GetMetalIncome() * METAL2ENERGY)) +
frame / 2;
const float Hitpoints = udef->health;
const float buildTime = udef->buildTime + 0.1f;
const float RandNum = ai->math->RandNormal(4, 3, 1) + 1;
float benefit = 0.0f;
float aoe = 0.0f;
float dps = 0.0f;
int unitcounter = 0;
bool candevelop = false;
switch (cat) {
case CAT_ENERGY: {
// KLOOTNOTE: factor build-time into this as well?
// (so benefit values generally lie closer together)
float baseBenefit = udef->energyMake - udef->energyUpkeep;
if (udef->windGenerator > 0.0f) {
const float minWind = ai->cb->GetMinWind();
const float maxWind = ai->cb->GetMaxWind();
const float avgWind = (minWind + maxWind) * 0.5f;
const float avgEffi = std::min(avgWind / udef->windGenerator, 1.0f);
if (avgEffi >= 0.4f) {
baseBenefit += avgWind;
}
}
if (udef->tidalGenerator > 0.0f) {
baseBenefit += ai->cb->GetTidalStrength();
}
// filter geothermals
if (udef->needGeo) {
baseBenefit = 0.0f;
}
// KLOOTNOTE: dividing by cost here as well means
// benefit is inversely proportional to square of
// cost, so expensive generators are quadratically
// less likely to be built if original calculation
// of score is used
// benefit /= cost;
benefit = (baseBenefit / buildTime) * float((rand() % 2) + 1);
} break;
case CAT_MEX: {
benefit = pow(udef->extractsMetal, 4.0f);
} break;
case CAT_MMAKER: {
benefit = (udef->makesMetal - udef->metalUpkeep) / (udef->energyUpkeep + 0.01f);
} break;
case CAT_G_ATTACK: {
dps = GetCurrentDamageScore(udef);
aoe = ((udef->weapons.size())? ((udef->weapons.front()).def)->areaOfEffect: 0.0f);
if (udef->canfly && !udef->hoverAttack) {
// TODO: improve to set reload-time to the bomber's
// turnspeed vs. movespeed (eg. time taken for a run)
dps /= 6;
}
benefit =
pow((aoe + 80), 1.5f) *
pow(GetMaxRange(udef) + 200, 1.5f) *
pow(dps, 1.0f) *
pow(udef->speed + 40, 1.0f) *
pow(Hitpoints, 1.0f) *
pow(RandNum, 2.5f) *
pow(cost, -0.5f);
if (udef->canfly || udef->canhover) {
// general hack: reduce feasibility of aircraft for 20 mins
// and that of hovercraft permanently, should mostly prefer
// real L2 units to hovers
benefit = (udef->canfly && frame >= (30 * 60 * 20))? benefit: benefit * 0.01f;
}
} break;
case CAT_DEFENCE: {
aoe = ((udef->weapons.size())? ((udef->weapons.front()).def)->areaOfEffect: 0.0f);
benefit =
pow((aoe + 80), 1.5f) *
pow(GetMaxRange(udef), 2.0f) *
pow(GetCurrentDamageScore(udef), 1.5f) *
pow(Hitpoints, 0.5f) *
pow(RandNum, 2.5f) *
pow(cost, -1.0f);
} break;
case CAT_BUILDER: {
for (unsigned int i = 0; i != unitTypes[udef->id].canBuildList.size(); i++) {
if (unitTypes[unitTypes[udef->id].canBuildList[i]].category == CAT_FACTORY) {
candevelop = true;
}
}
// builder units that cannot construct any
// factories are worthless, prevent them
// from being chosen via GetUnitByScore()
// (they might have other uses though, eg.
// nano-towers)
if (!candevelop) {
benefit = 0.0f;
} else {
benefit =
pow(udef->buildSpeed, 1.0f) *
pow(udef->speed, 0.5f) *
pow(Hitpoints, 0.3f) *
pow(RandNum, 0.4f);
}
} break;
case CAT_FACTORY: {
// benefit of a factory is dependant on the kind of
// offensive units it can build, but EE-hubs are only
// capable of building other buildings
for (unsigned int i = 0; i != unitTypes[udef->id].canBuildList.size(); i++) {
const int buildOpt = unitTypes[udef->id].canBuildList[i];
const UnitCategory buildOptCat = unitTypes[buildOpt].category;
if (buildOptCat == CAT_G_ATTACK || buildOptCat == CAT_FACTORY) {
if (unitTypes[buildOpt].def != udef) {
// KLOOTNOTE: guard against infinite recursion (BuildTowers in
// PURE trigger this since they are able to build themselves)
benefit += GetScore(unitTypes[buildOpt].def, buildOptCat);
unitcounter++;
}
}
}
if (unitcounter > 0) {
benefit /= (unitcounter * pow(float(ai->uh->AllUnitsByType[udef->id].size() + 1), 3.0f));
benefit /= ((m > 0)? (m * 2.0f): 1.0f);
} else {
benefit = 0.0f;
}
} break;
case CAT_MSTOR: {
benefit = pow((udef->metalStorage), 1.0f) * pow(Hitpoints, 1.0f);
} break;
case CAT_ESTOR: {
benefit = pow((udef->energyStorage), 1.0f) * pow(Hitpoints, 1.0f);
} break;
case CAT_NUKE: {
// KLOOTNOTE: should factor damage into this as well
const float metalCost = udef->stockpileWeaponDef->metalcost;
const float energyCost = udef->stockpileWeaponDef->energycost;
const float denom = metalCost + energyCost + 1.0f;
const float range = udef->stockpileWeaponDef->range;
benefit = (udef->stockpileWeaponDef->areaOfEffect + range) / denom;
} break;
/*
case CAT_ANTINUKE: {
benefit = udef->stockpileWeaponDef->coverageRange;
} break;
case CAT_SHIELD: {
benefit = udef->shieldWeaponDef->shieldRadius;
} break;
*/
default:
benefit = 0.0f;
}
benefit *= unitTypes[udef->id].costMultiplier;
// return (benefit / (currentIncome + cost));
// return ((benefit / cost) * currentIncome);
return ((currentIncome / cost) * benefit);
}
// operates in terms of GetScore() (which is recursive for factories)
const UnitDef* CUnitTable::GetUnitByScore(int builderID, UnitCategory cat) {
if (cat == CAT_LAST) {
return NULL;
}
const UnitDef* builderDef = ai->cb->GetUnitDef(builderID);
const UnitDef* tempUnitDef = NULL;
const std::vector<int>& defs = categoryData.GetDefsForUnitCat(cat);
float tempScore = 0.0f;
float bestScore = 0.0f;
// if we are a builder on side i, then templist must have
// at least i + 1 elements (templist[0], ..., templist[i])
// but if a mod is not symmetric (eg. no builders for side
// 1) this assumption fails; enabling this breaks PURE 0.6
// however
// iterate over all types in defs (eg. Core groundDefenses)
for (unsigned int i = 0; i != defs.size(); i++) {
int tempUnitDefID = defs[i];
// if our builder can build the i-th unit
if (CanBuildUnit(builderDef->id, tempUnitDefID)) {
// get the unit's heuristic score (based on current income)
tempScore = GetScore(unitTypes[tempUnitDefID].def, cat);
if (tempScore > bestScore) {
bestScore = tempScore;
tempUnitDef = unitTypes[tempUnitDefID].def;
}
}
}
// if we didn't find a unit to build with score > 0 (ie.
// if builder has no build-option matching this category)
// then return NULL instead of first option on build menu
// (to prevent radar farms and other bizarro side-effects)
return ((bestScore > 0.0f)? tempUnitDef: NULL);
}
/*
* find and return the unit that's best to make for this builder
* (returns NULL if no buildings/units are better than minUsefulness
* or buidler can't make any economy units)
* TODO: make it, look at how to integrate into the main economy manager
*/
/*
const UnitDef* CUnitTable::GetBestEconomyBuilding(int builder, float minUsefulness) {
return 0;
}
*/
void CUnitTable::Init() {
numDefs = ai->cb->GetNumUnitDefs();
// one more than needed because [0] is a dummy object (so
// UnitDef->id can be used to adress that unit in array)
unitTypes.resize(numDefs + 1);
unitDefs.resize(numDefs, NULL);
ai->cb->GetUnitDefList(&unitDefs[0]);
for (int i = 1; i <= numDefs; i++) {
unitTypes[i].def = unitDefs[i - 1];
unitTypes[i].category = CAT_LAST;
// GetUnitDefList() filled our unitDefs
// partially with NULL UnitDef*'s
// This means that there are inconsistencies
// in the mod/game archive.
// Please inform the mod authors;
// they should fix the warnings in the infolog.
assert(unitTypes[i].def != 0x0);
if ((unitTypes[i].def)->movedata != NULL) {
moveDefs[(unitTypes[i].def)->movedata->pathType] = (unitTypes[i].def)->movedata;
}
std::map<int, std::string>::const_iterator j;
// get build options
for (j = unitTypes[i].def->buildOptions.begin(); j != unitTypes[i].def->buildOptions.end(); j++) {
const char* buildOptName = j->second.c_str();
const UnitDef* buildOptDef = ai->cb->GetUnitDef(buildOptName);
unitTypes[i].canBuildList.push_back(buildOptDef->id);
}
}
// add unit to different groups
for (int i = 1; i <= numDefs; i++) {
UnitType* uType = &unitTypes[i];
const int UnitCost = int(uType->def->metalCost * METAL2ENERGY + uType->def->energyCost);
if (/* uType->def->isCommander && */ uType->def->buildOptions.size() > 0) {
uType->category = CAT_BUILDER;
}
uType->DPSvsUnit.resize(numDefs + 1);
// calculate this unit type's DPS against all other unit types
for (int v = 1; v <= numDefs; v++) {
uType->DPSvsUnit[v] = GetDPSvsUnit(uType->def, unitTypes[v].def);
}
// speed > 0 means we are mobile, minWaterDepth <= 0 means we
// are allergic to water and cannot be in it (positive values
// are inverted internally)
if (uType->def->speed > 0.0f /* && uType->def->minWaterDepth <= 0 */) {
if (uType->def->buildOptions.size() > 0) {
categoryData.groundBuilders.push_back(i);
uType->category = CAT_BUILDER;
}
else if (!uType->def->weapons.empty() && !uType->def->weapons.begin()->def->stockpile) {
categoryData.groundAttackers.push_back(i);
uType->category = CAT_G_ATTACK;
}
}
else if (!uType->def->canfly) {
if (true /* uType->def->minWaterDepth <= 0 */) {
const UnitDef* uDef = uType->def;
if (uDef->buildOptions.size() >= 1 && uDef->builder) {
uType->isHub = false;
#define IS_MOBILE(uDef) \
((uDef->speed > 0.0f) && \
((uDef->canmove && uDef->movedata != NULL) || uDef->canfly))
if (!IS_MOBILE(uDef)) {
// a hub is any non-mobile builder
// that can build other non-mobile
// units
typedef std::map<int, std::string>::const_iterator BuildOptIt;
for (BuildOptIt boIt = uDef->buildOptions.begin(); boIt != uDef->buildOptions.end(); boIt++) {
const char* buildOptName = boIt->second.c_str();
const UnitDef* buildOptDef = ai->cb->GetUnitDef(buildOptName);
if (buildOptDef && !IS_MOBILE(buildOptDef)) {
uType->isHub = true; break;
}
}
}
#undef IS_MOBILE
categoryData.groundFactories.push_back(i);
uType->category = CAT_FACTORY;
} else {
const WeaponDef* weapon = (uDef->weapons.empty())? 0: uDef->weapons.begin()->def;
if (weapon && !weapon->stockpile && uDef->extractsMetal == 0.0f) {
// we don't want armed extractors to be seen as general-purpose defense
if (!weapon->waterweapon) {
// filter out depth-charge launchers etc
categoryData.groundDefenses.push_back(i);
uType->category = CAT_DEFENCE;
}
}
if (uDef->stockpileWeaponDef) {
if (uDef->stockpileWeaponDef->targetable) {
// nuke
categoryData.nukeSilos.push_back(i);
uType->category = CAT_NUKE;
}
if (uDef->stockpileWeaponDef->interceptor) {
// anti-nuke, not implemented yet
}
}
if (uDef->shieldWeaponDef && uDef->shieldWeaponDef->isShield) {
// shield, not implemented yet
// uType->category = CAT_SHIELD;
}
if (uDef->makesMetal) {
categoryData.metalMakers.push_back(i);
uType->category = CAT_MMAKER;
}
if (uDef->extractsMetal > 0.0f) {
categoryData.metalExtractors.push_back(i);
uType->category = CAT_MEX;
}
if (((uDef->energyMake - uDef->energyUpkeep) / UnitCost) > 0.002 || uDef->tidalGenerator || uDef->windGenerator) {
if (/* uDef->minWaterDepth <= 0 && */ !uDef->needGeo) {
// filter tidals and geothermals
categoryData.groundEnergy.push_back(i);
uType->category = CAT_ENERGY;
}
}
if (uDef->energyStorage / UnitCost > 0.2) {
categoryData.energyStorages.push_back(i);
uType->category = CAT_ESTOR;
}
if (uDef->metalStorage / UnitCost > 0.1) {
categoryData.metalStorages.push_back(i);
uType->category = CAT_MSTOR;
}
}
}
}
}
ReadModConfig();
// dump generated unit table to file
DebugPrint();
}
bool CUnitTable::CanBuildUnit(int id_builder, int id_unit) {
// look in build options of builder for unit
for (unsigned int i = 0; i != unitTypes[id_builder].canBuildList.size(); i++) {
if (unitTypes[id_builder].canBuildList[i] == id_unit) {
return true;
}
}
// unit not found in builder's buildoptions
return false;
}
void CUnitTable::DebugPrint() {
const char* listCategoryNames[12] = {
"GROUND-FACTORY", "GROUND-BUILDER", "GROUND-ATTACKER", "METAL-EXTRACTOR",
"METAL-MAKER", "METAL-STORAGE", "ENERGY-STORAGE", "GROUND-ENERGY", "GROUND-DEFENSE",
"NUKE-SILO", "SHIELD-GENERATOR", "LAST-CATEGORY"
};
std::stringstream msg;
std::string logFileName = GetDbgLogName();
FILE* f = fopen(logFileName.c_str(), "w");
if (f == NULL) {
msg << "[CUnitTable::DebugPrint()] could not open ";
msg << "debug log " << logFileName << " for writing";
ai->GetLogger()->Log(msg.str());
return;
}
for (int i = 1; i <= numDefs; i++) {
const UnitType* utype = &unitTypes[i];
const UnitDef* udef = unitDefs[i - 1];
msg << "UnitDef ID: " << i << "\n";
msg << "\tName: " << udef->name;
msg << " (\"" << udef->humanName << "\")\n";
msg << "\tCan Build:\n";
for (unsigned int j = 0; j != utype->canBuildList.size(); j++) {
const UnitType* buildOption = &unitTypes[utype->canBuildList[j]];
const char* buildOptName = buildOption->def->humanName.c_str();
msg << "\t\t\"" << buildOptName << "\"\n";
}
/*
msg << "\tBuilt By:\n";
for (unsigned int k = 0; k != utype->builtByList.size(); k++) {
UnitType* parent = &unitTypes[utype->builtByList[k]];
for (std::set<int>::iterator it = parent->sides.begin(); it != parent->sides.end(); it++) {
const char* sideName = sideNames[*it].c_str();
const char* parentName = parent->def->humanName.c_str();
msg << "\t\t(\"" << sideName << "\") \"" << parentName << "\"\n";