/*! \file ai.h \brief The interface for the artificial intelligence of ASC. */ // $Id: ai.h,v 1.20 2004/10/23 19:16:24 mbickel Exp $ // // $Log: ai.h,v $ // Revision 1.20 2004/10/23 19:16:24 mbickel // Fixed AI problems // AI speed up // // Revision 1.19 2003/05/29 13:54:53 mbickel // Fixed: unit could not enter container when having max size // Added SDL_Delay() to movement loop (for FreeBSD) // Added Lava_Barrier terrain bit // AI logs unit success // Replay have a much stricted consistency checking for refuelling // // Revision 1.18 2003/04/23 18:31:11 mbickel // Fixed: AI problems // Improved cheating detection in replay // // Revision 1.17 2003/03/31 20:29:16 mbickel // Fixed AI bugs // Fixed clipboard in mapeditor // // Revision 1.16 2003/03/30 13:19:47 mbickel // Fixed: ai warnings // Fixed: wrong hotkey for seeting unit properties in containers // // Revision 1.15 2003/03/08 14:24:38 mbickel // Code cleanup // AI fixes and improvements // // Revision 1.14 2003/03/07 17:11:41 mbickel // AI improvements // // Revision 1.13 2002/12/12 11:34:19 mbickel // Fixed: ai crashing when weapon has no ammo // Fixed: ASC crashed when loading game with ID not found // Fixed: more ai problems // AI now faster // Fixed: removing objects overfill a units tank // // Revision 1.12 2002/03/19 20:38:57 mbickel // Some cleanup and documentation in dlg_box // Fixed some type assignment errors // // Revision 1.11 2002/03/03 14:13:49 mbickel // Some documentation updates // Soundsystem update // AI bug fixed // // Revision 1.10 2001/11/29 17:34:18 mbickel // AI can be used as benchmark // Improved AI unit job determination mechanism // // Revision 1.9 2001/10/31 20:10:26 mbickel // Circumvented a bug in gcc // // Revision 1.8 2001/10/02 14:06:29 mbickel // Some cleanup and documentation // Bi3 import tables now stored in .asctxt files // Added ability to choose amoung different BI3 import tables // Added map transformation tables // // Revision 1.7 2001/08/27 21:03:55 mbickel // Terraintype graphics can now be mounted from any number of PNG files // Several AI improvements // // Revision 1.6 2001/08/24 15:50:08 mbickel // AI performs better services when there are no service units // // Revision 1.5 2001/07/27 21:13:35 mbickel // Added text based file formats // Terraintype and Objecttype restructured // // Revision 1.4 2001/05/24 15:37:51 mbickel // Fixed: reaction fire could not be disabled when unit out of ammo // Fixed several AI problems // // Revision 1.3 2001/04/03 11:54:17 mbickel // AI Improvements: production , servicing // // Revision 1.2 2001/04/01 12:59:35 mbickel // Updated win32 project files to new ai file structure // Added viewid win32-project // Improved AI : production and service path finding // // Revision 1.1 2001/03/30 12:43:16 mbickel // Added 3D pathfinding // some cleanup and documentation // splitted the ai into several files, now located in the ai subdirectory // AI cares about airplane servicing and range constraints // /* This file is part of Advanced Strategic Command; http://www.asc-hq.de Copyright (C) 1994-1999 Martin Bickel and Marc Schellenberger This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; see the file COPYING. If not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #include #include #include "../typen.h" #include "../terraintype.h" #include "../objecttype.h" #include "../spfst.h" #include "../unitctrl.h" #include "../building_controls.h" #include "../buildingtype.h" #include "../astar2.h" class AI : public BaseAI { bool benchMark; bool strictChecks; bool _isRunning; VisibilityStates _vision; int unitCounter; int player; int maxTrooperMove; int maxTransportMove; int maxUnitMove; int maxWeapDist[8]; int baseThreatsCalculated; pmap activemap; MapDisplayInterface* mapDisplay; MapDisplayInterface* rmd; class ServiceOrder { AI* ai; int targetUnitID; int serviceUnitID; //! if service == ammo: weapon number ; if service == resource : resource type GameTime time; int failure; pbuilding nextServiceBuilding; int nextServiceBuildingDistance; bool active; public: VehicleService::Service requiredService; int position; ServiceOrder ( ) : ai ( NULL ), targetUnitID ( 0 ), serviceUnitID ( 0 ), failure ( 0 ), nextServiceBuilding ( 0 ), active ( false ) {}; ServiceOrder ( AI* _ai, VehicleService::Service _requiredService, int UnitID, int _pos = -1 ); ServiceOrder ( AI* _ai, tnstream& stream ); AStar3D::Path::iterator lastmatchServiceOrder ( AI* _ai, tnstream& stream ); pvehicle getTargetUnit ( ) const { return ai->getMap()->getUnit ( targetUnitID );}; pvehicle getServiceUnit ( ) const { return ai->getMap()->getUnit ( serviceUnitID );}; void setServiceUnit ( pvehicle veh ); int possible ( pvehicle supplier ); bool execute1st ( pvehicle supplier ); bool timeOut ( ); bool canWait ( ); void serviceFailed() { failure++; }; bool completelyFailed(); bool serviceUnitExists(); static void releaseServiceUnit ( ServiceOrder& so ); void write ( tnstream& stream ) const; void read ( tnstream& read ); static bool targetDestroyed ( const ServiceOrder& so ) { return !so.getTargetUnit(); }; static bool invalid ( const ServiceOrder& so ); bool valid ( ) const; static void activate( ServiceOrder& so ); bool operator==( const ServiceOrder& so ) const; bool operator!=( const ServiceOrder& so ) const; ~ServiceOrder (); }; friend class ServiceOrder; void removeServiceOrdersForUnit ( const pvehicle veh ); class ServiceTargetEquals : public unary_function { const pvehicle target; public: explicit ServiceTargetEquals ( const pvehicle _target ) : target ( _target ) {}; bool operator() (const ServiceOrder& so ) const; }; static bool vehicleValueComp ( const pvehicle v1, const pvehicle v2 ); static bool buildingValueComp ( const pbuilding v1, const pbuilding v2 ); typedef list ServiceOrderContainer; ServiceOrderContainer serviceOrders; //! cycles through all units and checks for necessary services void issueServices ( ); //! issues a single service. If the same service-order already exists, it will not be issued a second time ServiceOrder& issueService ( VehicleService::Service requiredService, int UnitID, int pos = -1 ); ServiceOrder& issueRefuelOrder ( pvehicle veh, bool returnImmediately ); void runServiceUnit ( pvehicle supplyUnit ); class RefuelConstraint { AI& ai; pvehicle veh; AStar3D* ast; typedef map ReachableBuildings; ReachableBuildings reachableBuildings; typedef map LandingPositions; LandingPositions landingPositions; bool positionsCalculated; int maxMove; public: RefuelConstraint ( AI& ai_, pvehicle veh_, int maxMove_ = -1 ) : ai ( ai_ ), veh ( veh_ ), ast(NULL), positionsCalculated(false), maxMove ( maxMove_ ) {}; MapCoordinate3D getNearestRefuellingPosition ( bool buildingRequired, bool refuel, bool repair ); bool returnFromPositionPossible ( const MapCoordinate3D& pos, int theoreticalFuel = -1 ); //! checks whether the unit can crash do to lack of fuel; this is usually true for airplanes. A unit that does not crash does not need to care about landing positions. void findPath(); static bool necessary (const pvehicle veh, AI& ai ); ~RefuelConstraint() { if (ast) delete ast; }; }; friend class RefuelConstraint; bool runUnitTask ( pvehicle veh ); // void searchServices ( ); class FieldInformation { public: AiThreat threat; int control; int units[8]; void reset ( ); FieldInformation ( ) { reset(); }; }; FieldInformation* fieldInformation; int fieldNum; AiThreat& getFieldThreat ( int x, int y ); FieldInformation& getFieldInformation ( int x, int y ); class CheckFieldRecon : public SearchFields { protected: void testfield ( const MapCoordinate& mc ) ; int ownFields[3]; int enemyFields[3]; int player; AI* ai; public: CheckFieldRecon ( AI* _ai ); int run ( int x, int y); }; friend class CheckFieldRecon; MapCoordinate3D findServiceBuilding ( const ServiceOrder& so, int* distance = NULL ); void checkConquer( ); void runReconUnits(); //! checks whether a building can be conquered by the enemy during the next turn bool checkReConquer ( pbuilding bld, pvehicle veh ); float getCaptureValue ( const pbuilding bld, int travelTime ); float getCaptureValue ( const pbuilding bld, const pvehicle veh ); class BuildingCapture { public: enum BuildingCaptureState { conq_noUnit, conq_unitNotConq, conq_conqUnit, conq_unreachable } state; int unit; vector guards; float captureValue; int nearestUnit; void write ( tnstream& stream ) const; void read ( tnstream& stream ); BuildingCapture ( ) { state = conq_noUnit; unit = 0; nearestUnit = 0; captureValue = 0; }; }; class BuildingValueComp : public binary_function { AI* ai; public: explicit BuildingValueComp ( AI* _ai ) : ai ( _ai ) {}; bool operator() (const pbuilding& a, const pbuilding& b ) const { return ai->buildingCapture[ a->getEntry() ].captureValue > ai->buildingCapture[ b->getEntry() ].captureValue; }; }; friend class BuildingValueComp; typedef map BuildingCaptureContainer; BuildingCaptureContainer buildingCapture; void calculateFieldInformation ( void ); void calculateFieldThreats_SinglePosition ( pvehicle eht, int x, int y ); class WeaponThreatRange : public SearchFields { pvehicle veh; int weap, height; AiThreat* threat; AI* ai; void testfield ( const MapCoordinate& mc ); public: void run ( pvehicle _veh, int x, int y, AiThreat* _threat ); WeaponThreatRange( AI* _ai ) : SearchFields ( _ai->getMap()), ai ( _ai ) {}; }; struct Config { // int movesearchshortestway; /* krzesten oder nur irgendeinen */ int lookIntoTransports; /* gegnerische transporter einsehen */ int lookIntoBuildings; int wholeMapVisible; float aggressiveness; // 1: units are equally worth ; 2 int damageLimit; Resources resourceLimit; int ammoLimit; //! the maximum number of turns a unit may need to reach a town to capture int maxCaptureTime; //! the maximum time in 1/100 sec that a the ai may try to optimize an attack int maxTactTime; int waitForResourcePlus; } config; public: class MoveVariant { public: int orgDamage; int damageAfterMove; int damageAfterAttack; MapCoordinate3D movePos; int attackx, attacky; pvehicle enemy; pvehicle attacker; int enemyOrgDamage; int enemyDamage; int weapNum; float result; int moveDist; bool neighbouringFieldsReachable[ sidenum ]; // used for the hemming tactic float positionThreat; }; static bool moveVariantComp ( const AI::MoveVariant* mv1, const AI::MoveVariant* mv2 ); private: typedef vector MoveVariantContainer; class AiResult { public: int unitsMoved; int unitsWaiting; int unitsDestroyed; AiResult ( ) : unitsMoved ( 0 ), unitsWaiting ( 0 ), unitsDestroyed( 0 ) {}; AiResult& operator+= ( const AiResult& a ) { unitsMoved += a.unitsMoved; unitsWaiting += a.unitsWaiting; unitsDestroyed += a.unitsDestroyed; return *this; }; }; class TargetVector : public std::vector { public: ~TargetVector() { for ( iterator it = begin(); it != end(); it++ ) delete *it; }; }; bool moveUnit ( pvehicle veh, const MapCoordinate3D& destination, bool intoBuildings = true, bool intoTransports = true ); /** \returns 1 = destination reached; 0 = everything ok, but not enough movement to reach destination; -1 = error */ int moveUnit ( pvehicle veh, const AStar3D::Path& path, bool intoBuildings = true, bool intoTransports = true ); void getAttacks ( AStar3D& vm, pvehicle veh, TargetVector& tv, int hemmingBonus, bool justOne = false, bool executeService = true ); void searchTargets ( pvehicle veh, const MapCoordinate3D& pos, TargetVector& tl, int moveDist, AStar3D& vm, int hemmingBonus ); bool targetsNear( pvehicle veh ); AiResult executeMoveAttack ( pvehicle veh, TargetVector& tv ); int getDirForBestTacticsMove ( const pvehicle veh, TargetVector& tv ); MapCoordinate getDestination ( const pvehicle veh ); AiResult moveToSavePlace ( pvehicle veh, VehicleMovement& vm, int preferredHeight = -1 ); int getBestHeight ( const pvehicle veh ); float getAttackValue ( const tfight& battle, const pvehicle attackingUnit, const pvehicle attackedUnit, float factor = 1 ); /** chenges a vehicles height \returns 1 = height change successful ; 0 = no need to change height; -1 = no space to change height -2 = cannot change height here principially */ int changeVehicleHeight ( pvehicle veh, VehicleMovement* vm, int preferredDirection = -1 ); void calculateThreat ( pvehicletype vt); void calculateThreat ( pvehicle eht ); void calculateThreat ( pbuilding bld ); void calculateThreat ( pbuilding bld, int player ); static AiParameter::JobList chooseJob ( const Vehicletype* typ, int functions ); friend class CalculateThreat_Vehicle; /** This structure helps identifying units which don't reach any action because the AI wants to put them into the wrong sections. map wrongSectionDetection; */ void calculateAllThreats( void ); AiResult tactics( void ); void tactics_findBestAttackOrder ( pvehicle* units, int* attackOrder, pvehicle enemy, int depth, int damage, int& finalDamage, int* finalOrder, int& finalAttackNum ); void tactics_findBestAttackUnits ( const MoveVariantContainer& mvc, MoveVariantContainer::iterator& m, pvehicle* positions, float value, pvehicle* finalposition, float& finalvalue, int unitsPositioned, int recursionDepth, int startTime ); /** a special path finding where fields occupied by units get an addidional movemalus. This helps finding a path that is not thick with units and prevents units to queue all one after another */ void findStratPath ( vector& path, pvehicle veh, int x2, int y2 ); class UnitDistribution { public: static const int groupCount = 6; enum Group { attack, rangeattack, conquer, other, recon, service }; bool calculated; float group[groupCount]; UnitDistribution( ) : calculated ( false ) { for ( int i = 0; i < groupCount; i++ ) group[i] = 0; }; void read( tnstream& stream ); void write ( tnstream& stream ) const; }; UnitDistribution originalUnitDistribution; UnitDistribution::Group getUnitDistributionGroup ( pvehicle veh ); UnitDistribution::Group getUnitDistributionGroup ( pvehicletype veh ); UnitDistribution calcUnitDistribution(); struct ProductionRating { Vehicletype* vt; pbuilding bld; float rating; bool operator< ( const ProductionRating& pr ) { return rating < pr.rating; }; }; typedef map > UnitTypeSuccess; // first: enemy value, second: own value UnitTypeSuccess unitTypeSuccess; class VehicleTypeEfficiencyCalculator { AI& ai; float ownValue; int ownTypeID; float enemyValue; int orgOwnDamage; int orgEnemyDamage; int enemyID; int ownID; Vehicle* attacker; Vehicle* target; public: VehicleTypeEfficiencyCalculator ( AI& _ai, Vehicle* _attacker, Vehicle* _target ); void calc(); }; friend class VehicleTypeEfficiencyCalculator; void production(); AiResult strategy(); AiResult buildings ( int process ); AiResult transports ( int process ); AiResult container ( ccontainercontrols& cc ); AiResult executeServices (); void setup(); void reset(); typedef map ReconPositions; ReconPositions reconPositions; void calcReconPositions(); class Section { AI* ai; public: int x1,y1,x2,y2; int xp, yp; int centerx, centery; int units_heading_here; int numberOfFields; AiThreat absUnitThreat; AiThreat avgUnitThreat; AiThreat absFieldThreat; AiThreat avgFieldThreat; float value[ aiValueTypeNum ]; int numberOfAccessibleFields ( const pvehicle veh ); void init ( int _x, int _y, int xsize, int ysize, int _xp, int _yp ); void init ( AI* _ai, int _x, int _y, int xsize, int ysize, int _xp, int _yp ); Section ( AI* _ai ) : ai ( _ai ) {}; Section ( ) { ai = NULL; }; // }; friend class Section; class Sections { AI* ai; Section* section; public: int sizeX ; int sizeY ; int numX ; int numY ; void calculate ( void ); Section& getForCoordinate ( int xc, int yc ); //!< returns the section whose center is nearest to x,y Section& getForPos ( int xn, int yn ); //!< returns the xth and yth section // secondRun should only be used when this function calls itself recursively Section* getBest ( int pass, const pvehicle veh, MapCoordinate3D* dest = NULL, bool allowRefuellOrder = false, bool secondRun = false ); Sections ( AI* _ai ); void reset( void ); } sections; friend class Sections; void checkKeys ( void ); public: AI ( pmap _map, int _player ) ; void run ( ) { run ( false );}; //! starts the Ai. If benchmark is true, the AI might take longer since it is not time limited, it won't display any graphics and will output the time it needed to run completely void run ( bool benchmark ); //! returns the map this AI runson pmap getMap ( void ) { return activemap; }; //! returns the number of the player which is controlled by this ai int getPlayerNum ( void ) { return player; }; Player& getPlayer ( void ) { return getMap()->player[player]; }; Player& getPlayer ( int player ) { return getMap()->player[player]; }; void showFieldInformation ( int x, int y ); bool isRunning ( void ); /** the AI uses a different vision than human player, to counter the fact that a human player can "know" a map and take a look before starting to play. This function returns the minimum visibility state of a field. \sa tfield::visible , VisibilityStates */ VisibilityStates getVision ( void ); void read ( tnstream& stream ); void write ( tnstream& stream ) const ; ~AI ( ); };