1 /****************************************************************************** 2 * Warmux is a convivial mass murder game. 3 * Copyright (C) 2001-2011 Warmux Team. 4 * 5 * This program is free software; you can redistribute it and/or modify 6 * it under the terms of the GNU General Public License as published by 7 * the Free Software Foundation; either version 2 of the License, or 8 * (at your option) any later version. 9 * 10 * This program is distributed in the hope that it will be useful, 11 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * GNU General Public License for more details. 14 * 15 * You should have received a copy of the GNU General Public License 16 * along with this program; if not, write to the Free Software 17 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA 18 ****************************************************************************** 19 * A factory for AI strategies. It contains no turn specfic data. 20 *****************************************************************************/ 21 22 #ifndef AI_IDEA_H 23 #define AI_IDEA_H 24 25 #include "ai/ai_strategy.h" 26 #include "ai/ai_weapons_weighting.h" 27 #include "weapon/weapon.h" 28 #include "weapon/weapon_launcher.h" 29 30 class AIIdea 31 { 32 protected: 33 static bool CanUseWeapon(const Weapon * weapon); 34 static bool CanUseCharacter(const Character & character); XDeltaToDirection(int delta)35 static LRDirection XDeltaToDirection(int delta) { return (delta < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT; } XDeltaToDirection(float delta)36 static LRDirection XDeltaToDirection(float delta) { return (delta < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT; } 37 static float GetDirectionRelativeAngle(LRDirection direction, float angle); 38 static float RateDamageDoneToEnemy(int damage, const Character & enemy); 39 static float RateDamageDoneToEnemy(int min_damage, int max_damage, const Character & enemy); 40 static float RateExplosion(const Character & shooter, const Point2i& position, 41 const ExplosiveWeaponConfig & cfg, 42 const float& expected_additional_distance); 43 public: 44 virtual AIStrategy * CreateStrategy() const = 0; ~AIIdea()45 virtual ~AIIdea() {} NoLongerPossible()46 virtual bool NoLongerPossible() const { return false; } GetMaxRating(bool)47 virtual float GetMaxRating(bool) const { return 0.0f; } 48 }; 49 50 class SkipTurnIdea : public AIIdea 51 { 52 public: 53 virtual AIStrategy * CreateStrategy() const; 54 }; 55 56 class WasteAmmoUnitsIdea : public AIIdea 57 { 58 public: 59 virtual AIStrategy * CreateStrategy() const; 60 }; 61 62 class AIShootIdea : public AIIdea 63 { 64 protected: 65 const WeaponsWeighting & weapons_weighting; 66 const Character & shooter; 67 const Character & enemy; 68 Weapon::Weapon_type weapon_type; 69 AIShootIdea(const WeaponsWeighting & w,const Character & s,const Character & e,Weapon::Weapon_type t)70 AIShootIdea(const WeaponsWeighting & w, 71 const Character & s, const Character & e, 72 Weapon::Weapon_type t) 73 : weapons_weighting(w), shooter(s), enemy(e), weapon_type(t) { } 74 public: 75 virtual bool NoLongerPossible() const; 76 virtual float GetMaxRating(bool one_shot) const; 77 }; 78 79 class ShootDirectlyAtEnemyIdea : public AIShootIdea 80 { 81 int max_sq_distance; 82 public: 83 ShootDirectlyAtEnemyIdea(const WeaponsWeighting & weapons_weighting, 84 const Character & shooter, const Character & enemy, 85 Weapon::Weapon_type weapon_type, int max_distance); 86 virtual AIStrategy * CreateStrategy() const; 87 }; 88 89 class FireMissileWithFixedDurationIdea : public AIShootIdea 90 { 91 float duration; 92 int timeout; // if positive the character will set it to the specified value. 93 public: 94 FireMissileWithFixedDurationIdea(const WeaponsWeighting & weapons_weighting, 95 const Character & shooter, const Character & enemy, 96 Weapon::Weapon_type weapon_type, 97 float duration, int timeout = -1); 98 virtual AIStrategy * CreateStrategy() const; 99 }; 100 101 #endif 102