1 // -------------------------------------------------------------------------
2 // AAI
3 //
4 // A skirmish AI for the Spring engine.
5 // Copyright Alexander Seizinger
6 //
7 // Released under GPL license: see LICENSE.html for more information.
8 // -------------------------------------------------------------------------
9
10 #include <list>
11
12 #include "AAIAirForceManager.h"
13
14 #include "AAIMap.h"
15 #include "AAI.h"
16 #include "AAIBuildTable.h"
17 #include "AAIUnitTable.h"
18 #include "AAIConfig.h"
19 #include "AAIGroup.h"
20 #include "AAISector.h"
21
22 #include "LegacyCpp/UnitDef.h"
23 using namespace springLegacyAI;
24
25
AAIAirForceManager(AAI * ai)26 AAIAirForceManager::AAIAirForceManager(AAI *ai)
27 {
28 this->ai = ai;
29
30 my_team = ai->Getcb()->GetMyTeam();
31 num_of_targets = 0;
32
33 targets.resize(cfg->MAX_AIR_TARGETS);
34
35 for(int i = 0; i < cfg->MAX_AIR_TARGETS; ++i)
36 targets[i].unit_id = -1;
37
38 air_groups = &ai->Getgroup_list()[AIR_ASSAULT];
39 }
40
~AAIAirForceManager(void)41 AAIAirForceManager::~AAIAirForceManager(void)
42 {
43
44 }
45
CheckTarget(int unit_id,const UnitDef * def)46 void AAIAirForceManager::CheckTarget(int unit_id, const UnitDef *def)
47 {
48 // do not attack own units
49 if(my_team != ai->Getcb()->GetUnitTeam(unit_id))
50 {
51 float3 pos = ai->Getcb()->GetUnitPos(unit_id);
52
53 // calculate in which sector unit is located
54 int x = pos.x/ai->Getmap()->xSectorSize;
55 int y = pos.z/ai->Getmap()->ySectorSize;
56
57 // check if unit is within the map
58 if(x >= 0 && x < ai->Getmap()->xSectors && y >= 0 && y < ai->Getmap()->ySectors)
59 {
60 // check for anti air defences if low on units
61 if(ai->Getmap()->sector[x][y].lost_units[AIR_ASSAULT-COMMANDER] >= cfg->MAX_AIR_GROUP_SIZE && ai->Getgroup_list()[AIR_ASSAULT].size() < 5)
62 return;
63
64 AAIGroup *group;
65 int max_groups;
66
67 UnitCategory category = ai->Getbt()->units_static[def->id].category;
68
69 if(ai->Getbt()->GetUnitDef(def->id).health > 8000)
70 max_groups = 3;
71 else if(ai->Getbt()->GetUnitDef(def->id).health > 4000)
72 max_groups = 2;
73 else
74 max_groups = 1;
75
76 for(int i = 0; i < max_groups; ++i)
77 {
78 if(category == AIR_ASSAULT)
79 {
80 group = GetAirGroup(100.0, ANTI_AIR_UNIT);
81
82 if(group)
83 group->DefendAirSpace(&pos);
84 }
85 else if(category <= METAL_MAKER)
86 {
87 group = GetAirGroup(100.0, BOMBER_UNIT);
88
89 if(group)
90 group->BombTarget(unit_id, &pos);
91 }
92 else
93 {
94 group = GetAirGroup(100.0, ASSAULT_UNIT);
95
96 if(group)
97 group->AirRaidUnit(unit_id);
98 }
99 }
100 }
101 }
102 }
103
CheckBombTarget(int unit_id,int def_id)104 void AAIAirForceManager::CheckBombTarget(int unit_id, int def_id)
105 {
106 // dont continue if target list already full
107 if(num_of_targets >= cfg->MAX_AIR_TARGETS)
108 return;
109
110 // do not add own units or units that ar already on target list
111 if(my_team != ai->Getcb()->GetUnitTeam(unit_id) && !IsTarget(unit_id))
112 {
113 float3 pos = ai->Getcb()->GetUnitPos(unit_id);
114
115 // calculate in which sector unit is located
116 int x = pos.x/ai->Getmap()->xSectorSize;
117 int y = pos.z/ai->Getmap()->ySectorSize;
118
119 // check if unit is within the map
120 if(x >= 0 && x < ai->Getmap()->xSectors && y >= 0 && y < ai->Getmap()->ySectors)
121 {
122 AddTarget(unit_id, def_id);
123 }
124 }
125 }
126
AddTarget(int unit_id,int def_id)127 void AAIAirForceManager::AddTarget(int unit_id, int def_id)
128 {
129 for(int i = 0; i < cfg->MAX_AIR_TARGETS; ++i)
130 {
131 if(targets[i].unit_id == -1)
132 {
133 ai->LogConsole("Target added...");
134
135 targets[i].pos = ai->Getcb()->GetUnitPos(unit_id);
136 targets[i].def_id = def_id;
137 targets[i].cost = ai->Getbt()->units_static[def_id].cost;
138 targets[i].health = ai->Getcb()->GetUnitHealth(unit_id);
139 targets[i].category = ai->Getbt()->units_static[def_id].category;
140
141 ai->Getut()->units[unit_id].status = BOMB_TARGET;
142
143 ++num_of_targets;
144
145 return;
146 }
147 }
148
149 // could not add target, randomly overwrite one of the existing targets
150 /*i = rand()%cfg->MAX_AIR_TARGETS;
151 targets[i].pos.x = pos.x;
152 targets[i].pos.z = pos.z;
153 targets[i].def_id = def_id;
154 targets[i].cost = cost;
155 targets[i].health = health;
156 targets[i].category = category;*/
157 }
158
RemoveTarget(int unit_id)159 void AAIAirForceManager::RemoveTarget(int unit_id)
160 {
161 for(int i = 0; i < cfg->MAX_AIR_TARGETS; ++i)
162 {
163 if(targets[i].unit_id == unit_id)
164 {
165 ai->LogConsole("Target removed...");
166
167 targets[i].unit_id = -1;
168
169 ai->Getut()->units[unit_id].status = ENEMY_UNIT;
170
171 --num_of_targets;
172
173 return;
174 }
175 }
176 }
177
BombBestUnit(float cost,float danger)178 void AAIAirForceManager::BombBestUnit(float cost, float danger)
179 {
180 float best = 0, current;
181 int best_target = -1;
182 int x, y, i;
183
184 for(i = 0; i < cfg->MAX_AIR_TARGETS; ++i)
185 {
186 if(targets[i].unit_id != -1)
187 {
188 x = targets[i].pos.x/ai->Getmap()->xSectorSize;
189 y = targets[i].pos.z/ai->Getmap()->ySectorSize;
190
191 current = pow(targets[i].cost, cost) / (1.0f + ai->Getmap()->sector[x][y].enemy_stat_combat_power[1] * danger) * targets[i].health / ai->Getbt()->GetUnitDef(targets[i].def_id).health ;
192
193 if(current > best)
194 {
195 best = current;
196 best_target = i;
197 }
198 }
199 }
200
201 if(best_target != -1)
202 {
203 AAIGroup *group = GetAirGroup(100.0, BOMBER_UNIT);
204
205 if(group)
206 {
207 //ai->LogConsole("Bombing...");
208 group->BombTarget(targets[i].unit_id, &targets[i].pos);
209
210 targets[i].unit_id = -1;
211 --num_of_targets;
212 }
213 }
214 }
215
GetAirGroup(float importance,UnitType group_type)216 AAIGroup* AAIAirForceManager::GetAirGroup(float importance, UnitType group_type)
217 {
218 if(cfg->AIR_ONLY_MOD)
219 {
220 for(list<AAIGroup*>::iterator group = air_groups->begin(); group != air_groups->end(); ++group)
221 {
222 if((*group)->task_importance < importance && group_type == (*group)->group_unit_type && (*group)->units.size() > (*group)->maxSize/2)
223 return *group;
224 }
225 }
226 else
227 {
228 for(list<AAIGroup*>::iterator group = air_groups->begin(); group != air_groups->end(); ++group)
229 {
230 if((*group)->task_importance < importance && group_type == (*group)->group_unit_type && (*group)->units.size() >= (*group)->maxSize)
231 return *group;
232 }
233 }
234
235 return 0;
236 }
237
IsTarget(int unit_id)238 bool AAIAirForceManager::IsTarget(int unit_id)
239 {
240 for(int i = 0; i < cfg->MAX_AIR_TARGETS; ++i)
241 {
242 if(targets[i].unit_id == unit_id)
243 return true;
244 }
245
246 return false;
247 }
248