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AAIAttackManager.cpp
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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#include "AAIAttackManager.h"
#include "AAI.h"
#include "AAIBrain.h"
#include "AAIAttack.h"
#include "AAIConfig.h"
#include "AAIGroup.h"
#include "AAIMap.h"
#include "AAISector.h"
AAIAttackManager::AAIAttackManager(AAI *ai) :
ai(ai),
m_activeAttacks(AAIConstants::maxNumberOfAttacks, nullptr)
{
}
AAIAttackManager::~AAIAttackManager(void)
{
for(auto attack = m_activeAttacks.begin(); attack != m_activeAttacks.end(); ++attack)
{
if(*attack)
delete (*attack);
}
m_activeAttacks.clear();
}
void AAIAttackManager::Update(AAIThreatMap& threatMap)
{
int availableAttackId(-1);
for(int attackId = 0; attackId < m_activeAttacks.size(); ++attackId)
{
AAIAttack* attack = m_activeAttacks[attackId];
if(attack)
{
// drop failed attacks
if( AbortAttackIfFailed(attack) )
availableAttackId = attackId;
// check if sector cleared
else if( attack->HasTargetBeenCleared() )
AttackNextSectorOrAbort(attack);
}
else
availableAttackId = attackId;
}
// at least one attack id is available -> check if new attack should be launched
if(availableAttackId >= 0)
TryToLaunchAttack(availableAttackId, threatMap);
}
void AAIAttackManager::TryToLaunchAttack(int availableAttackId, AAIThreatMap& threatMap)
{
//////////////////////////////////////////////////////////////////////////////////////////////
// get all available combat/aa/arty groups for attack
//////////////////////////////////////////////////////////////////////////////////////////////
const int numberOfContinents( AAIMap::GetNumberOfContinents() );
std::vector< std::list<AAIGroup*> > availableAssaultGroupsOnContinent(numberOfContinents);
std::vector< std::list<AAIGroup*> > availableAAGroupsOnContinent(numberOfContinents);
std::list<AAIGroup*> availableAssaultGroupsGlobal;
std::list<AAIGroup*> availableAAGroupsGlobal;
const int numberOfAssaultUnitGroups = DetermineCombatUnitGroupsAvailableForattack(availableAssaultGroupsGlobal, availableAAGroupsGlobal,
availableAssaultGroupsOnContinent, availableAAGroupsOnContinent);
// stop planning an attack if there are no combat groups available at the moment
if(numberOfAssaultUnitGroups == 0)
return;
//////////////////////////////////////////////////////////////////////////////////////////////
// calculate max attack power vs the different target types for each continent
//////////////////////////////////////////////////////////////////////////////////////////////
MobileTargetTypeValues numberOfAssaultGroupsOfTargetType;
for(const auto group : availableAssaultGroupsGlobal)
{
numberOfAssaultGroupsOfTargetType.AddValueForTargetType(group->GetTargetType(), 1.0f);
}
for(size_t continent = 0; continent < availableAssaultGroupsOnContinent.size(); ++continent)
{
for(const auto group : availableAssaultGroupsOnContinent[continent])
{
numberOfAssaultGroupsOfTargetType.AddValueForTargetType(group->GetTargetType(), 1.0f);
}
}
//////////////////////////////////////////////////////////////////////////////////////////////
// determine target types of attackers
//////////////////////////////////////////////////////////////////////////////////////////////
std::list<AAITargetType> attackerTargetTypes;
for(auto targetType : AAITargetType::m_mobileTargetTypes)
{
if(numberOfAssaultGroupsOfTargetType.GetValueOfTargetType(targetType) > 0)
attackerTargetTypes.push_back(targetType);
}
//////////////////////////////////////////////////////////////////////////////////////////////
// for every possible attacker target type, determine whether suitable target is available and
// order attack
//////////////////////////////////////////////////////////////////////////////////////////////
for(auto targetType : attackerTargetTypes)
{
threatMap.UpdateLocalEnemyCombatPower(targetType, ai->Map()->GetSectorMap());
const MapPos baseCenter = ai->Brain()->GetCenterOfBase();
const AAISector* targetSector = threatMap.DetermineSectorToAttack(targetType, baseCenter, ai->Map()->GetSectorMap());
// order groups of given target type to attack
if(targetSector)
{
const float3 targetPosition = targetSector->DetermineAttackPosition();
const int continentId = AAIMap::GetContinentID(targetPosition);
AAIAttack *attack = new AAIAttack(ai, targetSector);
// add combat unit groups
attack->AddGroupsOfTargetType(availableAssaultGroupsOnContinent[continentId], targetType);
attack->AddGroupsOfTargetType(availableAssaultGroupsGlobal, targetType);
// add anti air units if necessary
if( (ai->Brain()->m_maxSpottedCombatUnitsOfTargetType.GetValueOfTargetType(ETargetType::AIR) > 0.2f)
|| (ai->Brain()->GetRecentAttacksBy(ETargetType::AIR) > 0.9f) )
{
std::list<AAIGroup*> antiAirGroups;
SelectNumberOfGroups(antiAirGroups, 1, availableAAGroupsOnContinent[continentId], availableAAGroupsGlobal);
attack->AddGroupsOfTargetType(antiAirGroups, targetType);
}
if( attack->CheckIfFailed() )
{
// insufficient combat power of attacking units -> abort attack
delete attack;
}
else
{
// start the attack
m_activeAttacks[availableAttackId] = attack;
attack->AttackPosition(targetPosition);
}
}
}
}
void AAIAttackManager::SelectNumberOfGroups(std::list<AAIGroup*> selectedGroupList, int maxNumberOfGroups, std::list<AAIGroup*> groupList1, std::list<AAIGroup*> groupList2)
{
int numberOfSelectedGroups(0);
for(auto group = groupList1.begin(); group != groupList1.end(); ++group)
{
if(numberOfSelectedGroups >= maxNumberOfGroups)
break;
selectedGroupList.push_back(*group);
++numberOfSelectedGroups;
}
for(auto group = groupList2.begin(); group != groupList2.end(); ++group)
{
if(numberOfSelectedGroups >= maxNumberOfGroups)
break;
selectedGroupList.push_back(*group);
++numberOfSelectedGroups;
}
}
int AAIAttackManager::DetermineCombatUnitGroupsAvailableForattack( std::list<AAIGroup*>& availableAssaultGroupsGlobal,
std::list<AAIGroup*>& availableAAGroupsGlobal,
std::vector< std::list<AAIGroup*> >& availableAssaultGroupsOnContinent,
std::vector< std::list<AAIGroup*> >& availableAAGroupsOnContinent) const
{
const std::vector<AAIUnitCategory> combatUnitCategories = { AAIUnitCategory(EUnitCategory::GROUND_COMBAT),
AAIUnitCategory(EUnitCategory::HOVER_COMBAT),
AAIUnitCategory(EUnitCategory::SEA_COMBAT),
AAIUnitCategory(EUnitCategory::SUBMARINE_COMBAT) };
int numberOfAssaultUnitGroups(0);
for(auto category = combatUnitCategories.begin(); category != combatUnitCategories.end(); ++category)
{
for(auto group = ai->GetUnitGroupsList(*category).begin(); group != ai->GetUnitGroupsList(*category).end(); ++group)
{
if( (*group)->IsAvailableForAttack() )
{
const AAIUnitType& unitType = (*group)->GetUnitTypeOfGroup();
if(unitType.IsAssaultUnit())
{
if( (*group)->GetMovementType().CannotMoveToOtherContinents() )
availableAssaultGroupsOnContinent[(*group)->GetContinentId()].push_back(*group);
else
availableAssaultGroupsGlobal.push_back(*group);
++numberOfAssaultUnitGroups;
}
else if(unitType.IsAntiAir())
{
if( (*group)->GetMovementType().CannotMoveToOtherContinents() )
availableAAGroupsOnContinent[(*group)->GetContinentId()].push_back(*group);
else
availableAAGroupsGlobal.push_back(*group);
}
}
}
}
return numberOfAssaultUnitGroups;
}
void AAIAttackManager::AbortAttack(AAIAttack* attack)
{
attack->StopAttack();
for(auto a = m_activeAttacks.begin(); a != m_activeAttacks.end(); ++a)
{
if(*a == attack)
{
*a = nullptr;
break;
}
}
delete attack;
}
bool AAIAttackManager::AbortAttackIfFailed(AAIAttack *attack)
{
if((ai->GetAICallback()->GetCurrentFrame() - attack->m_lastAttackOrderInFrame) < 30) // prevent command overflow
return false;
else if(attack->CheckIfFailed())
{
AbortAttack(attack);
return true;
}
else
return false;
}
void AAIAttackManager::AttackNextSectorOrAbort(AAIAttack* attack)
{
// prevent command overflow
if((ai->GetAICallback()->GetCurrentFrame() - attack->m_lastAttackOrderInFrame) < 60)
return;
const AAISector* sector = attack->DetermineSectorToContinueAttack();
if(sector)
{
const float3 position = sector->DetermineAttackPosition();
attack->AttackPosition(position);
}
else
{
AbortAttack(attack);
}
}