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AAIAirForceManager.cpp
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AAIAirForceManager.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 <list>
#include "AAIAirForceManager.h"
#include "AAIMap.h"
#include "AAI.h"
#include "AAIBuildTable.h"
#include "AAIUnitTable.h"
#include "AAIConfig.h"
#include "AAIGroup.h"
#include "AAISector.h"
#include "AAIBrain.h"
#include "AAIAttackManager.h"
#include "AAIThreatMap.h"
#include "LegacyCpp/UnitDef.h"
AAIAirForceManager::AAIAirForceManager(AAI *ai)
{
this->ai = ai;
}
AAIAirForceManager::~AAIAirForceManager(void)
{
}
void AAIAirForceManager::CheckTarget(const UnitId& unitId, const AAITargetType& targetType, float health)
{
// do not attack own units
if(ai->GetAICallback()->GetUnitTeam(unitId.id) != ai->GetMyTeamId())
{
const float3 position = ai->GetAICallback()->GetUnitPos(unitId.id);
const AAISector* sector = ai->Map()->GetSectorOfPos(position);
// check if unit is within the map
if(sector && (sector->GetLostUnits(ETargetType::AIR) < AAIConstants::maxLostAirUnitsForAirSupport) )
{
AAIGroup *group = GetAirGroup(targetType, AAIConstants::minAirSupportCombatPower, AAIConstants::defendUnitsUrgency);
if(group)
{
const AAIUnitType& groupType = group->GetUnitTypeOfGroup();
if(groupType.IsAntiStatic())
group->AirRaidUnit(unitId, AAIConstants::defendUnitsUrgency);
else
group->DefendAirSpace(position, AAIConstants::defendUnitsUrgency);
}
}
}
}
bool AAIAirForceManager::CheckIfStaticBombTarget(UnitId unitId, UnitDefId unitDefId, const float3& position)
{
std::set<AirRaidTarget*>* targets(nullptr);
const AAIUnitCategory& category = ai->s_buildTree.GetUnitCategory(unitDefId);
int maximumNumberOfTargets;
if(category.IsStaticArtillery() || category.IsStaticSupport())
{
targets = &m_militaryTargets;
maximumNumberOfTargets = cfg->MAX_MILITARY_TARGETS;
}
else if(category.IsPowerPlant() || category.IsMetalExtractor() || category.IsMetalMaker())
{
targets = &m_economyTargets;
maximumNumberOfTargets = cfg->MAX_ECONOMY_TARGETS;
}
if(targets != nullptr)
{
// dont continue if target list already full
if(targets->size() >= maximumNumberOfTargets)
return false;
AirRaidTarget* target = new AirRaidTarget(unitId, unitDefId, position);
targets->insert(target);
//ai->Log("Target added...\n");
return true;
}
return false;
}
void AAIAirForceManager::CheckStaticBombTargets(const AAIThreatMap& threatMap)
{
std::array< std::set<AirRaidTarget*>*, 2> targetLists = {&m_economyTargets, &m_militaryTargets};
for(auto targetList : targetLists)
{
for(auto target : *targetList)
{
const bool targetAlive = ai->Map()->CheckPositionForScoutedUnit(target->GetPosition(), target->GetUnitId());
const float3 airUnitsPosition = DeterminePositionOfAirForce();
const float enemyAAPower = threatMap.CalculateEnemyDefencePower(ETargetType::AIR, airUnitsPosition, target->GetPosition(), ai->Map()->GetSectorMap());
const bool targetProtectedByAA = (enemyAAPower > AAIConstants::maxEnemyAACombatPowerForTarget) ? true : false;
if(!targetAlive || targetProtectedByAA)
{
targetList->erase(target);
delete target;
return;
}
}
}
}
void AAIAirForceManager::RemoveTarget(UnitId unitId)
{
std::array< std::set<AirRaidTarget*>*, 2> targetLists = {&m_economyTargets, &m_militaryTargets};
for(auto targetList : targetLists)
{
for(auto target : *targetList)
{
if(target->GetUnitId() == unitId)
{
targetList->erase(target);
delete target;
return;
}
}
}
}
float AAIAirForceManager::GetNumberOfBombTargets() const
{
const float currentTargets = static_cast<float>( m_economyTargets.size() + m_militaryTargets.size());
return currentTargets / (static_cast<float>(cfg->MAX_ECONOMY_TARGETS + cfg->MAX_MILITARY_TARGETS));
}
void AAIAirForceManager::AirRaidBestTarget(float danger)
{
const std::pair<int, int> availableAttackAircraft = DetermineMaximumNumberOfAvailableAttackAircraft(AAIConstants::bombingRunUrgency);
//ai->Log("Checking bombing run: %i bombers available for %i military and %i economic targets", maxNumberOfAvailableBombers, m_militaryTargets.size(), m_economyTargets.size());
if( (availableAttackAircraft.first + availableAttackAircraft.second) <= 0)
return;
const MapPos& baseCenter = ai->Brain()->GetCenterOfBase();
const float3 position( static_cast<float>(baseCenter.x * SQUARE_SIZE), 0.0f, static_cast<float>(baseCenter.y * SQUARE_SIZE) );
// try to select a military target first
AirRaidTarget* selectedTarget = SelectBestTarget(m_militaryTargets, danger, availableAttackAircraft, position);
// if no military target found, try to select lower priority economy target
if(selectedTarget == nullptr)
{
selectedTarget = SelectBestTarget(m_economyTargets, danger, availableAttackAircraft, position);
}
// try to order bombardment if target & bombers available
if(selectedTarget)
{
//ai->Log(" - target found");
const int minNumberOfBombers = std::max(static_cast<int>(ai->s_buildTree.GetHealth(selectedTarget->GetUnitDefId()) / cfg->HEALTH_PER_BOMBER), 1);
const AAIUnitCategory& targetCategory = ai->s_buildTree.GetUnitCategory(selectedTarget->GetUnitDefId());
int aircraftSent(0);
while(aircraftSent < minNumberOfBombers)
{
AAIGroup *group = GetAirGroup(ETargetType::STATIC, 1.0f, 0.85f * AAIConstants::bombingRunUrgency);
if(group)
{
//ai->Log("- bombers sent.\n");
group->AirRaidTarget(selectedTarget->GetUnitId(), selectedTarget->GetPosition(), AAIConstants::bombingRunUrgency);
aircraftSent += group->GetCurrentSize();
}
else
{
break;
}
}
if(aircraftSent > 0)
RemoveTarget(selectedTarget->GetUnitId());
}
//ai->Log("\n");
}
void AAIAirForceManager::FindNextBombTarget(AAIGroup* group)
{
//ai->Log("Checking for new bomb target for %i bombers", group->GetCurrentSize() );
const float3 position = group->GetGroupPosition();
const std::pair<int, int> availableAttackAircraft(group->GetCurrentSize(), 0);
// try to select a military target first
AirRaidTarget* selectedTarget = SelectBestTarget(m_militaryTargets, 1.5f, availableAttackAircraft, position);
bool highPriorityTarget(true);
// if no military target found, try to select lower priority economy target
if(selectedTarget == nullptr)
{
selectedTarget = SelectBestTarget(m_economyTargets, 1.5f, availableAttackAircraft, position);
highPriorityTarget = false;
}
if(selectedTarget)
{
group->AirRaidTarget(selectedTarget->GetUnitId(), selectedTarget->GetPosition(), AAIConstants::bombingRunUrgency);
//ai->Log(" - Continuing bombing run with target %s\n", ai->s_buildTree.GetUnitTypeProperties(selectedTarget->GetUnitDefId()).m_name.c_str() );
}
else
{
group->TargetUnitKilled();
}
}
AirRaidTarget* AAIAirForceManager::SelectBestTarget(std::set<AirRaidTarget*>& targetList, float danger, const std::pair<int, int>& availableAttackAircraft, const float3& position)
{
float bestRating(4.0f); // rating should be between 0 (best) and 3 (worst)
AirRaidTarget* selectedTarget(nullptr);
for(auto target : targetList)
{
const UnitId& unitId = target->GetUnitId();
const AAISector* sector = ai->Map()->GetSectorOfPos(target->GetPosition());
if(sector)
{
// check if sufficient number of aircrafts to attack target is available
bool sufficientAttackersAvailable = (availableAttackAircraft.second > 0);
if(sufficientAttackersAvailable == false)
{
const int minNumberOfBombers = std::min(static_cast<int>(ai->s_buildTree.GetHealth(target->GetUnitDefId()) / cfg->HEALTH_PER_BOMBER), cfg->MAX_AIR_GROUP_SIZE);
sufficientAttackersAvailable = (availableAttackAircraft.first >= minNumberOfBombers);
}
if( sufficientAttackersAvailable && (sector->GetLostUnits(ETargetType::AIR) < 0.8f) )
{
const float dx = position.x - target->GetPosition().x;
const float dy = position.z - target->GetPosition().z;
// between 0 (target nearby) and 1 (target on the other side of the map)
const float distFactor = (dx*dx + dy*dy) / AAIMap::s_maxSquaredMapDist;
// between 0 (no known enemy air defences) and 1 (strong known enemy air defences)
const float airDefenceFactor = std::min(sector->GetEnemyCombatPower(ETargetType::AIR) / AAIConstants::maxCombatPower, 1.0f);
// between 0 (no recently lost air units) and 1 (more than 3 recently lost air units)
const float lostAirUnitsFactor = std::min( sector->GetLostUnits(ETargetType::AIR) / 3.0f, 1.0f);
const float rating = distFactor + airDefenceFactor + lostAirUnitsFactor;
if(rating < bestRating)
{
bestRating = rating;
selectedTarget = target;
}
}
}
}
return selectedTarget;
}
AAIGroup* AAIAirForceManager::GetAirGroup(const AAITargetType& targetType, float minCombatPower, float importance) const
{
AAIGroup* selectedGroup(nullptr);
float maxCombatPower(minCombatPower);
for(const auto group : ai->GetUnitGroupsList(EUnitCategory::AIR_COMBAT))
{
if(group->GetUrgencyOfCurrentTask() < importance)
{
const float combatPower = group->GetCombatPowerVsTargetType(targetType);
if(combatPower > maxCombatPower)
{
selectedGroup = group;
maxCombatPower = combatPower;
}
}
}
return selectedGroup;
}
std::pair<int, int> AAIAirForceManager::DetermineMaximumNumberOfAvailableAttackAircraft(float importance) const
{
std::pair<int, int> numberOfAvailableAttackAircraft = {0, 0};
for(const auto group : ai->GetUnitGroupsList(EUnitCategory::AIR_COMBAT))
{
if(group->GetUrgencyOfCurrentTask() < importance)
{
if(group->GetUnitTypeOfGroup().IsUnitTypeSet(EUnitType::ANTI_STATIC))
numberOfAvailableAttackAircraft.first += group->GetCurrentSize();
else if(group->GetUnitTypeOfGroup().IsUnitTypeSet(EUnitType::ANTI_SURFACE))
numberOfAvailableAttackAircraft.second += group->GetCurrentSize();
}
}
return numberOfAvailableAttackAircraft;
}
float3 AAIAirForceManager::DeterminePositionOfAirForce() const
{
const MapPos& baseCenter = ai->Brain()->GetCenterOfBase();
float3 position = AAIMap::ConvertToMapPosition(baseCenter);
for(const auto group : ai->GetUnitGroupsList(EUnitCategory::AIR_COMBAT))
{
const AAIUnitType& groupType = group->GetUnitTypeOfGroup();
const bool validGroupType = groupType.IsAntiStatic() || groupType.IsAntiSurface();
if(validGroupType && group->IsAvailableForAttack() )
return group->GetGroupPosition();
}
return position;
}