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AAIAttack.cpp
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AAIAttack.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 "AAIAttack.h"
#include "AAI.h"
#include "AAIAttackManager.h"
#include "AAIMap.h"
#include "AAIGroup.h"
#include "LegacyCpp/IAICallback.h"
using namespace springLegacyAI;
AAIAttack::AAIAttack(AAI *ai, const AAISector* attackDestination):
m_lastAttackOrderInFrame(0),
m_attackDestination(attackDestination)
{
this->ai = ai;
}
AAIAttack::~AAIAttack(void)
{
for(auto group : m_combatUnitGroups)
group->SetAttack(nullptr);
for(auto group : m_antiAirUnitGroups)
group->SetAttack(nullptr);
}
bool AAIAttack::CheckIfFailed()
{
if(m_combatUnitGroups.size() > 0)
{
// check if still enough power to attack target sector
if(SufficientCombatPowerToAttackSector(m_attackDestination, AAIConstants::attackCombatPowerFactor))
{
// check if sufficient power to combat enemy units
const float3 pos = (*m_combatUnitGroups.begin())->GetGroupPosition();
const AAISector* sector = ai->Map()->GetSectorOfPos(pos);
if(sector && SufficientCombatPowerAt(sector, AAIConstants::attackCombatPowerFactor))
return false;
}
}
return true;
}
bool AAIAttack::HasTargetBeenCleared()
{
if(m_attackDestination == nullptr)
return true;
else
{
if(m_attackDestination->GetNumberOfEnemyBuildings() == 0)
return true;
// m_combatUnitGroups cannot be empty, otherwise attack would have been aborted before this function gets called
const float3& targetPosition = (*m_combatUnitGroups.begin())->GetTargetPosition();
if( ai->Map()->IsPositionInLOS(targetPosition) )
{
// if target is in LOS but no enemy units in LOS target is supposed to be cleared
const int numberOfEnemyUnits = ai->GetAICallback()->GetEnemyUnits(&(ai->Map()->UnitsInLOS().front()), targetPosition, 128.0f);
return (numberOfEnemyUnits == 0);
}
return false;
}
}
const AAISector* AAIAttack::DetermineSectorToContinueAttack()
{
AAIMovementType moveType( GetMovementTypeOfAssignedUnits() );
MobileTargetTypeValues targetTypesOfUnits;
DetermineTargetTypeOfInvolvedUnits(targetTypesOfUnits);
const AAISector *dest = ai->Map()->DetermineSectorToContinueAttack(m_attackDestination, targetTypesOfUnits, moveType);
if(dest && SufficientCombatPowerToAttackSector(dest, AAIConstants::attackCombatPowerFactor))
return dest;
else
return nullptr;
}
bool AAIAttack::SufficientCombatPowerAt(const AAISector *sector, float aggressiveness) const
{
if(sector && (m_combatUnitGroups.size() > 0) )
{
// determine target types of own units and combat efficiency against different types of enemy units
MobileTargetTypeValues numberOfMyCombatUnits;
TargetTypeValues myCombatPower;
for(auto group : m_combatUnitGroups)
{
numberOfMyCombatUnits.AddValueForTargetType(group->GetTargetType(), static_cast<float>(group->GetCurrentSize()) );
group->AddGroupCombatPower(myCombatPower);
}
numberOfMyCombatUnits.Normalize();
// determine enemy combat power (weighted by own units)
const float enemyDefencePower = sector->GetEnemyCombatPowerVsUnits(numberOfMyCombatUnits);
TargetTypeValues numberOfEnemyUnits = sector->GetNumberOfEnemyCombatUnits();
const float totalEnemyUnits = numberOfEnemyUnits.CalcuateSum();
if(totalEnemyUnits > 0.0f)
{
// normalize relative number of enemy units
numberOfEnemyUnits.MultiplyValues(1.0f / totalEnemyUnits);
const float myAttackPower = myCombatPower.CalculateWeightedSum(numberOfEnemyUnits);
/*ai->Log("My units: %f, %f, %f, %f\n", numberOfMyCombatUnits.GetValueOfTargetType(ETargetType::SURFACE),
numberOfMyCombatUnits.GetValueOfTargetType(ETargetType::AIR),
numberOfMyCombatUnits.GetValueOfTargetType(ETargetType::FLOATER),
numberOfMyCombatUnits.GetValueOfTargetType(ETargetType::SUBMERGED));
ai->Log("Enemy units: %f, %f, %f, %f, %f\n", numberOfEnemyUnits.GetValue(ETargetType::SURFACE),
numberOfEnemyUnits.GetValue(ETargetType::AIR), numberOfEnemyUnits.GetValue(ETargetType::FLOATER),
numberOfEnemyUnits.GetValue(ETargetType::SUBMERGED),numberOfEnemyUnits.GetValue(ETargetType::STATIC));
ai->Log("My attack/enemy defence power: %f / %f\n", myAttackPower, enemyDefencePower);*/
//ai->Log("Local attacker / defender combat power: %f vs %f\n", myAttackPower, enemyDefencePower);
if(aggressiveness * myAttackPower > enemyDefencePower)
return true;
}
else
return true;
}
return false;
}
bool AAIAttack::SufficientCombatPowerToAttackSector(const AAISector *sector, float aggressiveness) const
{
if(sector && (m_combatUnitGroups.size() > 0))
{
// determine total combat power vs static & how it is distributed over different target types
float combatPowerVsBuildings(0.0f);
MobileTargetTypeValues targetTypeWeights;
for(const auto group : m_combatUnitGroups)
{
const float combatPower = group->GetCombatPowerVsTargetType(ETargetType::STATIC);
targetTypeWeights.AddValueForTargetType( group->GetTargetType(), combatPower);
combatPowerVsBuildings += combatPower;
}
// determine combat power by static enemy defences with respect to target type of attacking units
const float enemyDefencePower = targetTypeWeights.GetValueOfTargetType(ETargetType::SURFACE) * sector->GetEnemyCombatPower(ETargetType::SURFACE)
+ targetTypeWeights.GetValueOfTargetType(ETargetType::FLOATER) * sector->GetEnemyCombatPower(ETargetType::FLOATER)
+ targetTypeWeights.GetValueOfTargetType(ETargetType::SUBMERGED) * sector->GetEnemyCombatPower(ETargetType::SUBMERGED);
//ai->Log("Attacker / defender combat power: %f vs %f\n", combatPowerVsBuildings, enemyDefencePower);
if(aggressiveness * combatPowerVsBuildings > enemyDefencePower)
return true;
}
return false;
}
void AAIAttack::AttackPosition(const float3& position)
{
const AAISector* sector = ai->Map()->GetSectorOfPos(position);
if(sector)
{
m_attackDestination = sector;
m_lastAttackOrderInFrame = ai->GetAICallback()->GetCurrentFrame();
for(auto group : m_combatUnitGroups)
{
group->AttackPositionInSector(position, sector, AAIConstants::attackEnemyBaseUrgency);
}
// order aa groups to guard combat units
if(!m_combatUnitGroups.empty())
{
for(auto group : m_antiAirUnitGroups)
{
const UnitId unitId = (*m_combatUnitGroups.begin())->GetRandomUnit();
if(unitId.IsValid())
group->GuardUnit(unitId);
}
}
}
}
void AAIAttack::StopAttack()
{
for(auto group : m_combatUnitGroups)
{
// get rally point somewhere between current pos an base
//group->GetNewRallyPoint();
group->RetreatToRallyPoint();
}
for(auto group : m_antiAirUnitGroups)
{
// get rally point somewhere between current pos an base
//group->GetNewRallyPoint();
group->RetreatToRallyPoint();
}
m_combatUnitGroups.clear();
m_antiAirUnitGroups.clear();
}
AAIMovementType AAIAttack::GetMovementTypeOfAssignedUnits() const
{
AAIMovementType moveType;
for(auto group : m_combatUnitGroups)
moveType.AddMovementType( group->GetMovementType() );
for(auto group : m_antiAirUnitGroups)
moveType.AddMovementType( group->GetMovementType() );
return moveType;
}
void AAIAttack::DetermineTargetTypeOfInvolvedUnits(MobileTargetTypeValues& targetTypesOfUnits) const
{
for(auto group : m_combatUnitGroups)
targetTypesOfUnits.AddValueForTargetType( group->GetTargetType(), static_cast<float>( group->GetCurrentSize() ) );
}
void AAIAttack::AddGroupsOfTargetType(const std::list<AAIGroup*>& groupList, const AAITargetType& targetType)
{
for(auto group : groupList)
{
if(group->GetTargetType() == targetType)
{
if(AddGroup(group))
group->SetAttack(this);
}
}
}
bool AAIAttack::AddGroup(AAIGroup *group)
{
if(group->GetUnitTypeOfGroup().IsAssaultUnit())
{
m_combatUnitGroups.insert(group);
return true;
}
else if(group->GetUnitTypeOfGroup().IsAntiAir())
{
m_antiAirUnitGroups.insert(group);
return true;
}
return false;
}
void AAIAttack::RemoveGroup(AAIGroup *group)
{
if(group->GetUnitTypeOfGroup().IsAssaultUnit())
{
m_combatUnitGroups.erase(group);
}
else if(group->GetUnitTypeOfGroup().IsAntiAir())
{
m_antiAirUnitGroups.erase(group);
}
}