2018-09-05 15:31:59 +02:00

3247 lines
99 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "ai_rule.h"
#include <algorithm>
#include <limits.h>
#include "ai.h"
#include "ai_interface.h"
#include "unit.h"
#include "leak_dumper.h"
using
Shared::Graphics::Vec2i;
namespace
Glest {
namespace
Game {
// =====================================================
// class AiRule
// =====================================================
AiRule::AiRule(Ai * ai) {
this->ai = ai;
}
// =====================================================
// class AiRuleWorkerHarvest
// =====================================================
AiRuleWorkerHarvest::AiRuleWorkerHarvest(Ai * ai) :
AiRule(ai) {
stoppedWorkerIndex = -1;
}
bool
AiRuleWorkerHarvest::test() {
return ai->findAbleUnit(&stoppedWorkerIndex, ccHarvest, true);
}
void
AiRuleWorkerHarvest::execute() {
ai->harvest(stoppedWorkerIndex);
}
// =====================================================
// class AiRuleRefreshHarvester
// =====================================================
AiRuleRefreshHarvester::AiRuleRefreshHarvester(Ai * ai) :
AiRule(ai) {
workerIndex = -1;
}
bool
AiRuleRefreshHarvester::test() {
return ai->findAbleUnit(&workerIndex, ccHarvest, ccHarvest);
}
void
AiRuleRefreshHarvester::execute() {
ai->harvest(workerIndex);
}
// =====================================================
// class AiRuleScoutPatrol
// =====================================================
AiRuleScoutPatrol::AiRuleScoutPatrol(Ai * ai) :
AiRule(ai) {
}
bool
AiRuleScoutPatrol::test() {
return ai->isStableBase();
}
void
AiRuleScoutPatrol::execute() {
ai->sendScoutPatrol();
}
// =====================================================
// class AiRuleRepair
// =====================================================
AiRuleRepair::AiRuleRepair(Ai * ai) :
AiRule(ai) {
damagedUnitIndex = 0;
damagedUnitIsCastle = false;
}
double
AiRuleRepair::getMinCastleHpRatio() const {
return
0.6;
}
int
AiRuleRepair::getMinUnitsToRepairCastle() {
int
minUnitsRepairingCastle = 7;
if (ai->getCountOfClass(ucWorker) <= 6) {
minUnitsRepairingCastle = 1;
} else if (ai->getCountOfClass(ucWorker) <= 8) {
minUnitsRepairingCastle = 2;
} else if (ai->getCountOfClass(ucWorker) <= 10) {
minUnitsRepairingCastle = 3;
} else if (ai->getCountOfClass(ucWorker) <= 12) {
minUnitsRepairingCastle = 5;
}
return minUnitsRepairingCastle;
}
bool
AiRuleRepair::test() {
AiInterface *
aiInterface = ai->getAiInterface();
int
minUnitsRepairingCastle = getMinUnitsToRepairCastle();
const double
minCastleHpRatio = getMinCastleHpRatio();
// look for a damaged unit and give priority to the factions bases
// (units that produce workers and store resources)
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
const Unit *
u = aiInterface->getMyUnit(i);
//printf("\n\n\n\n!!!!!! Is damaged unit [%d - %s] u->getHpRatio() = %f, hp = %d, mapHp = %d\n",u->getId(),u->getType()->getName().c_str(),u->getHpRatio(),u->getHp(),u->getType()->getTotalMaxHp(u->getTotalUpgrade()));
if (u->getHpRatio() < 1.f) {
//printf("\n\n\n\n!!!!!! Is damaged unit [%d - %s] u->getHpRatio() = %f, hp = %d, mapHp = %d\n",u->getId(),u->getType()->getName().c_str(),u->getHpRatio(),u->getHp(),u->getType()->getTotalMaxHp(u->getTotalUpgrade()));
bool
unitCanProduceWorker = false;
for (int j = 0; unitCanProduceWorker == false &&
j < u->getType()->getCommandTypeCount(); ++j) {
const CommandType *
ct = u->getType()->getCommandType(j);
//if the command is produce
if (ct->getClass() == ccProduce
|| ct->getClass() == ccMorph) {
const ProducibleType *
pt = ct->getProduced();
if (pt != NULL) {
const UnitType *
ut = dynamic_cast <const
UnitType *>(pt);
if (ut != NULL
&& ut->hasCommandClass(ccHarvest) == true
&& u->getType()->getStoredResourceCount() > 0) {
//printf("\n\n\n\n!!!!!! found candidate castle unit to repair [%d - %s]\n",u->getId(),u->getType()->getName().c_str());
unitCanProduceWorker = true;
}
}
}
}
if (unitCanProduceWorker == true) {
int
candidatedamagedUnitIndex = -1;
int
unitCountAlreadyRepairingDamagedUnit = 0;
// Now check if any other unit is able to repair this unit
for (int i1 = 0; i1 < aiInterface->getMyUnitCount(); ++i1) {
const Unit *
u1 = aiInterface->getMyUnit(i1);
const RepairCommandType *
rct = static_cast <const
RepairCommandType *
>(u1->getType()->getFirstCtOfClass(ccRepair));
//if(rct) printf("\n\n\n\n^^^^^^^^^^ possible repairer unit [%d - %s] current skill [%d] can reapir damaged unit [%d]\n",u1->getId(),u1->getType()->getName().c_str(),u->getCurrSkill()->getClass(),rct->isRepairableUnitType(u->getType()));
if (rct != NULL) {
//printf("\n\n\n\n^^^^^^^^^^ possible repairer unit [%d - %s] current skill [%d] can repair damaged unit [%d] Castles hp-ratio = %f\n",u1->getId(),u1->getType()->getName().c_str(),u1->getCurrSkill()->getClass(),rct->isRepairableUnitType(u->getType()),u->getHpRatio());
if (u1->getCurrSkill()->getClass() == scStop
|| u1->getCurrSkill()->getClass() == scMove
|| u->getHpRatio() <= minCastleHpRatio) {
if (rct->isRepairableUnitType(u->getType())) {
candidatedamagedUnitIndex = i;
//return true;
}
} else if (u1->getCurrSkill()->getClass() ==
scRepair) {
Command *
cmd = u1->getCurrCommand();
if (cmd != NULL
&& cmd->getCommandType()->getClass() ==
ccRepair) {
if (cmd->getUnit() != NULL
&& cmd->getUnit()->getId() ==
u->getId()) {
//printf("\n\n\n\n^^^^^^^^^^ unit is ALREADY repairer unit [%d - %s]\n",u1->getId(),u1->getType()->getName().c_str());
unitCountAlreadyRepairingDamagedUnit++;
}
}
}
}
}
if (candidatedamagedUnitIndex >= 0
&& unitCountAlreadyRepairingDamagedUnit <
minUnitsRepairingCastle) {
//printf("\n\n\n\n^^^^^^^^^^ AI test will repair damaged unit [%d - %s]\n",u->getId(),u->getType()->getName().c_str());
damagedUnitIndex = candidatedamagedUnitIndex;
damagedUnitIsCastle = true;
return true;
}
}
}
}
damagedUnitIsCastle = false;
damagedUnitIndex = -1;
// Normal Repair checking
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
const Unit *
u = aiInterface->getMyUnit(i);
//printf("\n\n\n\n!!!!!! Is damaged unit [%d - %s] u->getHpRatio() = %f, hp = %d, mapHp = %d\n",u->getId(),u->getType()->getName().c_str(),u->getHpRatio(),u->getHp(),u->getType()->getTotalMaxHp(u->getTotalUpgrade()));
if (u->getHpRatio() < 1.f) {
// Now check if any other unit is able to repair this unit
for (int i1 = 0; i1 < aiInterface->getMyUnitCount(); ++i1) {
const Unit *
u1 = aiInterface->getMyUnit(i1);
const RepairCommandType *
rct = static_cast <const
RepairCommandType *
>(u1->getType()->getFirstCtOfClass(ccRepair));
//if(rct) printf("\n\n\n\n^^^^^^^^^^ possible repairer unit [%d - %s] current skill [%d] can reapir damaged unit [%d]\n",u1->getId(),u1->getType()->getName().c_str(),u->getCurrSkill()->getClass(),rct->isRepairableUnitType(u->getType()));
if (rct != NULL
&& (u1->getCurrSkill()->getClass() == scStop
|| u1->getCurrSkill()->getClass() == scMove)) {
if (rct->isRepairableUnitType(u->getType())) {
damagedUnitIndex = i;
//random if return or not so we get different targets from time to time
if (ai->getRandom()->randRange(0, 1) == 0)
return true;
}
}
}
}
}
if (damagedUnitIndex != -1) {
return true;
}
return false;
}
void
AiRuleRepair::execute() {
AiInterface *
aiInterface = ai->getAiInterface();
const Unit *
damagedUnit = aiInterface->getMyUnit(damagedUnitIndex);
//printf("\n\n\n\n###^^^^^^^^^^ Looking for repairer for damaged unit [%d - %s]\n",damagedUnit->getId(),damagedUnit->getType()->getName().c_str());
int
minUnitsRepairingCastle = getMinUnitsToRepairCastle();
const double
minCastleHpRatio = getMinCastleHpRatio();
if (minUnitsRepairingCastle > 2) {
if (damagedUnit->getCurrSkill()->getClass() == scBeBuilt) { // if build is still be build 2 helpers are enough
minUnitsRepairingCastle = 2;
}
if (!damagedUnitIsCastle) {
minUnitsRepairingCastle = 2;
}
}
if (aiInterface->getControlType() == ctCpuEasy ||
aiInterface->getControlType() == ctNetworkCpuEasy) {
if (!damagedUnitIsCastle) {
// cpu easy does not repair!
minUnitsRepairingCastle = 0;
}
}
if (aiInterface->getControlType() == ctCpu ||
aiInterface->getControlType() == ctNetworkCpu) {
if (!damagedUnitIsCastle) {
// cpu does only repair with one unit!
minUnitsRepairingCastle = 1;
}
}
int
unitCountAlreadyRepairingDamagedUnit = 0;
//printf("team %d has damaged unit\n", damagedUnit->getTeam());
// Now check if any other unit is able to repair this unit
for (int i1 = 0; i1 < aiInterface->getMyUnitCount(); ++i1) {
const Unit *
u1 = aiInterface->getMyUnit(i1);
const RepairCommandType *
rct = static_cast <const
RepairCommandType *
>(u1->getType()->getFirstCtOfClass(ccRepair));
//if(rct) printf("\n\n\n\n^^^^^^^^^^ possible repairer unit [%d - %s] current skill [%d] can reapir damaged unit [%d]\n",u1->getId(),u1->getType()->getName().c_str(),u1->getCurrSkill()->getClass(),rct->isRepairableUnitType(u1->getType()));
Command *
cmd = u1->getCurrCommand();
if (cmd != NULL && cmd->getCommandType()->getClass() == ccRepair) {
//if(cmd->getUnit() != NULL && cmd->getUnit()->getId() == damagedUnit->getId())
//if(cmd->getUnit() != NULL && cmd->getPos() == damagedUnit->getPosWithCellMapSet())
if (rct != NULL) {
//printf("\n\n\n\n^^^^^^^^^^ possible repairer unit [%d - %s] current skill [%d] can repair damaged unit [%d] Castles hp-ratio = %f\n",u1->getId(),u1->getType()->getName().c_str(),u1->getCurrSkill()->getClass(),rct->isRepairableUnitType(u->getType()),u->getHpRatio());
if (((RepairCommandType *) (cmd->getCommandType()))->
isRepairableUnitType(damagedUnit->getType())) {
//printf("^^^^test^^^^^^ unit is ALREADY repairer unit [%d - %s]\nminUnitsRepairingCastle=%d\n",u1->getId(), u1->getType()->getName().c_str(), minUnitsRepairingCastle);
unitCountAlreadyRepairingDamagedUnit++;
}
}
}
}
if (unitCountAlreadyRepairingDamagedUnit >= minUnitsRepairingCastle) {
return;
}
int
unitGroupCommandId = -1;
//find a repairer and issue command
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
const Unit *
u = aiInterface->getMyUnit(i);
const RepairCommandType *
rct = static_cast <const
RepairCommandType *
>(u->getType()->getFirstCtOfClass(ccRepair));
//if(rct) printf("\n\n\n\n^^^^^^^^^^ possible repairer unit [%d - %s] current skill [%d] can reapir damaged unit [%d]\n",u->getId(),u->getType()->getName().c_str(),u->getCurrSkill()->getClass(),rct->isRepairableUnitType(damagedUnit->getType()));
if (rct != NULL) {
//printf("\n\n\n\n^^^^^^^^^^ possible excute repairer unit [%d - %s] current skill [%d] can repair damaged unit [%d] Castles hp-ratio = %f\n",u->getId(),u->getType()->getName().c_str(),u->getCurrSkill()->getClass(),rct->isRepairableUnitType(damagedUnit->getType()),damagedUnit->getHpRatio());
if ((u->getCurrSkill()->getClass() == scStop
|| u->getCurrSkill()->getClass() == scMove
|| damagedUnit->getHpRatio() <= minCastleHpRatio)) {
if ((u->getCurrCommand() == NULL
|| (u->getCurrCommand()->getCommandType()->
getClass() != ccBuild
&& u->getCurrCommand()->getCommandType()->
getClass() != ccProduce))
&& rct->isRepairableUnitType(damagedUnit->getType())) {
//if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//printf("\n\n\n\n^^^^^^^^^^ AI execute will repair damaged unit [%d - %s] at pos [%s] cellmapPos [%s] using unit [%d -%s]\n",damagedUnit->getId(),damagedUnit->getType()->getName().c_str(),damagedUnit->getPos().getString().c_str(),damagedUnit->getPosWithCellMapSet().getString().c_str(),u->getId(),u->getType()->getName().c_str());
/*
Map *map= aiInterface->getWorld()->getMap();
Cell *cell = map->getCell(damagedUnit->getPosWithCellMapSet());
if(cell != NULL) {
printf("\n\n\n\n^^^^^^^^^^ cell is ok\n");
Unit *cellUnit = cell->getUnit(damagedUnit->getCurrField());
if(cellUnit != NULL) {
printf("\n\n\n\n^^^^^^^^^^ cell unit [%d - %s] at pos [%s]\n",cellUnit->getId(),cellUnit->getType()->getName().c_str(),cellUnit->getPos().getString().c_str());
}
}
*/
//aiInterface->giveCommand(i, rct, damagedUnit->getPos());
if (unitCountAlreadyRepairingDamagedUnit <
minUnitsRepairingCastle) {
if (unitGroupCommandId == -1) {
unitGroupCommandId =
aiInterface->getWorld()->
getNextCommandGroupId();
}
aiInterface->giveCommand(i, rct,
damagedUnit->
getPosWithCellMapSet(),
unitGroupCommandId);
if (aiInterface->isLogLevelEnabled(3) == true)
aiInterface->printLog(3,
"Repairing order issued");
unitCountAlreadyRepairingDamagedUnit++;
// printf(
// "^^^^^^^^^^adding one unit to repair ... unitCountAlreadyRepairingDamagedUnit/minUnitsRepairingCastle=%d/%d\n",
// unitCountAlreadyRepairingDamagedUnit, minUnitsRepairingCastle);
}
if (!damagedUnitIsCastle
|| unitCountAlreadyRepairingDamagedUnit >=
minUnitsRepairingCastle) {
return;
}
}
}
}
}
}
// =====================================================
// class AiRuleReturnBase
// =====================================================
AiRuleReturnBase::AiRuleReturnBase(Ai * ai) :
AiRule(ai) {
stoppedUnitIndex = -1;
}
bool
AiRuleReturnBase::test() {
return ai->findAbleUnit(&stoppedUnitIndex, ccMove, true);
}
void
AiRuleReturnBase::execute() {
ai->returnBase(stoppedUnitIndex);
}
// =====================================================
// class AiRuleMassiveAttack
// =====================================================
AiRuleMassiveAttack::AiRuleMassiveAttack(Ai * ai) :
AiRule(ai) {
ultraAttack = false;
field = fLand;
}
bool
AiRuleMassiveAttack::test() {
if (ai->isStableBase()) {
ultraAttack = false;
return ai->beingAttacked(attackPos, field, INT_MAX);
} else {
ultraAttack = true;
return ai->beingAttacked(attackPos, field, baseRadius);
}
}
void
AiRuleMassiveAttack::execute() {
ai->massiveAttack(attackPos, field, ultraAttack);
}
// =====================================================
// class AiRuleAddTasks
// =====================================================
AiRuleAddTasks::AiRuleAddTasks(Ai * ai) :
AiRule(ai) {
}
bool
AiRuleAddTasks::test() {
return !ai->anyTask() || ai->getCountOfClass(ucWorker) < 4;
}
// This function is what triggers the AI to create new units.
void
AiRuleAddTasks::execute() {
int
buildingCount = ai->getCountOfClass(ucBuilding);
UnitClass
ucWorkerType = ucWorker;
int
warriorCount = ai->getCountOfClass(ucWarrior, &ucWorkerType);
int
workerCount = ai->getCountOfClass(ucWorker);
int
upgradeCount = ai->getAiInterface()->getMyUpgradeCount();
float
buildingRatio = ai->getRatioOfClass(ucBuilding);
float
warriorRatio = ai->getRatioOfClass(ucWarrior);
float
workerRatio = ai->getRatioOfClass(ucWorker);
//standard tasks
if (ai->outputAIBehaviourToConsole())
printf
("Add a TASK - AiRuleAddTasks adding ProduceTask(ucWorker) workerCount = %d, RULE Name[%s]\n",
workerCount, this->getName().c_str());
//emergency workers
if (workerCount < 4) {
if (ai->outputAIBehaviourToConsole())
printf
("AAA AiRuleAddTasks adding ProduceTask(ucWorker) workerCount = %d, RULE Name[%s]\n",
workerCount, this->getName().c_str());
ai->addPriorityTask(new ProduceTask(ucWorker));
}
// The following rules are specific creation rules for different AI.
else {
if (ai->getAiInterface()->getControlType() == ctCpuZeta ||
ai->getAiInterface()->getControlType() == ctNetworkCpuZeta) {
if (ai->outputAIBehaviourToConsole())
printf
("AAA AiRuleAddTasks adding #1 workerCount = %d[%.2f], buildingCount = %d[%.2f] warriorCount = %d[%.2f] upgradeCount = %d RULE Name[%s]\n",
workerCount, workerRatio, buildingCount, buildingRatio,
warriorCount, warriorRatio, upgradeCount,
this->getName().c_str());
//workers
if (workerCount < 5)
ai->addTask(new ProduceTask(ucWorker));
if (workerCount < 100)
ai->addTask(new ProduceTask(ucWorker));
if (workerRatio < 0.20)
ai->addTask(new ProduceTask(ucWorker));
if (workerRatio < 0.30)
ai->addTask(new ProduceTask(ucWorker));
//warriors
if (warriorCount < 10)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorRatio < 0.20)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorRatio < 0.30)
ai->addTask(new ProduceTask(ucWarrior));
if (workerCount >= 10)
ai->addTask(new ProduceTask(ucWarrior));
if (workerCount >= 15)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorCount < ai->getMinWarriors() + 2) {
ai->addTask(new ProduceTask(ucWarrior));
if (buildingCount > 9) {
ai->addTask(new ProduceTask(ucWarrior));
ai->addTask(new ProduceTask(ucWarrior));
}
if (buildingCount > 12) {
ai->addTask(new ProduceTask(ucWarrior));
ai->addTask(new ProduceTask(ucWarrior));
}
}
//buildings
if (buildingCount < 6 || buildingRatio < 0.20)
ai->addTask(new BuildTask((UnitType *) NULL));
if (buildingCount < 10 && workerCount > 12)
ai->addTask(new BuildTask((UnitType *) NULL));
//upgrades
if (upgradeCount == 0 && workerCount > 5)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (upgradeCount == 1 && workerCount > 10)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (upgradeCount == 2 && workerCount > 15)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (ai->isStableBase())
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
} else if (ai->getAiInterface()->getControlType() == ctCpuEasy ||
ai->getAiInterface()->getControlType() ==
ctNetworkCpuEasy) { // Easy CPU
if (ai->outputAIBehaviourToConsole())
printf
("AAA AiRuleAddTasks adding #2 workerCount = %d[%.2f], buildingCount = %d[%.2f] warriorCount = %d[%.2f] upgradeCount = %d RULE Name[%s]\n",
workerCount, workerRatio, buildingCount, buildingRatio,
warriorCount, warriorRatio, upgradeCount,
this->getName().c_str());
//workers
if (workerCount < buildingCount + 2)
ai->addTask(new ProduceTask(ucWorker));
if (workerCount > 5 && workerRatio < 0.20)
ai->addTask(new ProduceTask(ucWorker));
//warriors
if (warriorCount < 10)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorRatio < 0.20)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorRatio < 0.30)
ai->addTask(new ProduceTask(ucWarrior));
if (workerCount >= 10)
ai->addTask(new ProduceTask(ucWarrior));
if (workerCount >= 15)
ai->addTask(new ProduceTask(ucWarrior));
//buildings
if (buildingCount < 6 || buildingRatio < 0.20)
ai->addTask(new BuildTask((UnitType *) NULL));
if (buildingCount < 10 && ai->isStableBase())
ai->addTask(new BuildTask((UnitType *) NULL));
//upgrades
if (upgradeCount == 0 && workerCount > 6)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (upgradeCount == 1 && workerCount > 7)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (upgradeCount == 2 && workerCount > 9)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
//if(ai->isStableBase()) ai->addTask(new UpgradeTask());
} else { // normal CPU / UltraCPU ...
if (ai->outputAIBehaviourToConsole())
printf
("AAA AiRuleAddTasks adding #3 workerCount = %d[%.2f], buildingCount = %d[%.2f] warriorCount = %d[%.2f] upgradeCount = %d RULE Name[%s]\n",
workerCount, workerRatio, buildingCount, buildingRatio,
warriorCount, warriorRatio, upgradeCount,
this->getName().c_str());
//workers
if (workerCount < 5)
ai->addTask(new ProduceTask(ucWorker));
if (workerCount < 10)
ai->addTask(new ProduceTask(ucWorker));
if (workerRatio < 0.20)
ai->addTask(new ProduceTask(ucWorker));
if (workerRatio < 0.30)
ai->addTask(new ProduceTask(ucWorker));
//warriors
if (warriorCount < 10)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorRatio < 0.20)
ai->addTask(new ProduceTask(ucWarrior));
if (warriorRatio < 0.30)
ai->addTask(new ProduceTask(ucWarrior));
if (workerCount >= 10)
ai->addTask(new ProduceTask(ucWarrior));
if (workerCount >= 15)
ai->addTask(new ProduceTask(ucWarrior));
//buildings
if (buildingCount < 6 || buildingRatio < 0.20)
ai->addTask(new BuildTask((UnitType *) NULL));
if (buildingCount < 10 && workerCount > 12)
ai->addTask(new BuildTask((UnitType *) NULL));
//upgrades
if (upgradeCount == 0 && workerCount > 5)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (upgradeCount == 1 && workerCount > 10)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (upgradeCount == 2 && workerCount > 15)
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
if (ai->isStableBase())
ai->addTask(new UpgradeTask((const UpgradeType *) NULL));
}
}
}
// =====================================================
// class AiRuleBuildOneFarm
// =====================================================
AiRuleBuildOneFarm::AiRuleBuildOneFarm(Ai * ai) :
AiRule(ai) {
farm = NULL;
}
bool
AiRuleBuildOneFarm::test() {
AiInterface *
aiInterface = ai->getAiInterface();
//for all units
for (int i = 0;
i < aiInterface->getMyFactionType()->getUnitTypeCount(); ++i) {
const UnitType *
ut = aiInterface->getMyFactionType()->getUnitType(i);
//for all production commands
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
if (ct->getClass() == ccProduce) {
const UnitType *
producedType = static_cast <const
ProduceCommandType *>(ct)->
getProducedUnit();
//for all resources
for (int k = 0; k < producedType->getCostCount(); ++k) {
const Resource *
r = producedType->getCost(k);
//find a food producer in the farm produced units
if (r->getAmount() < 0
&& r->getType()->getClass() == rcConsumable
&& ai->getCountOfType(ut) == 0) {
if (aiInterface->reqsOk(ct)
&& aiInterface->getMyFaction()->
canCreateUnit(ut, true, true, true) == true) {
farm = ut;
//printf("AiRuleBuildOneFarm returning true, RULE Name[%s] ut [%s] producedType [%s]\n",this->getName().c_str(),ut->getName().c_str(),producedType->getName().c_str());
if (ai->outputAIBehaviourToConsole())
printf
("AiRuleBuildOneFarm returning true, RULE Name[%s]\n",
this->getName().c_str());
return true;
}
}
}
}
}
}
return false;
}
void
AiRuleBuildOneFarm::execute() {
ai->addPriorityTask(new BuildTask(farm));
}
// =====================================================
// class AiRuleProduceResourceProducer
// =====================================================
AiRuleProduceResourceProducer::AiRuleProduceResourceProducer(Ai * ai) :
AiRule(ai) {
interval = shortInterval;
rt = NULL;
newResourceBehaviour =
Config::getInstance().getBool("NewResourceBehaviour", "false");;
}
bool
AiRuleProduceResourceProducer::test() {
//emergency tasks: resource buildings
AiInterface *
aiInterface = ai->getAiInterface();
//consumables first
for (int i = 0;
i < aiInterface->getTechTree()->getResourceTypeCount(); ++i) {
rt = aiInterface->getTechTree()->getResourceType(i);
const Resource *
r = aiInterface->getResource(rt);
if (ai->outputAIBehaviourToConsole())
printf("CONSUMABLE [%s][%d] Testing AI RULE Name[%s]\n",
rt->getName().c_str(), r->getBalance(),
this->getName().c_str());
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"CONSUMABLE [%s][%d] Testing AI RULE Name[%s]",
rt->getName().c_str(), r->getBalance(),
this->getName().c_str());
aiInterface->printLog(4, szBuf);
}
bool
factionUsesResourceType =
aiInterface->factionUsesResourceType(aiInterface->
getMyFactionType(), rt);
if (factionUsesResourceType == true
&& rt->getClass() == rcConsumable) {
// The consumable balance is negative
if (r->getBalance() < 0) {
if (newResourceBehaviour == true) {
interval = shortInterval;
} else {
interval = longInterval;
}
return true;
}
// If the consumable balance is down to 1/3 of what we need
else {
if (r->getBalance() * 3 + r->getAmount() < 0) {
if (newResourceBehaviour == true) {
interval = shortInterval;
} else {
interval = longInterval;
}
return true;
}
}
}
}
int
targetStaticResourceCount = minStaticResources;
if (aiInterface->getMyFactionType()->
getAIBehaviorStaticOverideValue(aibsvcMinStaticResourceCount) !=
INT_MAX) {
targetStaticResourceCount =
aiInterface->getMyFactionType()->
getAIBehaviorStaticOverideValue(aibsvcMinStaticResourceCount);
}
//statics second
for (int i = 0;
i < aiInterface->getTechTree()->getResourceTypeCount(); ++i) {
rt = aiInterface->getTechTree()->getResourceType(i);
const Resource *
r = aiInterface->getResource(rt);
if (ai->outputAIBehaviourToConsole())
printf("STATIC [%s][%d] [min %d] Testing AI RULE Name[%s]\n",
rt->getName().c_str(), r->getAmount(),
targetStaticResourceCount, this->getName().c_str());
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"STATIC resource check [%s][%d] [min %d] Testing AI RULE Name[%s]",
rt->getName().c_str(), r->getAmount(),
targetStaticResourceCount, this->getName().c_str());
aiInterface->printLog(4, szBuf);
}
if (rt->getClass() == rcStatic
&& r->getAmount() < targetStaticResourceCount) {
bool
factionUsesResourceType =
aiInterface->factionUsesResourceType(aiInterface->
getMyFactionType(),
rt);
if (factionUsesResourceType == true) {
if (newResourceBehaviour == true)
interval = shortInterval;
else
interval = longInterval;
return true;
}
}
}
if (ai->outputAIBehaviourToConsole())
printf("STATIC returning FALSE\n");
if (aiInterface->isLogLevelEnabled(4) == true)
aiInterface->printLog(4, "Static Resource check returning FALSE");
if (newResourceBehaviour == true)
interval = longInterval;
else
interval = shortInterval;
return false;
}
void
AiRuleProduceResourceProducer::execute() {
ai->addPriorityTask(new ProduceTask(rt));
ai->addTask(new BuildTask(rt));
}
// =====================================================
// class AiRuleProduce
// =====================================================
AiRuleProduce::AiRuleProduce(Ai * ai) :
AiRule(ai) {
produceTask = NULL;
newResourceBehaviour =
Config::getInstance().getBool("NewResourceBehaviour", "false");
}
bool
AiRuleProduce::test() {
const Task *
task = ai->getTask();
if (task == NULL || task->getClass() != tcProduce) {
return false;
}
produceTask = static_cast <const ProduceTask *>(task);
return true;
}
void
AiRuleProduce::execute() {
AiInterface *
aiInterface = ai->getAiInterface();
if (produceTask != NULL) {
if (ai->outputAIBehaviourToConsole())
printf("AiRuleProduce producing [%s]\n",
(produceTask->getUnitType() !=
NULL ? produceTask->getUnitType()->getName(false).
c_str() : "null"));
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096, "AiRuleProduce producing [%s]",
(produceTask->getUnitType() !=
NULL ? produceTask->getUnitType()->getName(false).
c_str() : "null"));
aiInterface->printLog(4, szBuf);
}
//generic produce task, produce random unit that has the skill or produces the resource
if (produceTask->getUnitType() == NULL) {
if (newResourceBehaviour) {
produceGenericNew(produceTask);
} else
produceGeneric(produceTask);
}
//specific produce task, produce if possible, retry if not enough resources
else {
produceSpecific(produceTask);
}
//remove the task
ai->removeTask(produceTask);
}
}
bool
AiRuleProduce::canUnitTypeOfferResourceType(const UnitType * ut,
const ResourceType * rt) {
bool
unitTypeOffersResourceType = false;
AiInterface *
aiInterface = ai->getAiInterface();
if (ut != NULL && rt != NULL && aiInterface != NULL
&& aiInterface->reqsOk(ut)) {
// Check of the unit 'gives' the resource
// if the unit produces the resource
const Resource *
r = ut->getCost(rt);
if (r != NULL) {
if (ai->outputAIBehaviourToConsole())
printf
("#2 produceGeneric r = [%s][%d] Testing AI RULE Name[%s]\n",
r->getDescription(false).c_str(), r->getAmount(),
this->getName().c_str());
}
if (r != NULL && r->getAmount() < 0) {
unitTypeOffersResourceType = true;
} else {
// for each command check if we produce a unit that handles the resource
for (int commandIndex = 0;
commandIndex < ut->getCommandTypeCount(); ++commandIndex) {
const CommandType *
ct = ut->getCommandType(commandIndex);
//if the command is produce
if (ct->getClass() == ccProduce
|| ct->getClass() == ccMorph) {
const UnitType *
producedUnit = static_cast <const
UnitType *>(ct->getProduced());
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric [%p] Testing AI RULE Name[%s]\n",
rt, this->getName().c_str());
//if the unit produces the resource
const Resource *
r = producedUnit->getCost(rt);
if (r != NULL) {
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric r = [%s][%d] Testing AI RULE Name[%s]\n",
r->getDescription(false).c_str(),
r->getAmount(), this->getName().c_str());
}
if (r != NULL && r->getAmount() < 0) {
unitTypeOffersResourceType = true;
break;
}
}
}
}
}
if (aiInterface != NULL && aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"canUnitTypeOfferResourceType for unit type [%s] for resource type [%s] returned: %d",
(ut != NULL ? ut->getName(false).c_str() : "n/a"),
(rt != NULL ? rt->getName(false).c_str() : "n/a"),
unitTypeOffersResourceType);
aiInterface->printLog(4, szBuf);
}
return unitTypeOffersResourceType;
}
bool
AiRuleProduce::setAIProduceTaskForResourceType(const ProduceTask * pt,
AiInterface * aiInterface) {
bool
taskAdded = false;
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcResourceProducerUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcResourceProducerUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
const UnitType *
ut = priorityUnit.first;
if (ai->getCountOfType(ut) < priorityUnit.second &&
canUnitTypeOfferResourceType(ut,
pt->getResourceType()) ==
true
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, false, true,
true) == true) {
ai->addTask(new ProduceTask(priorityUnit.first));
taskAdded = true;
break;
}
}
}
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"setAIProduceTaskForResourceType for resource type [%s] returned: %d",
pt->getResourceType()->getName(false).c_str(),
taskAdded);
aiInterface->printLog(4, szBuf);
}
return taskAdded;
}
void
AiRuleProduce::addUnitTypeToCandidates(const UnitType * producedUnit,
UnitTypes & ableUnits,
UnitTypesGiveBack &
ableUnitsGiveBack,
bool unitCanGiveBackResource) {
// if the unit is not already on the list
if (find(ableUnits.begin(), ableUnits.end(), producedUnit) ==
ableUnits.end()) {
ableUnits.push_back(producedUnit);
ableUnitsGiveBack.push_back(unitCanGiveBackResource);
AiInterface *
aiInterface = ai->getAiInterface();
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"addUnitTypeToCandidates for unit type [%s] unitCanGiveBackResource = %d",
producedUnit->getName(false).c_str(),
unitCanGiveBackResource);
aiInterface->printLog(4, szBuf);
}
}
}
void
AiRuleProduce::produceGenericNew(const ProduceTask * pt) {
UnitTypes
ableUnits;
UnitTypesGiveBack
ableUnitsGiveBack;
AiInterface *
aiInterface = ai->getAiInterface();
if (pt->getResourceType() != NULL) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"****START: produceGeneric for resource type [%s]",
pt->getResourceType()->getName(false).c_str());
aiInterface->printLog(4, szBuf);
}
if (setAIProduceTaskForResourceType(pt, aiInterface) == true) {
return;
}
} else if (pt->getUnitClass() == ucWorker) {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWorkerUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWorkerUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, false, true,
true) == true) {
ai->addTask(new ProduceTask(priorityUnit.first));
return;
}
}
}
} else if (pt->getUnitClass() == ucWarrior) {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWarriorUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWarriorUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, false, true,
true) == true) {
ai->addTask(new ProduceTask(priorityUnit.first));
return;
}
}
}
}
//for each unit, produce it if possible
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
if (aiInterface->getMyUnit(i)->getCurrCommand() != NULL
&& aiInterface->getMyUnit(i)->getCurrCommand()->
getCommandType()->getClass() == ccBuild) {
//skip this units as it is currently building something
continue;
}
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
//bool produceIt= false;
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is produce
//bool produceIt= false;
if (ct->getClass() == ccProduce || ct->getClass() == ccMorph) {
const UnitType *
producedUnit = static_cast <const
UnitType *>(ct->getProduced());
if (ai->outputAIBehaviourToConsole())
printf("produceGeneric [%p] Testing AI RULE Name[%s]\n",
pt->getResourceType(),
this->getName().c_str());
//if the unit produces the resource
if (pt->getResourceType() != NULL) {
const Resource *
r = producedUnit->getCost(pt->getResourceType());
if (r != NULL) {
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric r = [%s][%d] Testing AI RULE Name[%s]\n",
r->getDescription(false).c_str(),
r->getAmount(), this->getName().c_str());
}
if (r != NULL && r->getAmount() < 0) {
if (aiInterface->reqsOk(ct)
&& aiInterface->reqsOk(producedUnit)) {
//produceIt= true;
addUnitTypeToCandidates(producedUnit,
ableUnits,
ableUnitsGiveBack,
false);
}
}
} else {
//if the unit is from the right class
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric right class = [%d] Testing AI RULE Name[%s]\n",
producedUnit->isOfClass(pt->getUnitClass()),
this->getName().c_str());
if (producedUnit->isOfClass(pt->getUnitClass())) {
if (aiInterface->reqsOk(ct)
&& aiInterface->reqsOk(producedUnit)) {
//produceIt= true;
addUnitTypeToCandidates(producedUnit,
ableUnits,
ableUnitsGiveBack,
false);
}
}
}
}
}
// Now check of the unit 'gives' the resource
// This is likely a unit that it BUILT by another and that is handled by a different AI task type: Build
// if(produceIt == false && pt->getResourceType() != NULL) {
// const Resource *r= ut->getCost(pt->getResourceType());
// if(r != NULL) {
// if(ai->outputAIBehaviourToConsole()) printf("#2 produceGeneric r = [%s][%d] Testing AI RULE Name[%s]\n",r->getDescription(false).c_str(),r->getAmount(), this->getName().c_str());
// }
//
// if(r != NULL && r->getAmount() < 0) {
// if(aiInterface->reqsOk(ut)){
// produceIt= true;
// addUnitTypeToCandidates(ut, ableUnits,ableUnitsGiveBack, true);
// }
// }
// }
}
//add specific produce task
if (ableUnits.empty() == false) {
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric !ableUnits.empty(), ableUnits.size() = [%d] Testing AI RULE Name[%s]\n",
(int) ableUnits.size(), this->getName().c_str());
// Now check if we already have at least 2 produce or morph
// resource based units, if so prefer units that give back the resource
if (pt->getResourceType() != NULL && ableUnits.size() > 1) {
//priority for non produced units
UnitTypes
newAbleUnits;
bool
haveEnoughProducers = true;
bool
haveNonProducers = false;
for (unsigned int i = 0; i < ableUnits.size(); ++i) {
const UnitType *
ut = ableUnits[i];
bool
givesBack = ableUnitsGiveBack[i];
if (givesBack == false && ai->getCountOfType(ut) < 2) {
haveEnoughProducers = false;
} else if (givesBack == true) {
haveNonProducers = true;
newAbleUnits.push_back(ut);
}
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In produceGeneric for unit type [%s] givesBack: %d count of unit type: %d",
ut->getName(false).c_str(), givesBack,
ai->getCountOfType(ut));
aiInterface->printLog(4, szBuf);
}
}
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"haveEnoughProducers [%d] haveNonProducers [%d]",
haveEnoughProducers, haveNonProducers);
aiInterface->printLog(4, szBuf);
for (unsigned int i = 0; i < ableUnits.size(); ++i) {
const UnitType *
ut = ableUnits[i];
snprintf(szBuf, 8096, "i: %u unit type [%s]", i,
ut->getName(false).c_str());
aiInterface->printLog(4, szBuf);
}
for (unsigned int i = 0; i < newAbleUnits.size(); ++i) {
const UnitType *
ut = newAbleUnits[i];
snprintf(szBuf, 8096, "i: %u new unit type [%s]", i,
ut->getName(false).c_str());
aiInterface->printLog(4, szBuf);
}
}
if (haveEnoughProducers == true && haveNonProducers == true) {
ableUnits = newAbleUnits;
}
}
//priority for non produced units
for (unsigned int i = 0; i < ableUnits.size(); ++i) {
if (ai->getCountOfType(ableUnits[i]) == 0) {
if (ai->getRandom()->randRange(0, 1) == 0) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In produceGeneric priority adding produce task: %d of "
MG_SIZE_T_SPECIFIER " for unit type [%s]",
i, ableUnits.size(),
ableUnits[i]->getName(false).c_str());
aiInterface->printLog(4, szBuf);
}
ai->addTask(new ProduceTask(ableUnits[i]));
return;
}
}
}
//normal case
int
randomUnitTypeIndex =
ai->getRandom()->randRange(0, (int) ableUnits.size() - 1);
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In produceGeneric randomUnitTypeIndex = %d of "
MG_SIZE_T_SPECIFIER " equals unit type [%s]",
randomUnitTypeIndex, ableUnits.size() - 1,
ableUnits[randomUnitTypeIndex]->getName(false).
c_str());
aiInterface->printLog(4, szBuf);
}
const UnitType *
ut = ableUnits[randomUnitTypeIndex];
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"== END In produceGeneric normal adding produce task for unit type [%s]",
ut->getName(false).c_str());
aiInterface->printLog(4, szBuf);
}
ai->addTask(new ProduceTask(ut));
}
}
void
AiRuleProduce::produceGeneric(const ProduceTask * pt) {
typedef
vector < const UnitType *>
UnitTypes;
UnitTypes
ableUnits;
AiInterface *
aiInterface = ai->getAiInterface();
if (pt->getResourceType() != NULL) {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcResourceProducerUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcResourceProducerUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, false, true,
true) == true) {
//if(ai->getRandom()->randRange(0, 1)==0) {
ai->addTask(new ProduceTask(priorityUnit.first));
return;
//}
}
}
}
} else if (pt->getUnitClass() == ucWorker) {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWorkerUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWorkerUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, false, true,
true) == true) {
//if(ai->getRandom()->randRange(0, 1)==0) {
ai->addTask(new ProduceTask(priorityUnit.first));
return;
//}
}
}
}
} else if (pt->getUnitClass() == ucWarrior) {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWarriorUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcWarriorUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, false, true,
true) == true) {
//if(ai->getRandom()->randRange(0, 1)==0) {
ai->addTask(new ProduceTask(priorityUnit.first));
return;
//}
}
}
}
}
//for each unit, produce it if possible
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
if (aiInterface->getMyUnit(i)->getCurrCommand() != NULL
&& aiInterface->getMyUnit(i)->getCurrCommand()->
getCommandType()->getClass() == ccBuild) {
//skip this units as it is currently building something
continue;
}
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is produce
if (ct->getClass() == ccProduce || ct->getClass() == ccMorph) {
const UnitType *
producedUnit = static_cast <const
UnitType *>(ct->getProduced());
bool
produceIt = false;
if (ai->outputAIBehaviourToConsole())
printf("produceGeneric [%p] Testing AI RULE Name[%s]\n",
pt->getResourceType(),
this->getName().c_str());
//if the unit produces the resource
if (pt->getResourceType() != NULL) {
const Resource *
r = producedUnit->getCost(pt->getResourceType());
if (r != NULL) {
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric r = [%s][%d] Testing AI RULE Name[%s]\n",
r->getDescription(false).c_str(),
r->getAmount(), this->getName().c_str());
}
if (r != NULL && r->getAmount() < 0) {
produceIt = true;
}
}
else {
//if the unit is from the right class
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric right class = [%d] Testing AI RULE Name[%s]\n",
producedUnit->isOfClass(pt->getUnitClass()),
this->getName().c_str());
if (producedUnit->isOfClass(pt->getUnitClass())) {
if (aiInterface->reqsOk(ct)
&& aiInterface->reqsOk(producedUnit)) {
produceIt = true;
}
}
}
if (produceIt) {
//if the unit is not already on the list
if (find
(ableUnits.begin(), ableUnits.end(),
producedUnit) == ableUnits.end()) {
ableUnits.push_back(producedUnit);
}
}
}
}
}
//add specific produce task
if (ableUnits.empty() == false) {
if (ai->outputAIBehaviourToConsole())
printf
("produceGeneric !ableUnits.empty(), ableUnits.size() = [%d] Testing AI RULE Name[%s]\n",
(int) ableUnits.size(), this->getName().c_str());
//priority for non produced units
for (unsigned int i = 0; i < ableUnits.size(); ++i) {
if (ai->getCountOfType(ableUnits[i]) == 0) {
if (ai->getRandom()->randRange(0, 1) == 0) {
ai->addTask(new ProduceTask(ableUnits[i]));
return;
}
}
}
//normal case
ai->
addTask(new
ProduceTask(ableUnits
[ai->getRandom()->
randRange(0,
(int) ableUnits.size() - 1)]));
}
}
void
AiRuleProduce::produceSpecific(const ProduceTask * pt) {
AiInterface *
aiInterface = ai->getAiInterface();
if (ai->outputAIBehaviourToConsole())
printf
("produceSpecific aiInterface->reqsOk(pt->getUnitType()) = [%s][%d] Testing AI RULE Name[%s]\n",
pt->getUnitType()->getName().c_str(),
aiInterface->reqsOk(pt->getUnitType()),
this->getName().c_str());
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"== START produceSpecific aiInterface->reqsOk(pt->getUnitType()) = [%s][%d] Testing AI RULE Name[%s]",
pt->getUnitType()->getName().c_str(),
aiInterface->reqsOk(pt->getUnitType()),
this->getName().c_str());
aiInterface->printLog(4, szBuf);
}
//if unit meets requirements
if (aiInterface->reqsOk(pt->getUnitType())) {
const CommandType *
ctypeForCostCheck = NULL;
//for each unit
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
//don't use units which are currently building
if (aiInterface->getMyUnit(i)->getCurrCommand() != NULL
&& aiInterface->getMyUnit(i)->getCurrCommand()->
getCommandType()->getClass() == ccBuild) {
//skip this units as it is currently building something
continue;
}
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is produce
if (ct->getClass() == ccProduce
|| ct->getClass() == ccMorph) {
const UnitType *
producedUnit = static_cast <const
UnitType *>(ct->getProduced());
//if units match
if (producedUnit == pt->getUnitType()) {
if (ai->outputAIBehaviourToConsole())
printf
("produceSpecific aiInterface->reqsOk(ct) = [%d] Testing AI RULE Name[%s]\n",
aiInterface->reqsOk(ct),
this->getName().c_str());
if (aiInterface->reqsOk(ct)) {
if (ctypeForCostCheck == NULL
|| ct->getClass() == ccMorph) {
if (ctypeForCostCheck != NULL
&& ct->getClass() == ccMorph) {
const MorphCommandType *
mct = dynamic_cast <const
MorphCommandType *>(ct);
if (mct == NULL) {
throw
megaglest_runtime_error
("mct == NULL");
}
if (mct->
getIgnoreResourceRequirements() ==
true) {
ctypeForCostCheck = ct;
}
} else {
ctypeForCostCheck = ct;
}
}
}
}
}
}
}
if (ai->outputAIBehaviourToConsole())
printf
("produceSpecific aiInterface->checkCosts(pt->getUnitType()) = [%d] Testing AI RULE Name[%s]\n",
aiInterface->checkCosts(pt->getUnitType(),
ctypeForCostCheck),
this->getName().c_str());
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"produceSpecific aiInterface->checkCosts(pt->getUnitType()) = [%d] Testing AI RULE Name[%s]",
aiInterface->checkCosts(pt->getUnitType(),
ctypeForCostCheck),
this->getName().c_str());
aiInterface->printLog(4, szBuf);
}
//if unit doesnt meet resources retry
if (aiInterface->
checkCosts(pt->getUnitType(), ctypeForCostCheck) == false) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096, "Check costs FAILED.");
aiInterface->printLog(4, szBuf);
}
ai->retryTask(pt);
return;
}
//produce specific unit
vector < int >
producers;
// Hold a list of units which can produce or morph
// then a list of commandtypes for each unit
map < int,
vector < const CommandType *> >
producersDefaultCommandType;
const CommandType *
defCt = NULL;
//for each unit
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
if (aiInterface->getMyUnit(i)->getCurrCommand() != NULL
&& aiInterface->getMyUnit(i)->getCurrCommand()->
getCommandType()->getClass() == ccBuild) {
//skip this units as it is currently building something
continue;
}
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is produce
if (ct->getClass() == ccProduce
|| ct->getClass() == ccMorph) {
const UnitType *
producedUnit = static_cast <const
UnitType *>(ct->getProduced());
//if units match
if (producedUnit == pt->getUnitType()) {
if (ai->outputAIBehaviourToConsole())
printf
("produceSpecific aiInterface->reqsOk(ct) = [%d] Testing AI RULE Name[%s]\n",
aiInterface->reqsOk(ct),
this->getName().c_str());
if (aiInterface->reqsOk(ct)) {
//defCt= ct;
producers.push_back(i);
producersDefaultCommandType[i].push_back(ct);
}
}
}
}
}
//produce from random producer
if (producers.empty() == false) {
if (ai->outputAIBehaviourToConsole())
printf
("produceSpecific producers.empty() = [%d] Testing AI RULE Name[%s]\n",
producers.empty(), this->getName().c_str());
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"produceSpecific producers.empty() = [%d] Testing AI RULE Name[%s]",
producers.empty(), this->getName().c_str());
aiInterface->printLog(4, szBuf);
}
// Narrow down producers list to those who are not busy if possible
vector < int >
idle_producers;
for (unsigned int i = 0; i < producers.size(); ++i) {
int
currentProducerIndex = producers[i];
if (currentProducerIndex >= aiInterface->getMyUnitCount()) {
char
szBuf[8096] = "";
printf
("In [%s::%s Line: %d] currentProducerIndex >= aiInterface->getMyUnitCount(), currentProducerIndex = %d, aiInterface->getMyUnitCount() = %d, i = %u,producers.size() = "
MG_SIZE_T_SPECIFIER "\n", __FILE__, __FUNCTION__,
__LINE__, currentProducerIndex,
aiInterface->getMyUnitCount(), i,
producers.size());
snprintf(szBuf, 8096,
"In [%s::%s Line: %d] currentProducerIndex >= aiInterface->getMyUnitCount(), currentProducerIndex = %d, aiInterface->getMyUnitCount() = %u, i = %u,producers.size() = "
MG_SIZE_T_SPECIFIER "", __FILE__,
__FUNCTION__, __LINE__, currentProducerIndex,
aiInterface->getMyUnitCount(), i,
producers.size());
throw
megaglest_runtime_error(szBuf);
}
const Unit *
unit = aiInterface->getMyUnit(currentProducerIndex);
if (unit->anyCommand() == false) {
idle_producers.push_back(currentProducerIndex);
}
}
if (idle_producers.empty() == false) {
producers = idle_producers;
}
if (aiInterface->getControlType() == ctCpuZeta ||
aiInterface->getControlType() == ctNetworkCpuZeta) { // zeta cpu trys to balance the commands to the producers
int
randomstart =
ai->getRandom()->randRange(0,
(int) producers.size() - 1);
int
lowestCommandCount = 1000000;
int
currentProducerIndex = producers[randomstart];
int
bestIndex = -1;
//int besti=0;
int
currentCommandCount = 0;
for (unsigned int i = randomstart;
i < producers.size() + randomstart; i++) {
int
prIndex = i;
if (i >= producers.size()) {
prIndex = (i - (int) producers.size());
}
currentProducerIndex = producers[prIndex];
if (currentProducerIndex >=
aiInterface->getMyUnitCount()) {
char
szBuf[8096] = "";
printf
("In [%s::%s Line: %d] currentProducerIndex >= aiInterface->getMyUnitCount(), currentProducerIndex = %d, aiInterface->getMyUnitCount() = %d, i = %u,producers.size() = "
MG_SIZE_T_SPECIFIER "\n", __FILE__, __FUNCTION__,
__LINE__, currentProducerIndex,
aiInterface->getMyUnitCount(), i,
producers.size());
snprintf(szBuf, 8096,
"In [%s::%s Line: %d] currentProducerIndex >= aiInterface->getMyUnitCount(), currentProducerIndex = %d, aiInterface->getMyUnitCount() = %u, i = %u,producers.size() = "
MG_SIZE_T_SPECIFIER "", __FILE__,
__FUNCTION__, __LINE__,
currentProducerIndex,
aiInterface->getMyUnitCount(), i,
producers.size());
throw
megaglest_runtime_error(szBuf);
}
if (prIndex >= (int) producers.size()) {
char
szBuf[8096] = "";
printf
("In [%s::%s Line: %d] prIndex >= producers.size(), currentProducerIndex = %d, i = %u,producers.size() = "
MG_SIZE_T_SPECIFIER " \n", __FILE__,
__FUNCTION__, __LINE__, prIndex, i,
producers.size());
snprintf(szBuf, 8096,
"In [%s::%s Line: %d] currentProducerIndex >= producers.size(), currentProducerIndex = %d, i = %u,producers.size() = "
MG_SIZE_T_SPECIFIER "", __FILE__,
__FUNCTION__, __LINE__,
currentProducerIndex, i,
producers.size());
throw
megaglest_runtime_error(szBuf);
}
currentCommandCount =
aiInterface->getMyUnit(currentProducerIndex)->
getCommandSize();
if (currentCommandCount == 1
&& aiInterface->getMyUnit(currentProducerIndex)->
getCurrCommand()->getCommandType()->getClass() ==
ccStop) { // special for non buildings
currentCommandCount = 0;
}
if (lowestCommandCount > currentCommandCount) {
lowestCommandCount =
aiInterface->getMyUnit(currentProducerIndex)->
getCommandSize();
bestIndex = currentProducerIndex;
//besti=i%(producers.size());
}
}
if (bestIndex >= 0) {
if (aiInterface->getMyUnit(bestIndex)->
getCommandSize() > 2) {
// maybe we need another producer of this kind if possible!
if (aiInterface->
reqsOk(aiInterface->getMyUnit(bestIndex)->
getType())) {
if (ai->getCountOfClass(ucBuilding) > 5) {
ai->
addTask(new
BuildTask(aiInterface->
getMyUnit
(bestIndex)->
getType()));
}
}
// need to calculate another producer, maybe its better to produce another warrior with another producer
vector < int >
backupProducers;
// find another producer unit which is free and produce any kind of warrior.
//for each unit
for (int i = 0; i < aiInterface->getMyUnitCount();
++i) {
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
//for each command
for (int j = 0; j < ut->getCommandTypeCount();
++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is produce
if (ct->getClass() == ccProduce) {
const UnitType *
unitType = static_cast <const
UnitType *>(ct->getProduced());
if (unitType->hasSkillClass(scAttack)
&& !unitType->
hasCommandClass(ccHarvest)
&& aiInterface->reqsOk(ct)) { //this can produce a warrior
backupProducers.push_back(i);
}
}
}
}
if (!backupProducers.empty()) {
int
randomstart =
ai->getRandom()->randRange(0,
(int)
backupProducers.
size() - 1);
int
lowestCommandCount = 1000000;
int
currentProducerIndex =
backupProducers[randomstart];
int
bestIndex = -1;
for (unsigned int i = randomstart;
i < backupProducers.size() + randomstart;
i++) {
int
prIndex = i;
if (i >= backupProducers.size()) {
prIndex =
(i - (int) backupProducers.size());
}
currentProducerIndex =
backupProducers[prIndex];
if (currentProducerIndex >=
aiInterface->getMyUnitCount()) {
char
szBuf[8096] = "";
printf
("In [%s::%s Line: %d] currentProducerIndex >= aiInterface->getMyUnitCount(), currentProducerIndex = %d, aiInterface->getMyUnitCount() = %d, i = %u,backupProducers.size() = "
MG_SIZE_T_SPECIFIER "\n", __FILE__,
__FUNCTION__, __LINE__,
currentProducerIndex,
aiInterface->getMyUnitCount(), i,
backupProducers.size());
snprintf(szBuf, 8096,
"In [%s::%s Line: %d] currentProducerIndex >= aiInterface->getMyUnitCount(), currentProducerIndex = %d, aiInterface->getMyUnitCount() = %d, i = %u,backupProducers.size() = "
MG_SIZE_T_SPECIFIER "",
__FILE__, __FUNCTION__,
__LINE__,
currentProducerIndex,
aiInterface->
getMyUnitCount(), i,
backupProducers.size());
throw
megaglest_runtime_error(szBuf);
}
if (prIndex >=
(int) backupProducers.size()) {
char
szBuf[8096] = "";
printf
("In [%s::%s Line: %d] prIndex >= backupProducers.size(), currentProducerIndex = %d, i = %u,backupProducers.size() = "
MG_SIZE_T_SPECIFIER " \n", __FILE__,
__FUNCTION__, __LINE__, prIndex, i,
backupProducers.size());
snprintf(szBuf, 8096,
"In [%s::%s Line: %d] currentProducerIndex >= backupProducers.size(), currentProducerIndex = %d, i = %u,backupProducers.size() = "
MG_SIZE_T_SPECIFIER "",
__FILE__, __FUNCTION__,
__LINE__,
currentProducerIndex, i,
backupProducers.size());
throw
megaglest_runtime_error(szBuf);
}
int
currentCommandCount =
aiInterface->
getMyUnit(currentProducerIndex)->
getCommandSize();
if (currentCommandCount == 1
&& aiInterface->
getMyUnit(currentProducerIndex)->
getCurrCommand()->getCommandType()->
getClass() == ccStop) { // special for non buildings
currentCommandCount = 0;
}
if (lowestCommandCount >
currentCommandCount) {
lowestCommandCount =
currentCommandCount;
bestIndex = currentProducerIndex;
if (lowestCommandCount == 0)
break;
}
}
// a good producer is found, lets choose a warrior production
vector < int >
productionCommandIndexes;
if (bestIndex >= 0) {
const UnitType *
ut =
aiInterface->getMyUnit(bestIndex)->
getType();
for (int j = 0;
j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is produce
if (ct->getClass() == ccProduce) {
const UnitType *
unitType = static_cast <const
UnitType *>(ct->getProduced());
if (unitType->
hasSkillClass(scAttack)
&& !unitType->
hasCommandClass(ccHarvest)
&& aiInterface->reqsOk(ct)) { //this can produce a warrior
productionCommandIndexes.
push_back(j);
}
}
}
int
commandIndex =
productionCommandIndexes[ai->
getRandom()->
randRange(0,
(int)
productionCommandIndexes.
size
() -
1)];
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).
enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__,
__FUNCTION__,
__LINE__);
if (ai->outputAIBehaviourToConsole())
printf
("zeta #1 produceSpecific giveCommand to unit [%s] commandType [%s]\n",
aiInterface->getMyUnit(bestIndex)->
getType()->getName().c_str(),
ut->getCommandType(commandIndex)->
getName().c_str());
if (aiInterface->isLogLevelEnabled(4) ==
true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"zeta #1 produceSpecific giveCommand to unit [%s] commandType [%s]",
aiInterface->
getMyUnit(bestIndex)->
getType()->getName().
c_str(),
ut->
getCommandType
(commandIndex)->getName().
c_str());
aiInterface->printLog(4, szBuf);
}
aiInterface->giveCommand(bestIndex,
ut->
getCommandType
(commandIndex));
}
} else { // do it like normal CPU
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__,
__FUNCTION__,
__LINE__);
defCt = NULL;
if (producersDefaultCommandType.
find(bestIndex) !=
producersDefaultCommandType.end()) {
int
bestCommandTypeCount =
(int)
producersDefaultCommandType[bestIndex].
size();
int
bestCommandTypeIndex =
ai->getRandom()->randRange(0,
bestCommandTypeCount
- 1);
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).
enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d] bestCommandTypeIndex = %d, bestCommandTypeCount = %d\n",
__FILE__,
__FUNCTION__,
__LINE__,
bestCommandTypeIndex,
bestCommandTypeCount);
defCt =
producersDefaultCommandType[bestIndex]
[bestCommandTypeIndex];
}
if (ai->outputAIBehaviourToConsole())
printf
("zeta #2 produceSpecific giveCommand to unit [%s] commandType [%s]\n",
aiInterface->getMyUnit(bestIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().
c_str() : "n/a"));
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"zeta #2 produceSpecific giveCommand to unit [%s] commandType [%s]",
aiInterface->
getMyUnit(bestIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().
c_str() : "n/a"));
aiInterface->printLog(4, szBuf);
}
if (defCt != NULL)
aiInterface->giveCommand(bestIndex, defCt);
}
} else {
if (currentCommandCount == 0) {
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__,
__FUNCTION__,
__LINE__);
defCt = NULL;
if (producersDefaultCommandType.
find(bestIndex) !=
producersDefaultCommandType.end()) {
//defCt = producersDefaultCommandType[bestIndex];
int
bestCommandTypeCount =
(int)
producersDefaultCommandType[bestIndex].
size();
int
bestCommandTypeIndex =
ai->getRandom()->randRange(0,
bestCommandTypeCount
- 1);
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).
enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d] bestCommandTypeIndex = %d, bestCommandTypeCount = %d\n",
__FILE__,
__FUNCTION__,
__LINE__,
bestCommandTypeIndex,
bestCommandTypeCount);
defCt =
producersDefaultCommandType[bestIndex]
[bestCommandTypeIndex];
}
if (ai->outputAIBehaviourToConsole())
printf
("zeta #3 produceSpecific giveCommand to unit [%s] commandType [%s]\n",
aiInterface->getMyUnit(bestIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().
c_str() : "n/a"));
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"zeta #3 produceSpecific giveCommand to unit [%s] commandType [%s]",
aiInterface->
getMyUnit(bestIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().
c_str() : "n/a"));
aiInterface->printLog(4, szBuf);
}
if (defCt != NULL)
aiInterface->giveCommand(bestIndex, defCt);
}
if (SystemFlags::
getSystemSettingType(SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__, __FUNCTION__,
__LINE__);
defCt = NULL;
if (producersDefaultCommandType.find(bestIndex) !=
producersDefaultCommandType.end()) {
//defCt = producersDefaultCommandType[bestIndex];
int
bestCommandTypeCount =
(int) producersDefaultCommandType[bestIndex].
size();
int
bestCommandTypeIndex =
ai->getRandom()->randRange(0,
bestCommandTypeCount
- 1);
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d] bestCommandTypeIndex = %d, bestCommandTypeCount = %d\n",
__FILE__,
__FUNCTION__,
__LINE__,
bestCommandTypeIndex,
bestCommandTypeCount);
defCt =
producersDefaultCommandType[bestIndex]
[bestCommandTypeIndex];
}
if (ai->outputAIBehaviourToConsole())
printf
("zeta #4 produceSpecific giveCommand to unit [%s] commandType [%s]\n",
aiInterface->getMyUnit(bestIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().c_str() : "n/a"));
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"zeta #4 produceSpecific giveCommand to unit [%s] commandType [%s]",
aiInterface->getMyUnit(bestIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().
c_str() : "n/a"));
aiInterface->printLog(4, szBuf);
}
if (defCt != NULL)
aiInterface->giveCommand(bestIndex, defCt);
}
}
} else {
int
pIndex =
ai->getRandom()->randRange(0,
(int) producers.size() - 1);
int
producerIndex = producers[pIndex];
defCt = NULL;
if (producersDefaultCommandType.find(producerIndex) !=
producersDefaultCommandType.end()) {
//defCt = producersDefaultCommandType[producerIndex];
int
bestCommandTypeCount =
(int) producersDefaultCommandType[producerIndex].
size();
int
bestCommandTypeIndex =
ai->getRandom()->randRange(0,
bestCommandTypeCount -
1);
if (SystemFlags::
getSystemSettingType(SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug(SystemFlags::debugSystem,
"In [%s::%s Line: %d] bestCommandTypeIndex = %d, bestCommandTypeCount = %d\n",
__FILE__, __FUNCTION__,
__LINE__,
bestCommandTypeIndex,
bestCommandTypeCount);
defCt =
producersDefaultCommandType[producerIndex]
[bestCommandTypeIndex];
}
if (SystemFlags::
getSystemSettingType(SystemFlags::debugSystem).enabled)
SystemFlags::OutputDebug(SystemFlags::debugSystem,
"In [%s::%s Line: %d] producers.size() = %d, producerIndex = %d, pIndex = %d, producersDefaultCommandType.size() = %d\n",
__FILE__, __FUNCTION__,
__LINE__, producers.size(),
producerIndex, pIndex,
producersDefaultCommandType.
size());
if (ai->outputAIBehaviourToConsole())
printf
("produceSpecific giveCommand to unit [%s] commandType [%s]\n",
aiInterface->getMyUnit(producerIndex)->getType()->
getName().c_str(),
(defCt != NULL ? defCt->getName().c_str() : "n/a"));
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"produceSpecific giveCommand to unit [%s] commandType [%s]",
aiInterface->getMyUnit(producerIndex)->
getType()->getName().c_str(),
(defCt !=
NULL ? defCt->getName().
c_str() : "(null)"));
aiInterface->printLog(4, szBuf);
}
if (defCt != NULL)
aiInterface->giveCommand(producerIndex, defCt);
}
}
}
}
// ========================================
// class AiRuleBuild
// ========================================
AiRuleBuild::AiRuleBuild(Ai * ai) :
AiRule(ai) {
buildTask = NULL;
}
bool
AiRuleBuild::test() {
const Task *
task = ai->getTask();
if (task == NULL || task->getClass() != tcBuild) {
return false;
}
buildTask = static_cast <const BuildTask *>(task);
return true;
}
void
AiRuleBuild::execute() {
if (buildTask != NULL) {
if (ai->outputAIBehaviourToConsole())
printf("BUILD AiRuleBuild Unit Name[%s]\n",
(buildTask->getUnitType() !=
NULL ? buildTask->getUnitType()->getName(false).
c_str() : "null"));
//generic build task, build random building that can be built
if (buildTask->getUnitType() == NULL) {
buildGeneric(buildTask);
}
//specific building task, build if possible, retry if not enough resources or not position
else {
buildSpecific(buildTask);
}
//remove the task
ai->removeTask(buildTask);
}
}
void
AiRuleBuild::buildGeneric(const BuildTask * bt) {
//find buildings that can be built
AiInterface *
aiInterface = ai->getAiInterface();
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"== START: buildGeneric for resource type [%s]",
(bt->getResourceType() !=
NULL ? bt->getResourceType()->getName().
c_str() : "null"));
aiInterface->printLog(4, szBuf);
}
typedef
vector < const UnitType *>
UnitTypes;
UnitTypes
buildings;
if (bt->getResourceType() != NULL) {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcResourceProducerUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcResourceProducerUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, true, false,
false) == true) {
//if(ai->getRandom()->randRange(0, 1)==0) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildGeneric for resource type [%s] aibcResourceProducerUnits = "
MG_SIZE_T_SPECIFIER
" priorityUnit.first: [%s]\n",
bt->getResourceType()->getName().
c_str(), unitList.size(),
priorityUnit.first->getName().c_str());
aiInterface->printLog(4, szBuf);
}
ai->addTask(new BuildTask(priorityUnit.first));
return;
//}
}
}
}
} else {
if (aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcBuildingUnits).size() > 0) {
const
std::vector <
FactionType::PairPUnitTypeInt > &
unitList =
aiInterface->getMyFactionType()->
getAIBehaviorUnits(aibcBuildingUnits);
for (unsigned int i = 0; i < unitList.size(); ++i) {
const
FactionType::PairPUnitTypeInt &
priorityUnit = unitList[i];
if (ai->getCountOfType(priorityUnit.first) <
priorityUnit.second
&& aiInterface->getMyFaction()->
canCreateUnit(priorityUnit.first, true, false,
false) == true) {
//if(ai->getRandom()->randRange(0, 1)==0) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildGeneric for resource type [%s] aibcBuildingUnits = "
MG_SIZE_T_SPECIFIER
" priorityUnit.first: [%s]\n",
bt->getResourceType()->getName().
c_str(), unitList.size(),
priorityUnit.first->getName().c_str());
aiInterface->printLog(4, szBuf);
}
ai->addTask(new BuildTask(priorityUnit.first));
return;
//}
}
}
}
}
//for each unit
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is build
if (ct->getClass() == ccBuild) {
const BuildCommandType *
bct = static_cast <const
BuildCommandType *>(ct);
//for each building
for (int k = 0; k < bct->getBuildingCount(); ++k) {
const UnitType *
building = bct->getBuilding(k);
if (aiInterface->reqsOk(bct)
&& aiInterface->reqsOk(building)) {
//if any building, or produces resource
const ResourceType *
rt = bt->getResourceType();
const Resource *
cost = building->getCost(rt);
if (rt == NULL
|| (cost != NULL && cost->getAmount() < 0)) {
if (find
(buildings.begin(), buildings.end(),
building) == buildings.end()) {
buildings.push_back(building);
}
}
}
}
}
}
}
if (aiInterface->isLogLevelEnabled(4) == true) {
for (int i = 0; i < (int) buildings.size(); ++i) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildGeneric i = %d unit type: [%s]\n", i,
buildings[i]->getName().c_str());
aiInterface->printLog(4, szBuf);
}
}
//add specific build task
buildBestBuilding(buildings);
}
void
AiRuleBuild::buildBestBuilding(const vector <
const UnitType * >&buildings) {
AiInterface *
aiInterface = ai->getAiInterface();
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"==> START buildBestBuilding buildings.size = "
MG_SIZE_T_SPECIFIER "\n", buildings.size());
aiInterface->printLog(4, szBuf);
}
if (!buildings.empty()) {
//build the least built building
bool
buildingFound = false;
for (int i = 0; i < 10 && !buildingFound; ++i) {
if (i > 0) {
//Defensive buildings have priority
for (int j = 0;
j < (int) buildings.size() && buildingFound == false;
++j) {
const UnitType *
building = buildings[j];
if (ai->getCountOfType(building) <= i + 1
&& isDefensive(building)) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildBestBuilding defensive building unit type: [%s] i = %d j = %d\n",
building->getName().c_str(), i, j);
aiInterface->printLog(4, szBuf);
}
ai->addTask(new BuildTask(building));
buildingFound = true;
}
}
//Warrior producers next
for (unsigned int j = 0;
j < buildings.size() && !buildingFound; ++j) {
const UnitType *
building = buildings[j];
if (ai->getCountOfType(building) <= i + 1
&& isWarriorProducer(building)) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildBestBuilding warriorproducer building unit type: [%s] i = %d j = %u\n",
building->getName().c_str(), i, j);
aiInterface->printLog(4, szBuf);
}
ai->addTask(new BuildTask(building));
buildingFound = true;
}
}
//Resource producers next
for (unsigned int j = 0;
j < buildings.size() && !buildingFound; ++j) {
const UnitType *
building = buildings[j];
if (ai->getCountOfType(building) <= i + 1
&& isResourceProducer(building)) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildBestBuilding resourceproducer building unit type: [%s] i = %d j = %u\n",
building->getName().c_str(), i, j);
aiInterface->printLog(4, szBuf);
}
ai->addTask(new BuildTask(building));
buildingFound = true;
}
}
}
//Any building
for (unsigned int j = 0;
j < buildings.size() && !buildingFound; ++j) {
const UnitType *
building = buildings[j];
if (ai->getCountOfType(building) <= i) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildBestBuilding ANY building unit type: [%s] i = %d j = %u\n",
building->getName().c_str(), i, j);
aiInterface->printLog(4, szBuf);
}
ai->addTask(new BuildTask(building));
buildingFound = true;
}
}
}
}
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"==> END buildBestBuilding buildings.size = "
MG_SIZE_T_SPECIFIER "\n", buildings.size());
aiInterface->printLog(4, szBuf);
}
}
void
AiRuleBuild::buildSpecific(const BuildTask * bt) {
AiInterface *
aiInterface = ai->getAiInterface();
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"== START: buildSpecific for resource type [%s] bt->getUnitType() [%s]",
(bt->getResourceType() !=
NULL ? bt->getResourceType()->getName().
c_str() : "null"),
(bt->getUnitType() !=
NULL ? bt->getUnitType()->getName(false).
c_str() : "null"));
aiInterface->printLog(4, szBuf);
}
//if reqs ok
if (aiInterface->reqsOk(bt->getUnitType())) {
//retry if not enough resources
if (aiInterface->checkCosts(bt->getUnitType(), NULL) == false) {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildSpecific for resource type [%s] checkcosts == false RETRYING",
(bt->getResourceType() !=
NULL ? bt->getResourceType()->getName().
c_str() : "null"));
aiInterface->printLog(4, szBuf);
}
ai->retryTask(bt);
return;
}
vector < int >
builders;
// Hold a list of units which can build
// then a list of build commandtypes for each unit
map < int,
vector < const BuildCommandType *> >
buildersDefaultCommandType;
const BuildCommandType *
defBct = NULL;
//for each unit
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
//if the unit is not going to build
const Unit *
u = aiInterface->getMyUnit(i);
if (u->anyCommand() == false
|| u->getCurrCommand()->getCommandType()->getClass() !=
ccBuild) {
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is build
if (ct->getClass() == ccBuild) {
const BuildCommandType *
bct = static_cast <const
BuildCommandType *>(ct);
//for each building
for (int k = 0; k < bct->getBuildingCount(); ++k) {
const UnitType *
building = bct->getBuilding(k);
//if building match
if (bt->getUnitType() == building) {
if (aiInterface->reqsOk(bct)) {
builders.push_back(i);
buildersDefaultCommandType[i].
push_back(bct);
//defBct= bct;
}
}
}
}
}
}
}
//use random builder to build
if (builders.empty() == false) {
int
bIndex =
ai->getRandom()->randRange(0, (int) builders.size() - 1);
int
builderIndex = builders[bIndex];
Vec2i
pos;
Vec2i
searchPos =
bt->getForcePos() ? bt->getPos() : ai->
getRandomHomePosition();
if (bt->getForcePos() == false) {
const int
enemySightDistanceToAvoid = 18;
vector < Unit * >enemies;
ai->getAiInterface()->getWorld()->getUnitUpdater()->
findEnemiesForCell(searchPos,
bt->getUnitType()->getSize(),
enemySightDistanceToAvoid,
ai->getAiInterface()->
getMyFaction(), enemies, true);
if (enemies.empty() == false) {
for (int i1 = 0; i1 < 25 && enemies.empty() == false;
++i1) {
for (int j1 = 0;
j1 < 25 && enemies.empty() == false; ++j1) {
Vec2i
tryPos = searchPos + Vec2i(i1, j1);
const int
spacing = 1;
if (ai->getAiInterface()->
isFreeCells(tryPos - Vec2i(spacing),
bt->getUnitType()->
getSize() + spacing * 2,
fLand)) {
enemies.clear();
ai->getAiInterface()->getWorld()->
getUnitUpdater()->
findEnemiesForCell(tryPos,
bt->getUnitType()->
getSize(),
enemySightDistanceToAvoid,
ai->
getAiInterface()->
getMyFaction(),
enemies, true);
if (enemies.empty() == true) {
searchPos = tryPos;
}
}
}
}
}
if (enemies.empty() == false) {
for (int i1 = -1;
i1 >= -25 && enemies.empty() == false; --i1) {
for (int j1 = -1;
j1 >= -25 && enemies.empty() == false; --j1) {
Vec2i
tryPos = searchPos + Vec2i(i1, j1);
const int
spacing = 1;
if (ai->getAiInterface()->
isFreeCells(tryPos - Vec2i(spacing),
bt->getUnitType()->
getSize() + spacing * 2,
fLand)) {
enemies.clear();
ai->getAiInterface()->getWorld()->
getUnitUpdater()->
findEnemiesForCell(tryPos,
bt->getUnitType()->
getSize(),
enemySightDistanceToAvoid,
ai->
getAiInterface()->
getMyFaction(),
enemies, true);
if (enemies.empty() == true) {
searchPos = tryPos;
}
}
}
}
}
}
//if free pos give command, else retry
if (ai->findPosForBuilding(bt->getUnitType(), searchPos, pos)) {
defBct = NULL;
if (buildersDefaultCommandType.find(builderIndex) !=
buildersDefaultCommandType.end()) {
//defBct = buildersDefaultCommandType[builderIndex];
int
bestCommandTypeCount =
(int) buildersDefaultCommandType[builderIndex].
size();
int
bestCommandTypeIndex =
ai->getRandom()->randRange(0,
bestCommandTypeCount -
1);
if (SystemFlags::
getSystemSettingType(SystemFlags::debugSystem).
enabled)
SystemFlags::OutputDebug(SystemFlags::debugSystem,
"In [%s::%s Line: %d] bestCommandTypeIndex = %d, bestCommandTypeCount = %d\n",
__FILE__, __FUNCTION__,
__LINE__,
bestCommandTypeIndex,
bestCommandTypeCount);
defBct =
buildersDefaultCommandType[builderIndex]
[bestCommandTypeIndex];
}
if (SystemFlags::
getSystemSettingType(SystemFlags::debugSystem).enabled)
SystemFlags::OutputDebug(SystemFlags::debugSystem,
"In [%s::%s Line: %d] builderIndex = %d, bIndex = %d, defBct = %p\n",
__FILE__, __FUNCTION__,
__LINE__, builderIndex, bIndex,
defBct);
aiInterface->giveCommand(builderIndex, defBct, pos,
bt->getUnitType());
} else {
ai->retryTask(bt);
return;
}
}
} else {
if (aiInterface->isLogLevelEnabled(4) == true) {
char
szBuf[8096] = "";
snprintf(szBuf, 8096,
"In buildSpecific for resource type [%s] reqsok == false",
(bt->getResourceType() !=
NULL ? bt->getResourceType()->getName().
c_str() : "null"));
aiInterface->printLog(4, szBuf);
}
}
}
bool
AiRuleBuild::isDefensive(const UnitType * building) {
if (ai->outputAIBehaviourToConsole())
printf("BUILD isDefensive check for Unit Name[%s] result = %d\n",
building->getName(false).c_str(),
building->hasSkillClass(scAttack));
return building->hasSkillClass(scAttack);
}
bool
AiRuleBuild::isResourceProducer(const UnitType * building) {
for (int i = 0; i < building->getCostCount(); i++) {
if (building->getCost(i)->getAmount() < 0) {
if (ai->outputAIBehaviourToConsole())
printf
("BUILD isResourceProducer check for Unit Name[%s] result = true\n",
building->getName(false).c_str());
return true;
}
}
if (ai->outputAIBehaviourToConsole())
printf
("BUILD isResourceProducer check for Unit Name[%s] result = false\n",
building->getName(false).c_str());
return false;
}
bool
AiRuleBuild::isWarriorProducer(const UnitType * building) {
for (int i = 0; i < building->getCommandTypeCount(); i++) {
const CommandType *
ct = building->getCommandType(i);
if (ct->getClass() == ccProduce) {
const UnitType *
ut = static_cast <const
ProduceCommandType *>(ct)->
getProducedUnit();
if (ut->isOfClass(ucWarrior)) {
if (ai->outputAIBehaviourToConsole())
printf
("BUILD isWarriorProducer check for Unit Name[%s] result = true\n",
building->getName(false).c_str());
return true;
}
}
}
if (ai->outputAIBehaviourToConsole())
printf
("BUILD isWarriorProducer check for Unit Name[%s] result = false\n",
building->getName(false).c_str());
return false;
}
// ========================================
// class AiRuleUpgrade
// ========================================
AiRuleUpgrade::AiRuleUpgrade(Ai * ai) :
AiRule(ai) {
upgradeTask = NULL;
}
bool
AiRuleUpgrade::test() {
const Task *
task = ai->getTask();
if (task == NULL || task->getClass() != tcUpgrade) {
return false;
}
upgradeTask = static_cast <const UpgradeTask *>(task);
return true;
}
void
AiRuleUpgrade::execute() {
//upgrade any upgrade
if (upgradeTask->getUpgradeType() == NULL) {
upgradeGeneric(upgradeTask);
}
//upgrade specific upgrade
else {
upgradeSpecific(upgradeTask);
}
//remove the task
ai->removeTask(upgradeTask);
}
void
AiRuleUpgrade::upgradeGeneric(const UpgradeTask * upgt) {
typedef
vector < const UpgradeType *>
UpgradeTypes;
AiInterface *
aiInterface = ai->getAiInterface();
//find upgrades that can be upgraded
UpgradeTypes
upgrades;
if (aiInterface->getMyFactionType()->getAIBehaviorUpgrades().size() >
0) {
const
std::vector < const UpgradeType *>&
upgradeList =
aiInterface->getMyFactionType()->getAIBehaviorUpgrades();
for (unsigned int i = 0; i < upgradeList.size(); ++i) {
const UpgradeType *
priorityUpgrade = upgradeList[i];
//for each upgrade, upgrade it if possible
for (int k = 0; k < aiInterface->getMyUnitCount(); ++k) {
//for each command
const UnitType *
ut = aiInterface->getMyUnit(k)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is upgrade
if (ct->getClass() == ccUpgrade) {
const UpgradeCommandType *
upgct = dynamic_cast <const
UpgradeCommandType *>(ct);
if (upgct != NULL) {
const UpgradeType *
upgrade = upgct->getProducedUpgrade();
if (upgrade == priorityUpgrade) {
if (aiInterface->reqsOk(upgct) == true &&
aiInterface->getMyFaction()->
getUpgradeManager()->
isUpgradingOrUpgraded(priorityUpgrade)
== false) {
//if(ai->getRandom()->randRange(0, 1)==0) {
ai->
addTask(new
UpgradeTask
(priorityUpgrade));
return;
//}
}
}
}
}
}
}
}
}
//for each upgrade, upgrade it if possible
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is upgrade
if (ct->getClass() == ccUpgrade) {
const UpgradeCommandType *
upgct = static_cast <const
UpgradeCommandType *>(ct);
const UpgradeType *
upgrade = upgct->getProducedUpgrade();
if (aiInterface->reqsOk(upgct)) {
upgrades.push_back(upgrade);
}
}
}
}
//add specific upgrade task
if (!upgrades.empty()) {
ai->
addTask(new
UpgradeTask(upgrades
[ai->getRandom()->
randRange(0,
(int) upgrades.size() - 1)]));
}
}
void
AiRuleUpgrade::upgradeSpecific(const UpgradeTask * upgt) {
AiInterface *
aiInterface = ai->getAiInterface();
//if reqs ok
if (aiInterface->reqsOk(upgt->getUpgradeType())) {
//if resources dont meet retry
if (!aiInterface->checkCosts(upgt->getUpgradeType(), NULL)) {
ai->retryTask(upgt);
return;
}
//for each unit
for (int i = 0; i < aiInterface->getMyUnitCount(); ++i) {
//for each command
const UnitType *
ut = aiInterface->getMyUnit(i)->getType();
for (int j = 0; j < ut->getCommandTypeCount(); ++j) {
const CommandType *
ct = ut->getCommandType(j);
//if the command is upgrade
if (ct->getClass() == ccUpgrade) {
const UpgradeCommandType *
uct = static_cast <const
UpgradeCommandType *>(ct);
const UpgradeType *
producedUpgrade = uct->getProducedUpgrade();
//if upgrades match
if (producedUpgrade == upgt->getUpgradeType()) {
if (aiInterface->reqsOk(uct)) {
if (SystemFlags::
getSystemSettingType(SystemFlags::
debugSystem).enabled)
SystemFlags::OutputDebug(SystemFlags::
debugSystem,
"In [%s::%s Line: %d]\n",
__FILE__,
__FUNCTION__,
__LINE__);
aiInterface->giveCommand(i, uct);
}
}
}
}
}
}
}
// ========================================
// class AiRuleExpand
// ========================================
AiRuleExpand::AiRuleExpand(Ai * ai) :
AiRule(ai) {
storeType = NULL;
}
bool
AiRuleExpand::test() {
AiInterface *
aiInterface = ai->getAiInterface();
int
unitCount = aiInterface->getMyUnitCount();
for (int i = 0;
i < aiInterface->getTechTree()->getResourceTypeCount(); ++i) {
const ResourceType *
rt = aiInterface->getTechTree()->getResourceType(i);
if (rt->getClass() == rcTech) {
bool
factionUsesResourceType =
aiInterface->factionUsesResourceType(aiInterface->
getMyFactionType(),
rt);
if (factionUsesResourceType == true) {
// If any resource sighted
if (aiInterface->
getNearestSightedResource(rt,
aiInterface->
getHomeLocation(),
expandPos, true)) {
int
minDistance = INT_MAX;
storeType = NULL;
//If there is no close store
for (int j = 0; j < unitCount; ++j) {
const Unit *
u = aiInterface->getMyUnit(j);
const UnitType *
ut = u->getType();
// If this building is a store
if (ut->getStore(rt) > 0) {
storeType = ut;
int
distance =
static_cast <
int>(u->getPosNotThreadSafe().
dist(expandPos));
if (distance < minDistance) {
minDistance = distance;
}
}
}
if (minDistance > expandDistance) {
return true;
}
} else {
// send patrol to look for resource
ai->sendScoutPatrol();
}
}
}
}
return false;
}
void
AiRuleExpand::execute() {
ai->addExpansion(expandPos);
ai->addPriorityTask(new BuildTask(storeType, expandPos));
}
// ========================================
// class AiRuleUnBlock
// ========================================
AiRuleUnBlock::AiRuleUnBlock(Ai * ai) :
AiRule(ai) {
}
bool
AiRuleUnBlock::test() {
return ai->haveBlockedUnits();
}
void
AiRuleUnBlock::execute() {
ai->unblockUnits();
}
}
} //end namespace