[freeciv-ai] [RESUBMIT] [PATCH] [1.1] Cleanup of those tiny ai/advmilita
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It looks like it disappeared in deeps of time, so just to remind you ;-) (it's
PR is 1756).
Hello,
so, the curve turned up again after few dead months, and I'm here to annoy
you with my silly cleanups again. This one is something very light, just
tidying up some of the tiny ai/advmilitary.c dwellers. Hopefully nothing
controversial and I believe its life cycle will be short (but usually when I
believe that, you come up nitpicking about everything ;). Behaviour should not
be changed (autogames are hopefully same; the merging failed terribly somewhere
and I can't convience some merged stuff to compile, so I'm going to test that
as soon as I'll solve that ;). Oh, yes, and it seems to me that it compiles.
The patch is already large enough now, so no, I won't cleanup anything else
there. assess_danger() is itself worth little army of patches with own private
life and religion, another little colony could be built up around
find_something_to_kill(). I've few other half year old cleanups stuck there and
I'm deciding which one to push first, they all cry on me "diff me!", but I
think it'll be either ai_new_spend_gold() (which is not so terrible function,
if you spent few nights with it) or assess_danger() (that one looks _a little_
more friendly, but it has "a little" more complex personality).
Ah, note that this patch is obviously only seventh in very long line. BTW, I
won't have consistent net access in next few days, so updates may be a bit
dilatory.
Enjoy your reviewing ;),
--
Petr "Pasky" Baudis
* ELinks maintainer * IPv6 guy (XS26 co-coordinator)
* IRCnet operator * FreeCiv AI occassional hacker
.
You can get much further with a kind word and a gun than you can with a
kind word alone. -- Al Capone
.
Public PGP key && geekcode && homepage: http://pasky.ji.cz/~pasky/
diff -u -r1.1.1.14 -r1.18
--- ai/advmilitary.c 15 Jul 2002 22:09:56 -0000 1.1.1.14
+++ ai/advmilitary.c 16 Jul 2002 18:57:04 -0000 1.18
@@ -30,45 +30,52 @@
#include "advmilitary.h"
+
/**********************************************************************
- This function should assign a value to choice and want, where
- want is a value between 1 and 100.
- if choice is A_NONE this advisor doesn't want any tech researched at
- the moment
+This function should assign a value to choice and want, where want is a value
+between 1 and 100.
+
+If choice is A_NONE, this advisor doesn't want any particular tech researched
+at the moment.
***********************************************************************/
void military_advisor_choose_tech(struct player *pplayer,
struct ai_choice *choice)
{
choice->choice = A_NONE;
choice->want = 0;
- /* this function haven't been implemented yet */
+ /* This function hasn't been implemented yet. */
}
/**********************************************************************
Helper for assess_defense_quadratic and assess_defense_unit.
***********************************************************************/
static int base_assess_defense_unit(struct city *pcity, struct unit *punit,
- bool igwall, bool square, int wall_value)
+ bool igwall, bool quadratic,
+ int wall_value)
{
- int v;
+ int defense;
if (!is_military_unit(punit)) {
return 0;
}
- v = get_defense_power(punit) * punit->hp *
- (is_sailing_unit(punit) ? 1 : unit_type(punit)->firepower);
+
+ defense = get_defense_power(punit) * punit->hp *
+ (is_sailing_unit(punit) ? 1 : unit_type(punit)->firepower);
if (is_ground_unit(punit)) {
- v = (3 * v) / 2;
+ defense = (3 * defense) / 2;
}
- v /= POWER_DIVIDER;
- if (square) {
- v *= v;
+ defense /= POWER_DIVIDER;
+
+ if (quadratic) {
+ defense *= defense;
}
+
if (!igwall && city_got_citywalls(pcity) && is_ground_unit(punit)) {
- v *= wall_value;
- v /= 10;
+ defense *= wall_value;
+ defense /= 10;
}
- return v;
+
+ return defense;
}
/**********************************************************************
@@ -76,26 +83,36 @@
***********************************************************************/
int assess_defense_quadratic(struct city *pcity)
{
- int def, l;
- const bool igwall = FALSE; /* this can be an arg if needed, but seems
unneeded */
- def = 0;
- for (l = 0; l * l < pcity->ai.wallvalue * 10; l++) {
- /* nothing */
+ int defense = 0, walls = 0;
+ /* This can be an arg if needed, but we don't need to change it now. */
+ const bool igwall = FALSE;
+
+ /* wallvalue = 10, walls = 10,
+ * wallvalue = 40, walls = 20,
+ * wallvalue = 90, walls = 30 */
+
+ while (walls * walls < pcity->ai.wallvalue * 10)
+ walls++;
+
+ unit_list_iterate(map_get_tile(pcity->x, pcity->y)->units, punit) {
+ defense += base_assess_defense_unit(pcity, punit, igwall, FALSE,
+ walls);
+ } unit_list_iterate_end;
+
+ if (defense > 1<<12) {
+ freelog(LOG_VERBOSE, "Very large defense in assess_defense_quadratic: %d
in %s",
+ defense, pcity->name);
}
-/* wallvalue = 10, l = 10, wallvalue = 40, l = 20, wallvalue = 90, l = 30 */
- unit_list_iterate(map_get_tile(pcity->x, pcity->y)->units, punit)
- def += base_assess_defense_unit(pcity, punit, igwall, FALSE, l);
- unit_list_iterate_end;
- if (def > 1<<12) {
- freelog(LOG_VERBOSE, "Very large def in assess_defense_quadratic: %d in
%s",
- def, pcity->name);
+
+ if (defense > 1<<15) {
+ defense = 1<<15; /* more defense than we know what to do with! */
}
- if (def > 1<<15) def = 1<<15; /* more defense than we know what to do with!
*/
- return(def * def);
+
+ return defense * defense;
}
/**************************************************************************
-one unit only, mostly for findjob; handling boats correctly 980803 -- Syela
+One unit only, mostly for findjob; handling boats correctly. 980803 -- Syela
**************************************************************************/
int assess_defense_unit(struct city *pcity, struct unit *punit, bool igwall)
{
@@ -104,19 +121,22 @@
}
/**********************************************************************
- Most of the time we don't need/want positive feedback. -- Syela
+Most of the time we don't need/want positive feedback. -- Syela
+
+It's unclear whether this should treat settlers/caravans as defense. -- Syela
+TODO: It looks like this is never used while deciding if we should attack
+pcity, if we have pcity defended properly, so I think it should. --pasky
***********************************************************************/
static int assess_defense_backend(struct city *pcity, bool igwall)
{
- int def;
- def = 0;
- unit_list_iterate(map_get_tile(pcity->x, pcity->y)->units, punit)
- def += assess_defense_unit(pcity, punit, igwall);
- unit_list_iterate_end;
- /* def is an estimate of our total defensive might */
- /* now with regard to the IGWALL nature of the units threatening us -- Syela
*/
- return(def);
-/* unclear whether this should treat settlers/caravans as defense -- Syela */
+ /* Estimate of our total city defensive might */
+ int defense = 0;
+
+ unit_list_iterate(map_get_tile(pcity->x, pcity->y)->units, punit) {
+ defense += assess_defense_unit(pcity, punit, igwall);
+ } unit_list_iterate_end;
+
+ return defense;
}
/**************************************************************************
@@ -136,104 +156,121 @@
}
/**************************************************************************
-...
+Compute actual danger depending on move rate of enemy and its distance.
**************************************************************************/
-static int dangerfunct(int v, int m, int dist)
+static int dangerfunct(int danger, int move_rate, int distance)
{
-#ifdef OLDCODE
- if (dist * dist < m * 3) { v *= m; v /= 3; } /* knights can't attack more
than twice */
- else { v *= m * m; v /= dist * dist; }
- return(v);
-#else
- int num, denom;
- num = m * 4; denom = m * 4;
- v *= 2;
- while (dist >= m) {
- v /= 2;
- dist -= m;
- }
- m /= SINGLE_MOVE;
- while (dist > 0 && dist >= m) {
+ /* XXX: I don't have a clue about these, it probably has something in common
+ * with the way how attack force is computed when attacker already spent some
+ * move points..? --pasky */
+ int num = move_rate * 4;
+ int denom = move_rate * 4;
+
+ danger *= 2;
+
+ /* Turns to reach us.. */
+ while (distance >= move_rate) {
+ danger /= 2;
+ distance -= move_rate;
+ }
+
+ /* Moves in the last turn to reach us.. */
+ move_rate /= SINGLE_MOVE;
+ while (distance > 0 && distance >= move_rate) {
num *= 4;
denom *= 5;
- dist -= m;
+ distance -= move_rate;
}
- while (dist > 0) {
- denom += (denom + m * 2) / (m * 4);
- dist--;
+
+ /* Partial moves in the last turn.. */
+ while (distance > 0) {
+ denom += (denom + move_rate * 2) / (move_rate * 4);
+ distance--;
}
- v = (v*num + (denom/2)) / denom;
- return(v);
-#endif
+
+ danger = (danger * num + (denom/2)) / denom;
+
+ return danger;
}
/**************************************************************************
-...
+How dangerous a unit is for a city?
**************************************************************************/
static int assess_danger_unit(struct city *pcity, struct unit *punit)
{
- int v;
+ int danger;
bool sailing;
- if (unit_flag(punit, F_NO_LAND_ATTACK)) return(0);
+ if (unit_flag(punit, F_NO_LAND_ATTACK)) return 0;
+
sailing = is_sailing_unit(punit);
- if (sailing && !is_terrain_near_tile(pcity->x, pcity->y, T_OCEAN)) return(0);
+ if (sailing && !is_terrain_near_tile(pcity->x, pcity->y, T_OCEAN)) return 0;
+
+ danger = unit_belligerence_basic(punit);
+ if (sailing && city_got_building(pcity, B_COASTAL)) danger /= 2;
+ if (is_air_unit(punit) && city_got_building(pcity, B_SAM)) danger /= 2;
- v = unit_belligerence_basic(punit);
- if (sailing && city_got_building(pcity, B_COASTAL)) v /= 2;
- if (is_air_unit(punit) && city_got_building(pcity, B_SAM)) v /= 2;
- return(v);
+ return danger;
}
/**************************************************************************
...
**************************************************************************/
-static int assess_distance(struct city *pcity, struct unit *punit, int m,
- int boatid, int boatdist, int boatspeed)
+static int assess_distance(struct city *pcity, struct unit *punit,
+ int move_rate, int boatid, int boatdist,
+ int boatspeed)
{
- int x, y, dist;
+ int x, y, distance;
if (same_pos(punit->x, punit->y, pcity->x, pcity->y))
return 0;
- if (is_tiles_adjacent(punit->x, punit->y, pcity->x, pcity->y)) dist =
SINGLE_MOVE;
- else if (is_sailing_unit(punit)) dist = warmap.seacost[punit->x][punit->y];
+ if (is_tiles_adjacent(punit->x, punit->y, pcity->x, pcity->y))
+ distance = SINGLE_MOVE;
+ else if (is_sailing_unit(punit))
+ distance = warmap.seacost[punit->x][punit->y];
else if (!is_ground_unit(punit))
- dist = real_map_distance(punit->x, punit->y, pcity->x, pcity->y) *
SINGLE_MOVE;
+ distance = real_map_distance(punit->x, punit->y, pcity->x, pcity->y)
+ * SINGLE_MOVE;
else if (unit_flag(punit, F_IGTER))
- dist = real_map_distance(punit->x, punit->y, pcity->x, pcity->y);
- else dist = warmap.cost[punit->x][punit->y];
-/* if dist = 9, a chariot is 1.5 turns away. NOT 2 turns away. */
-/* Samarkand bug should be obsoleted by re-ordering of events */
- if (dist < SINGLE_MOVE) dist = SINGLE_MOVE;
-
- if (is_ground_unit(punit) && boatid != 0 &&
- find_beachhead(punit, pcity->x, pcity->y, &x, &y) != 0) {
-/* this bug is so obvious I can't believe it wasn't discovered sooner. --
Syela */
+ distance = real_map_distance(punit->x, punit->y, pcity->x, pcity->y);
+ else
+ distance = warmap.cost[punit->x][punit->y];
+
+ /* If distance = 9, a chariot is 1.5 turns away. NOT 2 turns away. */
+ if (distance < SINGLE_MOVE) distance = SINGLE_MOVE;
+
+ if (is_ground_unit(punit) && boatid != 0
+ && find_beachhead(punit, pcity->x, pcity->y, &x, &y) != 0) {
+ /* Sea travellers. */
+
y = warmap.seacost[punit->x][punit->y];
if (y >= 6 * THRESHOLD)
y = real_map_distance(pcity->x, pcity->y, punit->x, punit->y) *
SINGLE_MOVE;
- x = MAX(y, boatdist) * m / boatspeed;
- if (dist > x) dist = x;
- if (dist < SINGLE_MOVE) dist = SINGLE_MOVE;
+
+ x = MAX(y, boatdist) * move_rate / boatspeed;
+
+ if (distance > x) distance = x;
+ if (distance < SINGLE_MOVE) distance = SINGLE_MOVE;
}
- return(dist);
+
+ return distance;
}
/**********************************************************************
- Call assess_danger() for all cities owned by pplayer.
- This is necessary to initialize ... <some ai data>
- before ... <some ai calculations> ...
+Call assess_danger() for all cities owned by pplayer.
+
+This is necessary to initialize some ai data before some ai calculations.
***********************************************************************/
void assess_danger_player(struct player *pplayer)
{
- city_list_iterate(pplayer->cities, pcity)
+ city_list_iterate(pplayer->cities, pcity) {
assess_danger(pcity);
- city_list_iterate_end;
+ } city_list_iterate_end;
}
-
+
/**********************************************************************
-...
+In how big danger given city is?
***********************************************************************/
int assess_danger(struct city *pcity)
{
@@ -442,31 +479,40 @@
}
/**************************************************************************
-...
+How much we would want that unit..?
**************************************************************************/
-int unit_desirability(Unit_Type_id i, bool def)
+int unit_desirability(Unit_Type_id i, bool defender)
{
- int cur, a, d;
- cur = get_unit_type(i)->hp;
- if (unit_types[i].move_type != SEA_MOVING || !def)
- cur *= get_unit_type(i)->firepower;
- if (def) cur *= 3;
- else cur *= get_unit_type(i)->move_rate;
- a = get_unit_type(i)->attack_strength;
- d = get_unit_type(i)->defense_strength;
- if (def) cur *= d;
- else if (d > a) return(0);
-/* else if (d < 2) cur = (cur * (a + d))/2; Don't believe in this anymore */
- else cur *= a; /* wanted to rank Legion > Catapult > Archer */
-/* which we will do by munging f in the attacker want equations */
- if (unit_type_flag(i, F_IGTER) && !def) cur *= 3;
- if (unit_type_flag(i, F_PIKEMEN) && def) {
- cur = (3 * cur) / 2;
+ int desire = get_unit_type(i)->hp;
+ int attack = get_unit_type(i)->attack_strength;
+ int defense = get_unit_type(i)->defense_strength;
+
+ if (unit_types[i].move_type != SEA_MOVING || !defender)
+ desire *= get_unit_type(i)->firepower;
+
+ /* It's irrelevant for defenders how fast they move. */
+ desire *= defender ? SINGLE_MOVE : get_unit_type(i)->move_rate;
+
+ if (defender)
+ desire *= defense;
+ else if (defense > attack)
+ /* We shouldn't use defense units as attackers. */
+ return 0;
+ else
+ desire *= attack;
+
+ if (unit_type_flag(i, F_IGTER) && !defender) {
+ desire *= 3;
+ }
+ if (unit_type_flag(i, F_PIKEMEN) && defender) {
+ desire = (3 * desire) / 2;
}
- if (unit_types[i].move_type == LAND_MOVING && def) {
- cur = (3 * cur) / 2;
+ if (unit_types[i].move_type == LAND_MOVING && defender) {
+ /* Irnoclads could be *so* tempting.. */
+ desire = (3 * desire) / 2;
}
- return(cur);
+
+ return desire;
}
/**************************************************************************
@@ -1030,12 +1076,12 @@
}
/**********************************************************************
-Checks if there is a port or a ship being build within d distance.
+Checks if there is a port or a ship being built within certain distance.
***********************************************************************/
-static bool port_is_within(struct player *pplayer, int d)
+static bool port_is_within(struct player *pplayer, int distance)
{
- city_list_iterate(pplayer->cities, pcity)
- if (warmap.seacost[pcity->x][pcity->y] <= d) {
+ city_list_iterate(pplayer->cities, pcity) {
+ if (warmap.seacost[pcity->x][pcity->y] <= distance) {
if (city_got_building(pcity, B_PORT))
return TRUE;
@@ -1050,7 +1096,7 @@
unit_types[pcity->currently_building].transport_capacity)
return TRUE;
}
- city_list_iterate_end;
+ } city_list_iterate_end;
return FALSE;
}
@@ -1210,32 +1256,43 @@
}
/**************************************************************************
-...
+This function computes distances between cities for purpose of building crowds
+of water-consuming Caravans or smoggish Freights which want to add their brick
+to the wonder being built somewhere out there.
+
+At the function entry point, our warmap is intact. We need to do two things:
+establish faraway for THIS city and establish distance_to_wonder_city for ALL
+cities.
+
+FIXME? I think this just can't work when we have more wonder cities on one
+continent, can it? --pasky
+
+FIXME: This should be definitively somewhere else. And aicity.c sounds like
+fine candidate. --pasky
**************************************************************************/
void establish_city_distances(struct player *pplayer, struct city *pcity)
{
- int dist, wonder_continent, moverate;
- Unit_Type_id freight;
-
-/* at this moment, our warmap is intact. we need to do two things: */
-/* establish faraway for THIS city, and establish d_t_w_c for ALL cities */
+ int distance, wonder_continent;
+ Unit_Type_id freight = best_role_unit(pcity, F_HELP_WONDER);
+ int moverate = (freight == U_LAST) ? SINGLE_MOVE
+ : get_unit_type(freight)->move_rate;
if (!pcity->is_building_unit && is_wonder(pcity->currently_building)) {
wonder_continent = map_get_continent(pcity->x, pcity->y);
} else {
wonder_continent = 0;
}
- freight = best_role_unit(pcity, F_HELP_WONDER);
- moverate = (freight==U_LAST) ? SINGLE_MOVE :
get_unit_type(freight)->move_rate;
pcity->ai.downtown = 0;
city_list_iterate(pplayer->cities, othercity) {
- dist = warmap.cost[othercity->x][othercity->y];
+ distance = warmap.cost[othercity->x][othercity->y];
if (wonder_continent != 0
- && map_get_continent(othercity->x, othercity->y) == wonder_continent) {
- othercity->ai.distance_to_wonder_city = dist;
+ && map_get_continent(othercity->x, othercity->y) == wonder_continent) {
+ othercity->ai.distance_to_wonder_city = distance;
}
- dist += moverate - 1; dist /= moverate;
- pcity->ai.downtown += MAX(0, 5 - dist); /* four three two one fire */
+
+ /* How many people near enough would help us? */
+ distance += moverate - 1; distance /= moverate;
+ pcity->ai.downtown += MAX(0, 5 - distance);
} city_list_iterate_end;
}
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