[freeciv-ai] Re: (PR#9610) AI movemap
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9610 >
CHANGES:
- Fixed the stuff Jason noticed (thanks)
- Fixed bug that marked invaders as two turn under slow invasion rules
when they should be one turn
- Made INSERT a static inline function instead (much prettier now)
I also left in some debug code in advmilitary.c for testing. Just set a
city to debug to see the new code in action.
- Per
Index: ai/advmilitary.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/advmilitary.c,v
retrieving revision 1.171
diff -u -r1.171 advmilitary.c
--- ai/advmilitary.c 29 Aug 2004 20:14:41 -0000 1.171
+++ ai/advmilitary.c 1 Sep 2004 12:00:01 -0000
@@ -420,6 +420,15 @@
int igwall_threat = 0;
struct tile *ptile = map_get_tile(pcity->x, pcity->y);
+if (pcity->debug) {
+ movemap_iterate_one_turn(pcity->x, pcity->y, punit) {
+ UNIT_LOG(LOG_NORMAL, punit, "can reach %s in one turn", pcity->name);
+ } movemap_iterate_one_turn_end;
+ movemap_iterate_two_turn(pcity->x, pcity->y, punit) {
+ UNIT_LOG(LOG_NORMAL, punit, "can reach %s in two turns", pcity->name);
+ } movemap_iterate_two_turn_end;
+}
+
memset(&danger, 0, sizeof(danger));
generate_warmap(pcity, NULL); /* generates both land and sea maps */
Index: ai/aidata.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aidata.c,v
retrieving revision 1.36
diff -u -r1.36 aidata.c
--- ai/aidata.c 30 Aug 2004 21:20:33 -0000 1.36
+++ ai/aidata.c 1 Sep 2004 12:00:01 -0000
@@ -30,6 +30,9 @@
#include "settlers.h"
#include "unittools.h"
+#include "path_finding.h"
+#include "pf_tools.h"
+
#include "advdiplomacy.h"
#include "advmilitary.h"
#include "aicity.h"
@@ -43,6 +46,169 @@
static struct ai_data aidata[MAX_NUM_PLAYERS + MAX_NUM_BARBARIANS];
+#define movemap_list_iterate(movelist, num) \
+ TYPED_LIST_ITERATE(int, movelist, num)
+#define movemap_list_iterate_end LIST_ITERATE_END
+
+/**************************************************************************
+ Fill movemap with data. This consumes a lot of CPU.
+**************************************************************************/
+void ai_data_movemap_init(void)
+{
+ movemap = fc_calloc(sizeof(*movemap), MAX_MAP_INDEX);
+ whole_map_iterate(x, y) {
+ movemap_list_init(&MOVEMAP(x, y).one_turn);
+ movemap_list_init(&MOVEMAP(x, y).two_turn);
+ } whole_map_iterate_end;
+}
+
+/**************************************************************************
+ Dealloc.
+**************************************************************************/
+void ai_data_movemap_done(void)
+{
+ /* Clean the slate */
+ whole_map_iterate(x, y) {
+ movemap_list_unlink_all(&MOVEMAP(x, y).one_turn);
+ movemap_list_unlink_all(&MOVEMAP(x, y).two_turn);
+ } whole_map_iterate_end;
+
+ free(movemap);
+}
+
+/**************************************************************************
+ Insert unit into list unless it is already there. Expensive operation
+ but necessary.
+**************************************************************************/
+static inline void movemap_insert(struct movemap_list *list, struct unit
*punit)
+{
+ bool has_already = FALSE;
+ movemap_list_iterate(*list, check) {
+ if (*check == punit->id) {
+ has_already = TRUE;
+ break;
+ }
+ } movemap_list_iterate_end;
+ if (!has_already) {
+ movemap_list_insert(list, &punit->id);
+ }
+}
+/**************************************************************************
+ Check where passengers onboard ferries can go. turns is the number of
+ turns the passenger can walk on land in a two turn horizon, ie either
+ one or two.
+
+ We have to check that we don't accidentially insert a unit into a list
+ where it already exists. This is cumbersome but I see no other way.
+**************************************************************************/
+static void movemap_check_ferry(int x, int y, int id, int turns)
+{
+ struct unit *ferry = find_unit_by_id(id);
+
+ if (get_transporter_occupancy(ferry) > 0
+ && is_sailing_unit(ferry)) {
+ struct tile *ptile = map_get_tile(ferry->x, ferry->y);
+
+ unit_list_iterate(ptile->units, passenger) {
+ struct pf_map *pfmap;
+ struct pf_parameter parameter;
+ int moverate = unit_move_rate(passenger);
+
+ if (!is_ground_unit(passenger)
+ || passenger->transported_by != ferry->id) {
+ continue;
+ }
+ pft_fill_unit_attack_param(¶meter, passenger);
+ parameter.start_x = x; /* Suppose it landed right here... */
+ parameter.start_y = y;
+ pfmap = pf_create_map(¶meter);
+ pf_iterator(pfmap, pos) {
+ if (turns == 1) {
+ /* We lost one turn landing on the beach or driving the ferry. */
+ if (pos.total_MC > moverate) {
+ /* This is too far */
+ break;
+ } else if (pos.total_MC <= moverate) {
+ movemap_insert(&MOVEMAP(pos.x, pos.y).two_turn, passenger);
+ }
+ } else { /* turns == 2 */
+ if (pos.total_MC > moverate * 2) {
+ /* This is too far */
+ break;
+ } else if (pos.total_MC <= moverate) {
+ movemap_insert(&MOVEMAP(pos.x, pos.y).one_turn, passenger);
+ } else {
+ movemap_insert(&MOVEMAP(pos.x, pos.y).two_turn, passenger);
+ }
+ }
+ } pf_iterator_end;
+ } unit_list_iterate_end;
+ }
+}
+
+/**************************************************************************
+ The movemap structure is a quick way to find threats on the map. Use
+ the iterators defined in the header file to iterate over units that
+ can reach a tile in one or two turns (as specified). We correctly
+ calculate in the possibility of travel by ferry.
+
+ This function fills the movemap with data. It is rather CPU intensive.
+**************************************************************************/
+void ai_data_movemap_recalculate(void)
+{
+ /* Clean the slate */
+ whole_map_iterate(x, y) {
+ movemap_list_unlink_all(&MOVEMAP(x, y).one_turn);
+ movemap_list_unlink_all(&MOVEMAP(x, y).two_turn);
+ } whole_map_iterate_end;
+
+ players_iterate(pplayer) {
+ unit_list_iterate(pplayer->units, punit) {
+ struct pf_map *pfmap;
+ struct pf_parameter parameter;
+ int moverate = unit_move_rate(punit);
+
+ if (get_transporter_occupancy(punit) > 0
+ && is_sailing_unit(punit)) {
+ pft_fill_unit_overlap_param(¶meter, punit);
+ } else {
+ pft_fill_unit_attack_param(¶meter, punit);
+ }
+ pfmap = pf_create_map(¶meter);
+ pf_iterator(pfmap, pos) {
+ if (pos.total_MC > moverate * 2) {
+ /* This is too far */
+ break;
+ } else if (pos.total_MC <= moverate) {
+ movemap_list_insert(&MOVEMAP(pos.x, pos.y).one_turn, &punit->id);
+ } else {
+ movemap_list_insert(&MOVEMAP(pos.x, pos.y).two_turn, &punit->id);
+ }
+ } pf_iterator_end;
+ } unit_list_iterate_end;
+ } players_iterate_end;
+
+ /* Now do ferries. This is ugly, but correct. I gave up on beating
+ * pf into submission. It is also probably very very slow. */
+ whole_map_iterate(x, y) {
+ if (is_ocean(map_get_terrain(x, y))) {
+ continue;
+ }
+ /* Check all ferries that can land on this spot in one turn horizon. */
+ movemap_list_iterate(MOVEMAP(x, y).one_turn, id) {
+ movemap_check_ferry(x, y, *id, 2 - game.slow_invasions);
+ } movemap_list_iterate_end;
+ /* If game.slow_invasions is set, we do not need to fear ferries two
+ * turns away, since any units they drop off cannot move until the
+ * third turn, and the third turn is none of our responsibility. */
+ if (!game.slow_invasions) {
+ movemap_list_iterate(MOVEMAP(x, y).two_turn, id) {
+ movemap_check_ferry(x, y, *id, 1);
+ } movemap_list_iterate_end;
+ }
+ } whole_map_iterate_end;
+}
+
/**************************************************************************
Make and cache lots of calculations needed for other functions.
Index: ai/aidata.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aidata.h,v
retrieving revision 1.15
diff -u -r1.15 aidata.h
--- ai/aidata.h 29 Aug 2004 19:43:37 -0000 1.15
+++ ai/aidata.h 1 Sep 2004 12:00:01 -0000
@@ -27,6 +27,16 @@
* start of every turn.
*/
+#define SPECLIST_TAG movemap
+#define SPECLIST_TYPE int
+#include "speclist.h"
+
+struct movemap_type {
+ struct movemap_list one_turn;
+ struct movemap_list two_turn;
+} *movemap;
+#define MOVEMAP(map_x, map_y) movemap[map_pos_to_index(map_x, map_y)]
+
enum winning_strategy {
WIN_OPEN, /* still undetermined */
WIN_WAR, /* we have no other choice than to crush all opposition */
@@ -136,5 +146,24 @@
struct ai_data *ai_data_get(struct player *pplayer);
-
+void ai_data_movemap_recalculate(void);
+void ai_data_movemap_init(void);
+void ai_data_movemap_done(void);
+
+#define movemap_iterate_one_turn(x, y, punit) \
+ TYPED_LIST_ITERATE(int, MOVEMAP(x, y).one_turn, miot) { \
+ struct unit *punit = find_unit_by_id(*miot); \
+ if (punit) {
+#define movemap_iterate_one_turn_end \
+ } \
+ } LIST_ITERATE_END
+
+#define movemap_iterate_two_turn(x, y, punit) \
+ TYPED_LIST_ITERATE(int, MOVEMAP(x, y).two_turn, miot) { \
+ struct unit *punit = find_unit_by_id(*miot); \
+ if (punit) {
+#define movemap_iterate_two_turn_end \
+ } \
+ } LIST_ITERATE_END
+
#endif
Index: common/aicore/pf_tools.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/aicore/pf_tools.c,v
retrieving revision 1.20
diff -u -r1.20 pf_tools.c
--- common/aicore/pf_tools.c 25 Aug 2004 18:24:20 -0000 1.20
+++ common/aicore/pf_tools.c 1 Sep 2004 12:00:03 -0000
@@ -520,6 +520,10 @@
case SEA_MOVING:
parameter->get_MC = sea_attack_move;
break;
+ case AIR_MOVING:
+ case HELI_MOVING:
+ parameter->get_MC = single_airmove; /* very crude */
+ break;
default:
die("Unsupported move_type");
}
Index: server/srv_main.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/srv_main.c,v
retrieving revision 1.184
diff -u -r1.184 srv_main.c
--- server/srv_main.c 29 Aug 2004 19:03:32 -0000 1.184
+++ server/srv_main.c 1 Sep 2004 12:00:04 -0000
@@ -482,6 +482,7 @@
conn_list_do_buffer(&game.game_connections);
+ ai_data_movemap_recalculate();
players_iterate(pplayer) {
freelog(LOG_DEBUG, "beginning player turn for #%d (%s)",
pplayer->player_no, pplayer->name);
@@ -1761,6 +1762,7 @@
initialize_move_costs(); /* this may be the wrong place to do this */
init_settlers(); /* create minimap and other settlers.c data */
+ ai_data_movemap_init();
if (!game.is_new_game) {
players_iterate(pplayer) {
@@ -1798,6 +1800,9 @@
/*** Where the action is. ***/
main_loop();
+
+ /* Clean up some AI game data. */
+ ai_data_movemap_done();
}
/**************************************************************************
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