[freeciv-ai] (PR#8992) Patch: Building ferries
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=8992 >
>
> I chopped your code up to my liking, without actually changing the
> logic. Removed things that I thought are unnecessary, in particular
> horizon. Right now I am reworking it to use channels and not to use PF.
> I want to make trial runs for speed and then select the code which
> looks the cutest of course ;)
I am making progress very slowly... Here is a version of the patch
which avoids the use of PF and uses channels information instead. The
channels patch is included. Seems to work but I have only tested it on
old savegames I seem to have and they have only one ocean. Blame Mike
for not making an up-to-date version of CivWorld.
I didn't change the formulas. I want to time the two latest patches and
see how they perform. But won't do it today.
Best wishes,
Gr
? core.2517
? core.2650
Index: ai/advdomestic.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/advdomestic.c,v
retrieving revision 1.121
diff -u -r1.121 advdomestic.c
--- ai/advdomestic.c 20 Oct 2004 18:20:53 -0000 1.121
+++ ai/advdomestic.c 15 Nov 2004 02:05:09 -0000
@@ -204,7 +204,6 @@
choice->type = CT_NONMIL;
choice->choice = unit_type; /* default */
choice->need_boat = TRUE;
- ai_choose_role_unit(pplayer, pcity, choice, L_FERRYBOAT, -want);
}
}
Index: ai/advmilitary.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/advmilitary.c,v
retrieving revision 1.176
diff -u -r1.176 advmilitary.c
--- ai/advmilitary.c 30 Oct 2004 14:04:54 -0000 1.176
+++ ai/advmilitary.c 15 Nov 2004 02:05:10 -0000
@@ -962,8 +962,8 @@
3. calculates the relevant stats of the victim.
4. finds the best attacker for this type of victim (in process_attacker_want)
5. if we still want to attack, records the best attacker in choice.
-If the target is overseas, the function might suggest building a ferry
-to carry a land attack unit, instead of the land attack unit itself.
+If the target is overseas, the function might suggest using a ferry
+to carry a land attack unit.
**************************************************************************/
static void kill_something_with(struct player *pplayer, struct city *pcity,
struct unit *myunit, struct ai_choice *choice)
@@ -1126,23 +1126,9 @@
if (best_choice.want > choice->want) {
/* We want attacker more than what we have selected before */
copy_if_better_choice(&best_choice, choice);
- CITY_LOG(LOG_DEBUG, pcity, "ksw: %s has chosen attacker, %s, want=%d",
- pcity->name, unit_types[choice->choice].name, choice->want);
-
- if (go_by_boat && !ferryboat) { /* need a new ferry */
- /* We might need a new boat even if there are boats free,
- * if they are blockaded or in inland seas*/
- assert(is_ground_unit(myunit));
- ai_choose_role_unit(pplayer, pcity, choice, L_FERRYBOAT, choice->want);
- if (SEA_MOVING == unit_types[choice->choice].move_type) {
- struct ai_data *ai = ai_data_get(pplayer);
-
- freelog(LOG_DEBUG,
- "%s has chosen attacker ferry, %s, want=%d, %d of %d free",
- pcity->name, unit_types[choice->choice].name, choice->want,
- ai->stats.available_boats, ai->stats.boats);
- } /* else can not build ferries yet */
- }
+ CITY_LOG(LOG_DEBUG, pcity, "has chosen attacker, %s, want=%d%s",
+ unit_types[choice->choice].name, choice->want,
+ (best_choice.need_boat ? "(need boat)" : ""));
}
}
@@ -1200,6 +1186,8 @@
if ((id = ai_find_source_building(pplayer, EFT_LAND_VETERAN)) != B_LAST) {
choice->choice = id;
choice->type = CT_BUILDING;
+ /* Not yet... */
+ choice->need_boat = FALSE;
}
break;
case SEA_MOVING:
@@ -1390,9 +1378,7 @@
destroy_unit_virtual(virtualunit);
}
- /* Consider a land attacker or a ferried land attacker
- * (in which case, we might want a ferry before an attacker)
- */
+ /* Consider a land attacker or a ferried land attacker */
unit_type = ai_choose_attacker(pcity, LAND_MOVING);
if (unit_type >= 0) {
virtualunit = create_unit_virtual(pplayer, pcity, unit_type, 1);
Index: ai/aicity.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aicity.c,v
retrieving revision 1.177
diff -u -r1.177 aicity.c
--- ai/aicity.c 31 Oct 2004 21:52:20 -0000 1.177
+++ ai/aicity.c 15 Nov 2004 02:05:11 -0000
@@ -46,6 +46,7 @@
#include "advdomestic.h"
#include "advmilitary.h"
#include "aidata.h"
+#include "aiferry.h"
#include "aihand.h"
#include "ailog.h"
#include "aitools.h"
@@ -981,6 +982,10 @@
ai_city_choose_build(pplayer, pcity);
} city_list_iterate_end;
+ if (!is_barbarian(pplayer)) {
+ aiferry_choose_build_global(pplayer);
+ }
+
ai_spend_gold(pplayer);
}
Index: ai/aidata.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aidata.c,v
retrieving revision 1.46
diff -u -r1.46 aidata.c
--- ai/aidata.c 23 Oct 2004 19:01:01 -0000 1.46
+++ ai/aidata.c 15 Nov 2004 02:05:11 -0000
@@ -134,7 +134,8 @@
void ai_data_turn_init(struct player *pplayer)
{
struct ai_data *ai = &aidata[pplayer->player_no];
- int i, nuke_units = num_role_units(F_NUCLEAR);
+ int i, j, k;
+ int nuke_units = num_role_units(F_NUCLEAR);
bool danger_of_nukes = FALSE;
int ally_strength = -1;
struct player *ally_strongest = NULL;
@@ -225,6 +226,52 @@
/* Increase from fear to terror if opponent actually has nukes */
if (danger_of_nukes) ai->threats.nuclear++; /* sum of both fears */
+ /*** Channels ***/
+
+ /* Ways to cross from one ocean to another through a city. */
+ ai->channels = fc_calloc((ai->num_oceans + 1) * (ai->num_oceans + 1),
sizeof(int));
+ players_iterate(aplayer) {
+ if (pplayers_allied(pplayer, aplayer)) {
+ city_list_iterate(aplayer->cities, pcity) {
+ adjc_iterate(pcity->tile, tile1) {
+ if (is_ocean(tile1->terrain)) {
+ adjc_iterate(pcity->tile, tile2) {
+ if (is_ocean(tile2->terrain)
+ && map_get_continent(tile1) != map_get_continent(tile2)) {
+ ai->channels[(-tile1->continent) * ai->num_oceans
+ + (-tile2->continent)] = TRUE;
+ ai->channels[(-tile2->continent) * ai->num_oceans
+ + (-tile1->continent)] = TRUE;
+ }
+ } adjc_iterate_end;
+ }
+ } adjc_iterate_end;
+ } city_list_iterate_end;
+ }
+ } players_iterate_end;
+
+ /* If we can go i -> j and j -> k, we can also go i -> k. */
+ for(i = 1; i <= ai->num_oceans; i++) {
+ for(j = 1; j <= ai->num_oceans; j++) {
+ if (ai->channels[i * ai->num_oceans + j]) {
+ for(k = 1; k <= ai->num_oceans; k++) {
+ ai->channels[i * ai->num_oceans + k] |=
+ ai->channels[j * ai->num_oceans + k];
+ }
+ }
+ }
+ }
+#if 0
+ freelog(LOG_NORMAL, "Player %s:", pplayer->name);
+ for(i = 1; i <= ai->num_oceans; i++) {
+ for(j = 1; j <= ai->num_oceans; j++) {
+ if (ai->channels[i * ai->num_oceans + j]) {
+ freelog(LOG_NORMAL, "oceans %d and %d are connected", i, j);
+ }
+ }
+ }
+#endif
+
/*** Exploration ***/
ai->explore.land_done = TRUE;
@@ -426,6 +473,9 @@
free(ai->stats.cities);
ai->stats.cities = NULL;
+
+ free(ai->channels);
+ ai->channels = NULL;
}
/**************************************************************************
@@ -458,7 +508,7 @@
* sizeof(*ai->government_want)));
memset(ai->government_want, 0,
(game.government_count + 1) * sizeof(*ai->government_want));
-
+ ai->channels = NULL;
ai->diplomacy.target = NULL;
ai->diplomacy.strategy = WIN_OPEN;
ai->diplomacy.timer = 0;
@@ -481,3 +531,17 @@
ai->diplomacy.player_intel[i].warned_about_space = 0;
}
}
+
+/**************************************************************************
+ Is there a channel going from ocean c1 to ocean c2?
+ Returns FALSE if either is not an ocean.
+**************************************************************************/
+bool ai_channel(struct player *pplayer, Continent_id c1, Continent_id c2)
+{
+ struct ai_data *ai = ai_data_get(pplayer);
+
+ if (c1 >= 0 || c2 >= 0) {
+ return FALSE;
+ }
+ return (c1 == c2 || ai->channels[(-c1) * ai->num_oceans + (-c2)]);
+}
Index: ai/aidata.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aidata.h,v
retrieving revision 1.19
diff -u -r1.19 aidata.h
--- ai/aidata.h 23 Oct 2004 19:01:01 -0000 1.19
+++ ai/aidata.h 15 Nov 2004 02:05:11 -0000
@@ -97,6 +97,9 @@
bool sea_done; /* nothing more to explore at sea */
} explore;
+ /* Keep track of available ocean channels */
+ bool *channels;
+
/* This struct is used for statistical unit building, eg to ensure
* that we don't build too few or too many units of a given type. */
struct {
@@ -149,4 +152,6 @@
struct ai_data *ai_data_get(struct player *pplayer);
+bool ai_channel(struct player *pplayer, Continent_id c1, Continent_id c2);
+
#endif
Index: ai/aiferry.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiferry.c,v
retrieving revision 1.10
diff -u -r1.10 aiferry.c
--- ai/aiferry.c 8 Nov 2004 14:14:30 -0000 1.10
+++ ai/aiferry.c 15 Nov 2004 02:05:12 -0000
@@ -14,24 +14,30 @@
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
+#include <math.h>
#include "log.h"
+#include "rand.h"
#include "unit.h"
#include "path_finding.h"
#include "pf_tools.h"
#include "hand_gen.h"
+#include "maphand.h"
#include "unithand.h"
#include "unittools.h"
#include "aidata.h"
#include "aiexplorer.h"
+#include "aihand.h"
+#include "aihunt.h"
#include "ailog.h"
#include "aitools.h"
#include "aiunit.h"
#include "aiferry.h"
+#include "settlers.h" /*for amortize*/
/* =================== constants with special meaning =================== */
@@ -51,12 +57,37 @@
/* Logging in ferry management functions */
#define LOGLEVEL_FERRY LOG_DEBUG
+#define LOGLEVEL_BUILDFERRY LOG_NORMAL
/* Logging in go_by_boat functions */
#define LOGLEVEL_GOBYBOAT LOG_DEBUG
/* Logging in find_ferry functions */
#define LOGLEVEL_FINDFERRY LOG_DEBUG
/* Extra consistency checks */
#define DEBUG_FERRY_STATS 0
+/*
+ * The maximum number of turns to look ahead.
+ * For each city, the code looks ahead no further than the completion of the
+ * item currently being built. This should therefore not be much longer
+ * than a typical build time.
+ */
+#define MAX_TURNS_HORIZON 10
+
+
+
+/*
+ * Data about one sea area for one player.
+ */
+struct sea_stats {
+ unsigned int psngrs;
+ unsigned int boats;
+ unsigned int avail_boats;
+ double future_psngrs_weight;
+ unsigned int n_cities; /*our cities*/
+ unsigned int future_psngrs;
+ bool processed;
+
+ int ferry_want;
+};
/* ========= managing statistics and boat/passanger assignments ======== */
@@ -73,7 +104,7 @@
ai->stats.available_boats = 0;
unit_list_iterate(pplayer->units, punit) {
- if (is_sailing_unit(punit) && is_ground_units_transport(punit)) {
+ if (unit_has_role(punit->type, L_FERRYBOAT)) {
ai->stats.boats++;
if (punit->ai.passenger == FERRY_AVAILABLE) {
ai->stats.available_boats++;
@@ -95,8 +126,8 @@
struct ai_data *ai = ai_data_get(pplayer);
int n = 1;
- freelog(LOG_NORMAL, "Boat stats for %s[%d]",
- pplayer->name, pplayer->player_no);
+ freelog(LOG_NORMAL, "Boat stats for %s[%d] in turn %d",
+ pplayer->name, pplayer->player_no, game.turn);
freelog(LOG_NORMAL, "Registered: %d free out of total %d",
ai->stats.available_boats, ai->stats.boats);
unit_list_iterate(pplayer->units, punit) {
@@ -870,3 +901,388 @@
return;
}
+
+
+/* ========================= boat building =============================== */
+
+/****************************************************************************
+ A service function, returns the adjacent tile which is ocean (ptile if
+ ptile is ocean) and NULL if no ocean around.
+ NB: There might be more than one ocean around a tile!
+****************************************************************************/
+static int find_ocean_id_near_tile(struct tile *ptile)
+{
+
+ if (is_ocean(ptile->terrain)) {
+ return (-map_get_continent(ptile));
+ }
+
+ adjc_iterate(ptile, atile) {
+ if (is_ocean(atile->terrain)) {
+ return (-map_get_continent(atile));
+ }
+ } adjc_iterate_end;
+
+ return 0;
+}
+
+/*
+ * WAGs for controlling the new_boats_to_build function.
+ */
+#define TARGET_UTILISATION 0.4
+#define TARGET_QUEUE 0.7
+#define T_UTILISATION 3.0
+#define T_QUEUE 4.0
+/*
+ * The following two constants are to ensure that having many waiting
+ * passengers will increase the 'want' for ferries.
+ */
+/* The minimum 'want' for ferries if there are any massengers waiting. */
+#define WAIT_FERRY_WANT_0 200
+/* The extra 'want' for each currently waiting passenger per boat. */
+#define WAIT_FERRY_WANT_1 400
+/****************************************************************************
+ Convert facts about a sea into an opinion about how many boats to build
+ for that sea.
+
+ We should build more ferries
+ * if we have many passengers waiting and/or expect more in the future
+ * if the boats we have are very busy
+
+ The function implements a simple feedback control system.
+ However, it overides that calculation to prevent building boats on ponds
+ and to prevent passengers waiting forever.
+****************************************************************************/
+static unsigned int new_boats_to_build(struct sea_stats *sea)
+{
+ bool force_no_build = !(0 < sea->psngrs + sea->future_psngrs);
+ bool force_build = (0 == sea->boats
+ && 0 < sea->psngrs + sea->future_psngrs);
+ double build, build_utilisation, build_queue;
+ double psngrs = sea->psngrs + sea->future_psngrs_weight;
+ double boats = sea->boats;
+ double avail_boats = sea->avail_boats;
+ double queue;
+
+ assert(avail_boats <= boats);
+
+ queue = psngrs / MAX(1, boats);
+
+ /* Calculate each contribution */
+ build_utilisation = (boats - avail_boats - TARGET_UTILISATION * boats)
+ * (1.0/T_UTILISATION);
+ build_queue = (queue - TARGET_QUEUE) * (1.0/T_QUEUE);
+
+ build = build_utilisation + build_queue;
+
+ if (build < 1 && force_build) {
+ /*Ensure we will always have at least one ferry
+ *for each sea that has passengers.
+ *Prevents passengers waiting forever*/
+ build = 1;
+ } else if (force_no_build) {
+ build = 0;
+ }
+
+ build = MAX(0.0, floor(build + 0.5));
+
+ /*if there are many waiting passsengers, increase the 'want' for ferries*/
+ if (sea->psngrs) {
+ int waiters_want = WAIT_FERRY_WANT_0
+ + sea->psngrs * WAIT_FERRY_WANT_1 / MAX(1, sea->boats);
+ sea->ferry_want = MAX(sea->ferry_want, waiters_want);
+ }
+
+ freelog(LOGLEVEL_BUILDFERRY, "Ferries: psngrs %3.1f, queue %3.1f, "
+ "build %3.1f=%3.1f%+3.1f (want %d)", psngrs, queue,
+ build, build_utilisation, build_queue, sea->ferry_want);
+
+ return build;
+}
+
+/* Least Common Multiple of 2,3,..,8 (a very divisible number) */
+#define DENOM 840
+/****************************************************************************
+ Evaluate how suitable a city is as a ferry builder.
+ Larger values mean more suitable. only positive values indicate suitable
+ cities.
+
+ Cities to consider for ferry building.
+ * Only cities on the shore of the current ocean are suitable.
+ * Only cities not already building ferries are suitable.
+ * Cities that can complete a boat sooner are better.
+ * Cities that want a boat themselves are better.
+ * Cities building defenders are unsuitable.
+ * Cities with port facilities are better.
+ * Cities not building wonders are better.
+****************************************************************************/
+static int ferry_builder_score(struct player *pplayer, struct city *pcity,
+ Unit_Type_id boattype, int ocean_id)
+{
+ int score = 0;
+ Impr_Type_id port_facility;
+ int turns;
+
+ assert(0 <= pcity->ai.choice.want);
+
+ /* Consider only appropriate cities: */
+ if (!ai_channel(pplayer, -find_ocean_id_near_tile(pcity->tile), -ocean_id)
+ || !can_build_unit(pcity, boattype)
+ || (!pcity->is_building_unit && is_wonder(pcity->currently_building))) {
+ return 0;
+ }
+
+ if (pcity->ai.choice.need_boat) {
+ /* if you *really* want a ferry, you should be prepared to build it
+ * yourself */
+ score = pcity->ai.choice.want;
+ } else {
+ /* if you do not much care for what you are doing, you might be asked
+ * to build a ferry instead */
+ score = -pcity->ai.choice.want;
+ }
+
+ turns = city_turns_to_build(pcity, boattype, TRUE, TRUE);
+
+ /* Make some adjustments depending on what city is building now */
+ switch (pcity->ai.choice.type) {
+ case CT_BUILDING:
+ /* Dont like to stop buildings */
+ turns = turns * 3;
+ break;
+ case CT_NONMIL:
+ turns = turns * 2 / 3;
+ break;
+ case CT_DEFENDER:
+ return 0;
+ }
+
+ /* Prefer building veteran units (resistant to hunters) */
+ port_facility = ai_find_source_building(pplayer, EFT_SEA_VETERAN);
+ if (port_facility != B_LAST && city_got_building(pcity, port_facility)) {
+ turns = turns * 2 / 3;
+ }
+
+ /* Sooner is better */
+ score += DENOM / MAX(1, turns);
+
+ return score;
+}
+
+/****************************************************************************
+ Choose the cities that will build the boats
+****************************************************************************/
+static void select_ferry_builders(struct player *pplayer,
+ unsigned int boats_to_be_built,
+ Unit_Type_id boattype,
+ int ferry_want, int ocean_id)
+{
+ while (boats_to_be_built > 0) {
+ int best = 0;
+ struct city *bestcity = NULL;
+
+ /*Find the best city to build the next ferry*/
+ city_list_iterate(pplayer->cities, acity) {
+ int score = ferry_builder_score(pplayer, acity, boattype, ocean_id);
+ if (best < score) {
+ assert(is_ocean_near_tile(acity->tile));
+ best = score;
+ bestcity = acity;
+ }
+ } city_list_iterate_end;
+
+ if (!bestcity) {
+ break;
+ }
+
+ /* FIXME: separate a function ai_set_build from
+ * aicity.c:ai_city_choose_build and use it here */
+ CITY_LOG(LOGLEVEL_BUILDFERRY, bestcity, "will build a boat");
+ bestcity->currently_building = boattype;
+ bestcity->is_building_unit = TRUE;
+ boats_to_be_built--;
+ bestcity->ai.choice.want = ferry_want;
+ }
+
+ if (0 < boats_to_be_built) {
+ freelog(LOGLEVEL_BUILDFERRY,
+ "Ferries: %s unable to build %d boats",
+ pplayer->name, boats_to_be_built);
+ }
+}
+
+/****************************************************************************
+ Adjust wants in the cities needing or building ferries. Otherwise AI buys
+ new passengers before boats get built. "Shortage" is TRUE if we couldn't
+ order as many boats as we wanted.
+****************************************************************************/
+static void adjust_wants(struct player *pplayer, int ferry_want, int ocean_id)
+{
+ city_list_iterate(pplayer->cities, acity) {
+ if (ai_channel(pplayer, -find_ocean_id_near_tile(acity->tile),
+ -ocean_id)
+ && !(acity->is_building_unit
+ && unit_has_role(acity->currently_building, L_FERRYBOAT))
+ && acity->ai.choice.need_boat) {
+ /*We have a shortage, and this city will make the shortage worse,
+ so spending gold here would be foolish*/
+ acity->ai.choice.want = MIN(ferry_want - 1,
+ acity->ai.choice.want / 2);
+ }
+ } city_list_iterate_end;
+}
+
+/* Weight of one future passenger (if weight of an existing passenger is 1)
+ * Also to be divided by the time required to finish building */
+#define WEIGHT_FUTURE 0.2
+/****************************************************************************
+ Add, to the various statistics about a sea for one player,
+ the contribution of a city.
+****************************************************************************/
+static void sea_examine_city(struct sea_stats *sea, struct city *pcity)
+{
+ int ocean_id = find_ocean_id_near_tile(pcity->tile);
+
+ if (ocean_id == 0) {
+ /* If the city is inland, on which ocean do we build the boat? */
+ return;
+ }
+
+ // assert(get_city_ferry_mode(pcity) == CFM_UNPROCESSED);
+ // set_city_ferry_mode(pcity, CFM_COUNTED);
+
+ if (pcity->ai.choice.need_boat) {
+ int turns_to_build = city_turns_to_build(pcity, pcity->ai.choice.choice,
+ TRUE, TRUE);
+
+ /* Err... Buildings don't need boats, right? */
+ assert(is_unit_choice_type(pcity->ai.choice.type));
+ assert(0 < turns_to_build);
+
+ sea[ocean_id].n_cities++;
+ sea[ocean_id].future_psngrs++;
+ sea[ocean_id].future_psngrs_weight +=
+ WEIGHT_FUTURE / ((double)turns_to_build);
+ sea[ocean_id].ferry_want += pcity->ai.choice.want;
+ }
+}
+
+/****************************************************************************
+ Add, to the various statistics about a sea for one player,
+ the contribution of a unit.
+****************************************************************************/
+static void sea_examine_unit(struct sea_stats *sea, struct unit *punit)
+{
+ int ocean_id = find_ocean_id_near_tile(punit->tile);
+
+ if (ocean_id == 0) {
+ return;
+ }
+
+ if (unit_has_role(punit->type, L_FERRYBOAT)) {
+ /* We are a boat */
+ sea[ocean_id].boats++;
+ if (punit->ai.passenger == FERRY_AVAILABLE) {
+ sea[ocean_id].avail_boats++;
+ } else if (punit->ai.passenger == 0) {
+ freelog(LOG_ERROR, "Passenger field set to 0");
+ sea[ocean_id].avail_boats++;
+ }
+ } else if (punit->ai.ferryboat == FERRY_WANTED) {
+ /* We want a boat */
+ sea[ocean_id].psngrs++;
+ }
+}
+
+/****************************************************************************
+ Compute various statistics about a sea for one player,
+ for use in determining how many ferries to build there.
+
+ *sea:
+ the computed statistics
+****************************************************************************/
+static void sea_examine(struct player *pplayer, struct sea_stats *sea)
+{
+ city_list_iterate(pplayer->cities, acity) {
+ sea_examine_city(sea, acity);
+ } city_list_iterate_end;
+
+ unit_list_iterate(pplayer->units, aunit) {
+ sea_examine_unit(sea, aunit);
+ } unit_list_iterate_end;
+}
+
+/****************************************************************************
+ A global ferry build selector. Estimates our want for the boats and finds
+ cities who will build them.
+****************************************************************************/
+void aiferry_choose_build_global(struct player *pplayer)
+{
+ /* This will update the data if necessary */
+ struct ai_data *ai = ai_data_get(pplayer);
+ struct sea_stats *sea = fc_calloc(ai->num_oceans + 1,
+ sizeof(struct sea_stats));
+ /*Choose type of boats to build*/
+ Unit_Type_id boattype = best_role_unit_for_player(pplayer, L_FERRYBOAT);
+ int ocean_id;
+
+ sea_examine(pplayer, sea);
+
+ if (boattype == U_LAST) {
+ freelog(LOGLEVEL_BUILDFERRY,
+ "Ferries: %s lacks the technology to build boats",
+ pplayer->name);
+ /* TODO: Boost the tech! */
+ return;
+ }
+
+ for(ocean_id = 1; ocean_id <= ai->num_oceans; ocean_id++) {
+ struct sea_stats sea_total;
+ unsigned int boats_to_be_built;
+ int j;
+
+ if (sea[ocean_id].processed) {
+ continue;
+ }
+
+ /* Part 1: measure the demand for boats for this ocean*/
+ memcpy(&sea_total, &sea[ocean_id], sizeof(sea_total));
+
+ for(j = ocean_id + 1; j <= ai->num_oceans; j++) {
+ if (ai_channel(pplayer, -ocean_id, -j)) {
+ sea_total.psngrs += sea[j].psngrs;
+ sea_total.boats += sea[j].boats;
+ sea_total.avail_boats += sea[j].avail_boats;
+ sea_total.future_psngrs += sea[j].future_psngrs;
+ sea_total.future_psngrs_weight += sea[j].future_psngrs_weight;
+ sea_total.n_cities += sea[j].n_cities;
+ sea_total.ferry_want += sea[j].ferry_want;
+
+ sea[j].processed = TRUE;
+ }
+ }
+
+ sea_total.ferry_want =
+ sea_total.ferry_want / MAX(1.0, sea_total.future_psngrs);
+
+ freelog(LOGLEVEL_BUILDFERRY, "Sea number %d(%s): %d/%d boats, "
+ "%d+%d/%d waiting, want %d", ocean_id, pplayer->name,
+ sea_total.avail_boats, sea_total.boats, sea_total.psngrs,
+ sea_total.future_psngrs, sea_total.n_cities,
+ sea_total.ferry_want);
+
+ /* Part 2: Decide how many boats we want built */
+ boats_to_be_built = new_boats_to_build(&sea_total);
+ freelog(LOGLEVEL_BUILDFERRY,
+ "Sea number %d(%s): should build %d boats",
+ ocean_id, pplayer->name, boats_to_be_built);
+ if (0 == boats_to_be_built) {
+ continue;
+ }
+
+ /* Part 3: Decide where to build the boats */
+ select_ferry_builders(pplayer, boats_to_be_built, boattype,
+ sea_total.ferry_want, ocean_id);
+ adjust_wants(pplayer, sea_total.ferry_want, ocean_id);
+ }
+}
Index: ai/aiferry.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiferry.h,v
retrieving revision 1.3
diff -u -r1.3 aiferry.h
--- ai/aiferry.h 29 Sep 2004 02:24:18 -0000 1.3
+++ ai/aiferry.h 15 Nov 2004 02:05:12 -0000
@@ -48,4 +48,10 @@
*/
void ai_manage_ferryboat(struct player *pplayer, struct unit *punit);
+/*
+ * A function for a centralized (i.e. per-civilization rather than per-city
+ * estimation of need to build more ferries and where to build them
+ */
+void aiferry_choose_build_global(struct player *pplayer);
+
#endif /* FC__AIFERRY_H */
Index: common/city.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/city.h,v
retrieving revision 1.166
diff -u -r1.166 city.h
--- common/city.h 10 Nov 2004 17:01:59 -0000 1.166
+++ common/city.h 15 Nov 2004 02:05:13 -0000
@@ -161,6 +161,16 @@
#define ASSERT_REAL_CHOICE_TYPE(type) \
assert(type >= 0 && type < CT_LAST /* && type != CT_NONE */ );
+/*
+ * Used while determining how many and where to build ferries.
+ */
+enum city_ferry_mode {
+ CFM_UNPROCESSED,
+ CFM_COUNTED,
+ CFM_BUILDING,
+ CFM_DONE
+};
+
struct ai_choice {
int choice; /* what the advisor wants */
@@ -212,6 +222,7 @@
int worth; /* Cache city worth here, sum of all weighted incomes */
int next_recalc; /* Only recalc every Nth turn */
+ enum city_ferry_mode ferry_mode;
};
struct city {
Index: common/aicore/pf_tools.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/aicore/pf_tools.c,v
retrieving revision 1.24
diff -u -r1.24 pf_tools.c
--- common/aicore/pf_tools.c 20 Oct 2004 18:20:53 -0000 1.24
+++ common/aicore/pf_tools.c 15 Nov 2004 02:05:14 -0000
@@ -80,9 +80,9 @@
anywhere, unless we are leaving a friendly city, in which
case we can move into the ocean but not into the land.
************************************************************/
-static int sea_overlap_move(const struct tile *ptile, enum direction8 dir,
- const struct tile *ptile1,
- struct pf_parameter *param)
+int sea_overlap_move(const struct tile *ptile, enum direction8 dir,
+ const struct tile *ptile1,
+ struct pf_parameter *param)
{
if (is_ocean(ptile->terrain)) {
return SINGLE_MOVE;
Index: common/aicore/pf_tools.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/aicore/pf_tools.h,v
retrieving revision 1.8
diff -u -r1.8 pf_tools.h
--- common/aicore/pf_tools.h 29 Sep 2004 02:24:23 -0000 1.8
+++ common/aicore/pf_tools.h 15 Nov 2004 02:05:14 -0000
@@ -29,6 +29,10 @@
enum tile_behavior no_fights(const struct tile *ptile, enum known_type known,
struct pf_parameter *param);
+int sea_overlap_move(const struct tile *ptile, enum direction8 dir,
+ const struct tile *ptile1,
+ struct pf_parameter *param);
+
#define pf_iterator(map, position) { \
struct pf_position position; \
while (pf_next(map)) { \
Index: server/gotohand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/gotohand.c,v
retrieving revision 1.187
diff -u -r1.187 gotohand.c
--- server/gotohand.c 31 Oct 2004 22:32:33 -0000 1.187
+++ server/gotohand.c 15 Nov 2004 02:05:17 -0000
@@ -33,6 +33,7 @@
#include "unithand.h"
#include "unittools.h"
+#include "aidata.h"
#include "aitools.h"
#include "gotohand.h"
@@ -1217,6 +1218,9 @@
bool goto_is_sane(struct unit *punit, struct tile *ptile, bool omni)
{
struct player *pplayer = unit_owner(punit);
+ struct city *pcity = map_get_city(ptile);
+ Continent_id my_cont = map_get_continent(punit->tile);
+ Continent_id target_cont = map_get_continent(ptile);
if (same_pos(punit->tile, ptile)) {
return TRUE;
@@ -1235,36 +1239,57 @@
* and with a boat */
if (ground_unit_transporter_capacity(ptile, pplayer) > 0) {
adjc_iterate(ptile, tmp_tile) {
- if (map_get_continent(tmp_tile) == map_get_continent(punit->tile))
+ if (map_get_continent(tmp_tile) == my_cont) {
/* The target is adjacent to our continent! */
return TRUE;
+ }
} adjc_iterate_end;
}
} else {
/* Going to a land tile: better be our continent */
- if (map_get_continent(punit->tile) == map_get_continent(ptile)) {
+ if (my_cont == target_cont) {
return TRUE;
} else {
/* Well, it's not our continent, but maybe we are on a boat
* adjacent to the target continent? */
adjc_iterate(punit->tile, tmp_tile) {
- if (map_get_continent(tmp_tile) == map_get_continent(ptile)) {
+ if (map_get_continent(tmp_tile) == target_cont) {
return TRUE;
}
} adjc_iterate_end;
}
- }
-
+ }
return FALSE;
case SEA_MOVING:
- if (is_ocean(map_get_terrain(ptile))
- || is_ocean_near_tile(ptile)) {
- /* The target is sea or is accessible from sea
- * (allow for bombardment and visiting ports) */
- return TRUE;
+ if (!is_ocean(map_get_terrain(punit->tile))) {
+ /* Oops, we are not in the open waters. What ocean do we have
+ * access to? We can assume we are in a city and any oceans adjacent
+ * are connected. */
+ adjc_iterate(punit->tile, tmp_tile) {
+ if (is_ocean(map_get_terrain(tmp_tile))) {
+ my_cont = map_get_continent(tmp_tile);
+ break;
+ }
+ } adjc_iterate_end;
}
- return FALSE;
+
+ if (is_ocean(map_get_terrain(ptile))) {
+ if (ai_channel(pplayer, target_cont, my_cont)) {
+ return TRUE; /* Ocean -> Ocean travel ok. */
+ }
+ } else if ((pcity && pplayers_allied(city_owner(pcity), pplayer))
+ || !unit_flag(punit, F_NO_LAND_ATTACK)) {
+ /* Not ocean, but allied city or can bombard, checking if there is
+ * good ocean adjacent */
+ adjc_iterate(ptile, tmp_tile) {
+ if (is_ocean(map_get_terrain(tmp_tile))
+ && ai_channel(pplayer, my_cont, map_get_continent(tmp_tile))) {
+ return TRUE;
+ }
+ } adjc_iterate_end;
+ }
+ return FALSE; /* Not ok. */
default:
return TRUE;
- [freeciv-ai] Re: (PR#8992) Patch: Building ferries, (continued)
[freeciv-ai] Re: (PR#8992) Patch: Building ferries, Benedict Adamson, 2004/11/05
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