[Freeciv-Dev] Cleaning up find_a_direction.
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This is extensive cleanup of find_a_direction function from gotohand.c
A lot of variable renaming (from a,b,c to more meaningful names),
commenting, putting braces in ifs.
The only significant change in the fabric of the code is trying to make
triremes safer at sea. The previous implementation didn't work at all,
now it works if warmap is generated in the right way (it isn't, but
that's will be fixed in future patches). Even if warmap is "wrong", the
trireme is saved if there is a coast nearby.
This patch is highly recommended (if I can recommend my own patch) as now
it is actually possible to understand what find_a_direction is doing.
Tested, savegames differ from about 1500BC (due to trireme use, I guess),
visually AI behaves normally (that is "stupid as usual").
Best,
G.
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Index: server/gotohand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/gotohand.c,v
retrieving revision 1.126
diff -u -r1.126 gotohand.c
--- server/gotohand.c 2001/12/09 14:08:26 1.126
+++ server/gotohand.c 2001/12/13 17:59:23
@@ -866,139 +866,214 @@
Returns a direction as used in DIR_DX[] and DIR_DY[] arrays, or -1 if none
could be
found.
-This function does not check for loops, which we currently rely on
+Notes on the implementation:
+1. d[8] contains "goodness" of the directions. Bigger number means safer
+direction. It takes into account: how well the unit will be defended at
+the next tile, how many possible attackers there are around it, whether it
+is likely to sink there (for triremes).
+2. This function does not check for loops, which we currently rely on
find_the_shortest_path() to make sure there are none of. If the warmap did
contain a loop repeated calls of this function may result in the unit going
in cycles forever.
+3. It doesn't check for ZOC as it has been done in find_the_shortest_path
+(which is called every turn).
**************************************************************************/
static int find_a_direction(struct unit *punit,
enum goto_move_restriction restriction,
const int dest_x, const int dest_y)
{
- int k, d[8], n, a, best = 0, d0, d1, h0, h1, u, c;
- struct tile *ptile, *adjtile;
- int nearland;
+ int k, d[8], best = 0;
+ int defence_multiplier, tmp;
+ int defence_of_unit, defence_of_ally, hp_of_unit, hp_of_ally, num_of_units;
+ int base_move_cost;
+ struct tile *ptile;
struct city *pcity;
struct unit *passenger;
struct player *pplayer = unit_owner(punit);
+ int afraid_of_sinking = (unit_flag(punit, F_TRIREME)
+ && !player_owns_active_wonder(pplayer,
B_LIGHTHOUSE));
+ /* if the destination is one step away, look around first or just go there?
*/
+ int do_full_check = afraid_of_sinking;
if (map_get_terrain(punit->x, punit->y) == T_OCEAN)
passenger = other_passengers(punit);
else passenger = NULL;
/* If we can get to the destination rigth away there is nothing to be gained
- from going round in little circles to move across desirable squares */
- adjc_dir_iterate(punit->x, punit->y, x, y, dir) {
- if (warmap.vector[punit->x][punit->y] & (1 << dir)
- && !(restriction == GOTO_MOVE_CARDINAL_ONLY
- && !DIR_IS_CARDINAL(dir))) {
- if (x == dest_x && y == dest_y)
+ * from going round in little circles to move across desirable squares */
+ /* Actually there are things to gain, in AI case, like the safety checks --
GB */
+ if (!do_full_check) {
+ adjc_dir_iterate(punit->x, punit->y, x, y, dir) {
+ if ((x == dest_x && y == dest_y)
+ && warmap.vector[punit->x][punit->y] & (1 << dir)
+ && !(restriction == GOTO_MOVE_CARDINAL_ONLY
+ && !DIR_IS_CARDINAL(dir))) {
return dir;
- }
- } adjc_dir_iterate_end;
-
+ }
+ } adjc_dir_iterate_end;
+ }
+
memset(d, 0, sizeof(d));
adjc_dir_iterate(punit->x, punit->y, x, y, k) {
- if ((restriction == GOTO_MOVE_CARDINAL_ONLY) && !DIR_IS_CARDINAL(k))
+ /* is it an allowed direction? is it marked on the warmap? */
+ if (!(warmap.vector[punit->x][punit->y]&(1<<k))
+ || ((restriction == GOTO_MOVE_CARDINAL_ONLY) && !DIR_IS_CARDINAL(k))) {
+ /* make sure we don't select it later */
+ d[k] = -1;
continue;
+ }
- if (!(warmap.vector[punit->x][punit->y]&(1<<k))) d[k] = 0;
- else {
- if (is_ground_unit(punit))
- c = map_get_tile(punit->x, punit->y)->move_cost[k];
- else c = 3;
- if (unit_flag(punit, F_IGTER) && c) c = 1;
- if (passenger) {
- freelog(LOG_DEBUG, "%d@(%d,%d) evaluating (%d,%d)[%d/%d]",
- punit->id, punit->x, punit->y, x, y, c, punit->moves_left);
+ /* determine the cost of the proposed move */
+ if (is_ground_unit(punit))
+ /* assuming the move is valid, but what if unit is trying to board? --
GB*/
+ base_move_cost = map_get_tile(punit->x, punit->y)->move_cost[k];
+ else
+ base_move_cost = SINGLE_MOVE;
+ if (unit_flag(punit, F_IGTER) && base_move_cost >= MOVE_COST_ROAD)
+ base_move_cost = MOVE_COST_ROAD;
+
+ freelog(LOG_DEBUG, "%d@(%d,%d) evaluating (%d,%d)[%d/%d]",
+ punit->id, punit->x, punit->y, x, y, base_move_cost,
punit->moves_left);
+
+ /* find everybody's defence stats */
+ ptile = map_get_tile(x, y);
+ defence_of_unit = get_simple_defense_power(punit->type, x, y);
+ pcity = map_get_city(x, y);
+ defence_multiplier = 2;
+ if (pcity) { /* this code block inspired by David Pfitzner -- Syela */
+ if (city_got_citywalls(pcity)) defence_multiplier += 2;
+ if (city_got_building(pcity, B_SDI)) defence_multiplier++;
+ if (city_got_building(pcity, B_SAM)) defence_multiplier++;
+ if (city_got_building(pcity, B_COASTAL)) defence_multiplier++;
+ }
+ defence_of_unit = (defence_of_unit * defence_multiplier) / 2;
+ hp_of_unit = punit->hp;
+ /* find the best friendly defensive unit at the target tile */
+ hp_of_ally = 0;
+ defence_of_ally = 0;
+ num_of_units = 1;
+ unit_list_iterate(ptile->units, aunit) {
+ if (!pplayers_allied(unit_owner(aunit), unit_owner(punit))) {
+ /* MINIMUM priority */
+ defence_of_ally = -1;
+ } else {
+ num_of_units++;
+ tmp = (get_simple_defense_power(aunit->type, x, y) *
defence_multiplier) / 2;
+ if (tmp * aunit->hp > defence_of_ally * hp_of_ally) {
+ defence_of_ally = tmp;
+ hp_of_ally = aunit->hp;
+ }
}
- ptile = map_get_tile(x, y);
- d0 = get_simple_defense_power(punit->type, x, y);
- pcity = map_get_city(x, y);
- n = 2;
- if (pcity) { /* this code block inspired by David Pfitzner -- Syela */
- if (city_got_citywalls(pcity)) n += 2;
- if (city_got_building(pcity, B_SDI)) n++;
- if (city_got_building(pcity, B_SAM)) n++;
- if (city_got_building(pcity, B_COASTAL)) n++;
+ } unit_list_iterate_end;
+
+ {
+ /* calculate some clever weights basing on defence stats */
+ int rating_of_unit = defence_of_unit * hp_of_unit;
+ int rating_of_ally = defence_of_ally * hp_of_ally;
+ if (num_of_units == 1) {
+ d[k] = rating_of_unit;
+ } else if (pcity || ptile->special&S_FORTRESS) {
+ d[k] = MAX(rating_of_unit, rating_of_ally);
+ } else if (rating_of_unit <= rating_of_ally) {
+ d[k] = rating_of_ally * (num_of_units - 1) / num_of_units;
+ } else {
+ d[k] = MIN(rating_of_unit * num_of_units,
+ rating_of_unit * rating_of_unit * (num_of_units - 1) /
+ MAX(num_of_units, (rating_of_ally * num_of_units)));
}
- d0 = (d0 * n) / 2;
- h0 = punit->hp; h1 = 0; d1 = 0; u = 1;
- unit_list_iterate(ptile->units, aunit)
- if (!pplayers_allied(unit_owner(aunit), unit_owner(punit)))
- d1 = -1; /* MINIMUM priority */
- else {
- u++;
- a = get_simple_defense_power(aunit->type, x, y) * n / 2;
- if (a * aunit->hp > d1 * h1) { d1 = a; h1 = aunit->hp; }
- }
- unit_list_iterate_end;
- if (u == 1) d[k] = d0 * h0;
- else if (pcity || ptile->special&S_FORTRESS)
- d[k] = MAX(d0 * h0, d1 * h1);
- else if ((d0 * h0) <= (d1 * h1)) d[k] = (d1 * h1) * (u - 1) / u;
- else d[k] = MIN(d0 * h0 * u, d0 * h0 * d0 * h0 * (u - 1) / MAX(u, (d1 *
h1 * u)));
- if (d0 > d1) d1 = d0;
-
- if (ptile->special&S_ROAD) d[k] += 10; /* in case we change directions */
- if (ptile->special&S_RAILROAD) d[k] += 10; /* next turn, roads are nice
*/
-
- nearland = 0;
- if (!pplayer->ai.control && !map_get_known(x, y, pplayer)) nearland++;
- adjc_iterate(x, y, tmp_x, tmp_y) {
- adjtile = map_get_tile(tmp_x, tmp_y);
- if (adjtile->terrain != T_OCEAN) nearland++;
- if (!((adjtile->known)&(1u<<punit->owner))) {
- if (punit->moves_left <= c) d[k] -= (d[k]/16); /* Avoid the unknown
*/
- else d[k]++; /* nice but not important */
- } else { /* NOTE: Not being omniscient here!! -- Syela */
- unit_list_iterate(adjtile->units, aunit) /* lookin for trouble */
- if (pplayers_at_war(unit_owner(aunit), unit_owner(punit))
- && (a = get_attack_power(aunit))) {
- if (punit->moves_left < c + SINGLE_MOVE) { /* can't fight */
- if (passenger && !is_ground_unit(aunit)) d[k] = -99;
- else d[k] -= d1 * (aunit->hp * a * a / (a * a + d1 * d1));
- }
- }
- unit_list_iterate_end;
- } /* end this-tile-is-seen else */
- } adjc_iterate_end;
-
- if (unit_flag(punit, F_TRIREME) && !nearland) {
- if (punit->moves_left < 6) d[k] = -1; /* Tired of Kaput!! -- Syela */
- else if (punit->moves_left == 6) {
- adjc_dir_iterate(x, y, tmp_x, tmp_y, n) {
- if ((warmap.vector[x][y] & (1 << n))) {
- if (is_coastline(tmp_x, tmp_y))
- nearland++;
+ }
+
+ /* in case we change directions next turn, roads are nice */
+ if ((ptile->special&S_ROAD) || (ptile->special&S_RAILROAD))
+ d[k] += 10;
+
+ defence_of_ally = MAX(defence_of_unit, defence_of_ally);
+ /* what is around the tile we are about to step to? */
+ adjc_iterate(x, y, tmp_x, tmp_y) {
+ struct tile *adjtile = map_get_tile(tmp_x, tmp_y);
+ if (!((adjtile->known)&(1u<<punit->owner))) {
+ if (punit->moves_left <= base_move_cost) {
+ /* Avoid the unknown */
+ d[k] -= (d[k]/16);
+ } else {
+ /* nice but not important */
+ d[k]++;
+ }
+ } else {
+ /* NOTE: Not being omniscient here!! -- Syela */
+ /* lookin for trouble */
+ int attack_of_enemy;
+ unit_list_iterate(adjtile->units, aunit)
+ if (pplayers_at_war(unit_owner(aunit), unit_owner(punit))
+ && (attack_of_enemy = get_attack_power(aunit))) {
+ if (punit->moves_left < base_move_cost + SINGLE_MOVE) {
+ /* can't fight */
+ if (passenger && !is_ground_unit(aunit)) {
+ d[k] = -99;
+ } else {
+ d[k] -= defence_of_ally * (aunit->hp * attack_of_enemy *
attack_of_enemy
+ / (attack_of_enemy * attack_of_enemy + defence_of_ally *
defence_of_ally));
+ }
}
- } adjc_dir_iterate_end;
- if (!nearland) d[k] = 1;
- }
+ }
+ unit_list_iterate_end;
+ } /* end this-tile-is-seen else */
+ } adjc_iterate_end;
+
+ /* Try to make triremes safe */
+ if (afraid_of_sinking && !is_coast_seen(x, y, pplayer)) {
+ if (punit->moves_left < 2*SINGLE_MOVE) {
+ /* Tired of Kaput!! -- Syela */
+ d[k] = -1;
+ continue;
+ } else {
+ /*
+ * we have enough moves and will be able to get back,
+ * if gotomap was generated in the right way
+ */
+ d[k] = 1;
}
+ }
+
+ if (d[k] < 1 && (!unit_owner(punit)->ai.control ||
+ !punit->ai.passenger || punit->moves_left >= 6)) {
+ d[k] = 1;
+ }
+ if (d[k] > best) {
+ best = d[k];
+ freelog(LOG_DEBUG, "New best = %d: (%d, %d) -> (%d, %d)",
+ best, punit->x, punit->y, x, y);
+ }
+ } adjc_dir_iterate_end;
- if (d[k] < 1 && (!unit_owner(punit)->ai.control ||
- !punit->ai.passenger || punit->moves_left >= 6)) d[k] = 1;
- if (d[k] > best) {
- best = d[k];
- freelog(LOG_DEBUG, "New best = %d: (%d, %d) -> (%d, %d)",
- best, punit->x, punit->y, x, y);
+ if (!best && afraid_of_sinking
+ && !is_coast_seen(punit->x, punit->y, pplayer)) {
+ /*
+ * we've got a trireme in the middle of the sea,
+ * it's stuck. try to do emergency rescue.
+ */
+ freelog(LOG_DEBUG, "%s's trireme in trouble at (%d,%d), looking for
coast",
+ pplayer->name, punit->x, punit->y);
+ adjc_dir_iterate(punit->x, punit->y, x, y, k) {
+ if (is_coast_seen(x, y, pplayer)) {
+ d[k] = 1;
+ best = 1;
+ freelog(LOG_DEBUG, "found coast");
}
- } /* end is-a-valid-vector */
- } adjc_dir_iterate_end;
+ } adjc_dir_iterate_end;
+ }
- if (!best) {
- return(-1);
+ if (!best) {
+ freelog(LOG_DEBUG, "find_a_direction: no good direction found");
+ return -1;
}
+ /* find random direction out of the best ones selected */
do {
- do {
- k = myrand(8);
- } while ((restriction == GOTO_MOVE_CARDINAL_ONLY)
- && !DIR_IS_CARDINAL(k));
+ k = myrand(8);
} while (d[k] < best);
- return(k);
+ return k;
}
/**************************************************************************
Index: server/maphand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/maphand.c,v
retrieving revision 1.91
diff -u -r1.91 maphand.c
--- server/maphand.c 2001/11/23 17:27:09 1.91
+++ server/maphand.c 2001/12/13 17:59:24
@@ -1267,3 +1267,26 @@
disable_fog_of_war_player(pplayer);
} players_iterate_end;
}
+
+/***************************************************************
+Can pplayer conclude (at least by circumstantial evidence) that
+(x,y) is on coastline? Remember, coastline ocean tiles have a
+small stripe of land in them, even if the actual continent is
+not seen.
+***************************************************************/
+int is_coast_seen(int x, int y, struct player *pplayer)
+{
+ square_iterate(x, y, 1, x1, y1) {
+ enum tile_terrain_type ter = map_get_terrain(x1, y1);
+ if (ter != T_OCEAN) {
+ /* AI cheats */
+ if (pplayer->ai.control) return 1;
+ square_iterate(x1, y1, 1, x2, y2) {
+ if (map_get_known(x2, y2, pplayer)) {
+ return 1;
+ }
+ } square_iterate_end; /* around x1,y1 */
+ }
+ } square_iterate_end; /*around x2,y2 */
+ return 0;
+}
Index: server/maphand.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/maphand.h,v
retrieving revision 1.25
diff -u -r1.25 maphand.h
--- server/maphand.h 2001/08/30 13:00:16 1.25
+++ server/maphand.h 2001/12/13 17:59:24
@@ -84,4 +84,5 @@
void enable_fog_of_war(void);
void disable_fog_of_war(void);
+int is_coast_seen(int x, int y, struct player *pplayer);
#endif /* FC__MAPHAND_H */
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