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📄 attackhandler.cpp

📁 这是整套横扫千军3D版游戏的源码
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#include "AttackHandler.h"

#define K_MEANS_ELEVATION 40
#define IDLE_GROUP_ID 0
#define STUCK_GROUP_ID 1
#define AIR_GROUP_ID 2
#define GROUND_GROUP_ID_START 1000
#define SAFE_SPOT_DISTANCE 300
//#define SAFE_SPOT_DISTANCE_SLACK 700
#define KMEANS_ENEMY_MAX_K 32
#define KMEANS_BASE_MAX_K 32
#define KMEANS_MINIMUM_LINE_LENGTH (8 * THREATRES)



CR_BIND(CAttackHandler, (NULL));
CR_REG_METADATA(CAttackHandler, (
	CR_MEMBER(ai),

	CR_MEMBER(units),
	CR_MEMBER(stuckUnits),
	CR_MEMBER(unarmedAirUnits),
	CR_MEMBER(armedAirUnits),

	CR_MEMBER(airIsAttacking),
	CR_MEMBER(airPatrolOrdersGiven),
	CR_MEMBER(airTarget),

	CR_MEMBER(newGroupID),
	CR_MEMBER(attackGroups),
	// CR_MEMBER(defenseGroups),

	CR_MEMBER(kMeansBase),
	CR_MEMBER(kMeansK),
	CR_MEMBER(kMeansEnemyBase),
	CR_MEMBER(kMeansEnemyK),
	CR_RESERVED(16)
));



CAttackHandler::CAttackHandler(AIClasses* ai) {
	this->ai = ai;

	if (ai) {
		// setting a position to the middle of the map
		float mapWidth = ai->cb->GetMapWidth() * 8.0f;
		float mapHeight = ai->cb->GetMapHeight() * 8.0f;
		newGroupID = GROUND_GROUP_ID_START;

		this->kMeansK = 1;
		this->kMeansBase.push_back(float3(mapWidth / 2.0f, K_MEANS_ELEVATION, mapHeight / 2.0f));
		this->kMeansEnemyK = 1;
		this->kMeansEnemyBase.push_back(float3(mapWidth / 2.0f, K_MEANS_ELEVATION, mapHeight / 2.0f));

		UpdateKMeans();
	}

	airIsAttacking = false;
	airPatrolOrdersGiven = false;
	airTarget = -1;
}

CAttackHandler::~CAttackHandler(void) {
}


void CAttackHandler::AddUnit(int unitID) {
	if ((ai->MyUnits[unitID]->def())->canfly) {
		// the groupID of this "group" is 0, to separate them from other idle units
		ai->MyUnits[unitID]->groupID = AIR_GROUP_ID;
		// this might be a new unit with the same id as an older dead unit
		ai->MyUnits[unitID]->stuckCounter = 0;

		// do some checking then essentially add it to defense group
		if ((ai->MyUnits[unitID]->def())->weapons.size() == 0) {
			unarmedAirUnits.push_back(unitID);
		} else {
			armedAirUnits.push_back(unitID);
		}

		// patrol orders need to be updated
		airPatrolOrdersGiven = false;
	}
	else {
		// the groupID of this "group" is 0, to separate them from other idle units
		ai->MyUnits[unitID]->groupID = IDLE_GROUP_ID;
		// this might be a new unit with the same id as an older dead unit
		ai->MyUnits[unitID]->stuckCounter = 0;
		// do some checking then essentially add it to defense group
		units.push_back(unitID);
		// TODO: not that good
		this->PlaceIdleUnit(unitID);
	}
}


void CAttackHandler::UnitDestroyed(int unitID) {
	int attackGroupID = ai->MyUnits[unitID]->groupID;

	// if it's in the defense group
	if (attackGroupID == IDLE_GROUP_ID) {
		bool found_dead_unit_in_attackHandler = false;

		for (list<int>::iterator it = units.begin(); it != units.end(); it++) {
			if (*it == unitID) {
				units.erase(it);
				found_dead_unit_in_attackHandler = true;
				break;
			}
		}
		assert(found_dead_unit_in_attackHandler);
	}

	else if (attackGroupID >= GROUND_GROUP_ID_START) {
		// unit in an attack-group died
		bool foundGroup = false;
		bool removedDeadUnit = false;
		list<CAttackGroup>::iterator it;

		for (it = attackGroups.begin(); it != attackGroups.end(); it++) {
			if (it->GetGroupID() == attackGroupID) {
				removedDeadUnit = it->RemoveUnit(unitID);
				foundGroup = true;
				break;
			}
		}

		assert(foundGroup);
		assert(removedDeadUnit);

		// check if the group is now empty
		if (it->Size() == 0) {
			attackGroups.erase(it);
		}
	}

	else if (attackGroupID == AIR_GROUP_ID) {
		// unit in air-group died
		bool armed = true;
		list<int>::iterator unarmedAirIt = unarmedAirUnits.begin();
		list<int>::iterator armedAirIt = armedAirUnits.begin();

		for (; unarmedAirIt != unarmedAirUnits.end(); unarmedAirIt++) {
			if (unitID == *unarmedAirIt) {
				unarmedAirUnits.erase(unarmedAirIt);
				armed = false;
				break;
			}
		}
		if (armed) {
			for (; armedAirIt != armedAirUnits.end(); armedAirIt++) {
				if (unitID == *armedAirIt) {
					armedAirUnits.erase(armedAirIt);
					break;
				}
			}
		}
	}

	else {
		// unit in stuck-units group
		bool found_dead_in_stuck_units = false;
		list<pair<int, float3> >::iterator it;

		for (it = stuckUnits.begin(); it != stuckUnits.end(); it++) {
			if (it->first == unitID) {
				stuckUnits.erase(it);
				found_dead_in_stuck_units = true;
				break;
			}
		}
		assert(found_dead_in_stuck_units);
	}
}


bool CAttackHandler::PlaceIdleUnit(int unit) {
	if (ai->cb->GetUnitDef(unit) != NULL) {
		float3 moo = FindUnsafeArea(ai->cb->GetUnitPos(unit));

		if (moo != ZEROVECTOR && moo != ERRORVECTOR) {
            ai->MyUnits[unit]->Move(moo);
		}
	}

	return false;
}


// is it ok to build at CBS from this position?
bool CAttackHandler::IsSafeBuildSpot(float3 mypos) {
	// TODO: get a subset of the k-means, then
	// iterate the lines along the path that they
	// make with a min distance slightly lower than
	// the area radius definition

	mypos = mypos;
	return false;
}



// returns a safe spot from k-means, adjacent to myPos, safety params are (0..1).
// change to: decide on the random float 0...1 first, then find it (easier)
float3 CAttackHandler::FindSafeSpot(float3 myPos, float minSafety, float maxSafety) {
	// find a safe spot
	myPos = myPos;
	int startIndex = int(minSafety * this->kMeansK);
	if (startIndex < 0)
		startIndex = 0;
//	if (startIndex >= kMeansK)
//		startIndex = kMeansK - 1;

	int endIndex = int(maxSafety * this->kMeansK);
	if (endIndex < 0)
		startIndex = 0;
//	if (endIndex >= kMeansK)
//		endIndex = kMeansK - 1;
	if (startIndex > endIndex)
		startIndex = endIndex;

	char text[512];

	if (kMeansK <= 1 || startIndex == endIndex) {
		if (startIndex >= kMeansK)
			startIndex = kMeansK - 1;

		float3 pos = kMeansBase[startIndex] + float3((RANDINT % SAFE_SPOT_DISTANCE), 0, (RANDINT % SAFE_SPOT_DISTANCE));
		pos.y = ai->cb->GetElevation(pos.x, pos.z);

		sprintf(text, "AH::FSA1 minS: %3.2f, maxS: %3.2f,", minSafety, maxSafety);
		return pos;
	}

	assert(startIndex < endIndex);
	assert(startIndex < kMeansK);
	assert(endIndex <= kMeansK);

	// get a subset of the k-means
	vector<float3> subset;

	for (int i = startIndex; i < endIndex; i++) {
		// subset[i] = kMeansBase[startIndex + i];
		assert(i < kMeansK);
		subset.push_back(kMeansBase[i]);
	}

	// then find a position on one of the lines between those points (pather)
	int whichPath;
	if (subset.size() > 1) {
		whichPath = (RANDINT % (int) subset.size());
	} else {
		whichPath = 0;
	}

	assert(whichPath < (int) subset.size());
	assert(subset.size() > 0);

	if ((whichPath + 1) < (int) subset.size() && subset[whichPath].distance2D(subset[whichPath + 1]) > KMEANS_MINIMUM_LINE_LENGTH) {
        vector<float3> posPath;
		 //TODO: implement one in pathfinder without radius (or unit ID)
	//	if (size > (int)kMeansBase.size())
	//		size = kMeansBase.size();

		float dist = ai->pather->MakePath(&posPath, &subset[whichPath], &subset[whichPath + 1], THREATRES * 8);
		float3 res;

		if (dist > 0) {
			// L("attackhandler:findsafespot #1 dist > 0 from path, using res from pather. dist:" << dist);
			int whichPos = RANDINT % (int) posPath.size();
			res = posPath[whichPos];
		} else {
			// L("attackhandler:findsafespot #2 dist == 0 from path, using first point. dist:" << dist);
			res = subset[whichPath];
		}

		sprintf(text, "AH::FSA-2 path:minS: %3.2f, maxS: %3.2f, pos:x: %f5.1 y: %f5.1 z: %f5.1", minSafety, maxSafety, res.x, res.y, res.z);
		return res;
	}
	else {
		assert(whichPath < (int) subset.size());
		float3 res = subset[whichPath];
		sprintf(text, "AH::FSA-3 minS: %f, maxS: %f, pos:x: %f y: %f z: %f", minSafety, maxSafety, res.x, res.y, res.z);
		return res;
	}
}


float3 CAttackHandler::FindSafeArea(float3 pos) {
	if (this->DistanceToBase(pos) < SAFE_SPOT_DISTANCE)
		return pos;

	float min = 0.6;
	float max = 0.95;
	float3 safe = this->FindSafeSpot(pos, min, max);
	// HACK
	safe += pos;
	safe /= 2;

	return safe;
}

float3 CAttackHandler::FindVerySafeArea(float3 pos) {
	float min = 0.9;
	float max = 1.0;
	return (this->FindSafeSpot(pos, min, max));
}

float3 CAttackHandler::FindUnsafeArea(float3 pos) {
	float min = 0.1;
	float max = 0.3;
	return (this->FindSafeSpot(pos, min, max));
}


float CAttackHandler::DistanceToBase(float3 pos) {
	float closestDistance = FLT_MAX;

	for (int i = 0; i < this->kMeansK; i++) {
		float3 mean = this->kMeansBase[i];
		float distance = pos.distance2D(mean);
		closestDistance = min(distance, closestDistance);
	}

	return closestDistance;
}


float3 CAttackHandler::GetClosestBaseSpot(float3 pos) {
	float closestDistance = FLT_MAX;
	int index = 0;

	for (int i = 0; i < this->kMeansK; i++) {
		float3 mean = this->kMeansBase[i];
		float distance = pos.distance2D(mean);

		if (distance < closestDistance) {
			closestDistance = distance;
			index = i;
		}
	}

	return kMeansBase[index];
}


vector<float3> CAttackHandler::KMeansIteration(vector<float3> means, vector<float3> unitPositions, int newK) {
	assert(newK > 0 && means.size() > 0);
	int numUnits = unitPositions.size();
	// change the number of means according to newK
	int oldK = means.size();
	means.resize(newK);
	// add a new means, just use one of the positions
	float3 newMeansPosition = unitPositions[0];
	newMeansPosition.y = ai->cb->GetElevation(newMeansPosition.x, newMeansPosition.z) + K_MEANS_ELEVATION;

	for (int i = oldK; i < newK; i++) {
		means[i] = newMeansPosition;
	}

	// check all positions and assign them to means, complexity n*k for one iteration
	vector<int> unitsClosestMeanID;
	unitsClosestMeanID.resize(numUnits, -1);
	vector<int> numUnitsAssignedToMean;
	numUnitsAssignedToMean.resize(newK, 0);

	for (int i = 0; i < numUnits; i++) {
		float3 unitPos = unitPositions.at(i);
		float closestDistance = FLT_MAX;
		int closestIndex = -1;

		for (int m = 0; m < newK; m++) {
			float3 mean = means[m];
			float distance = unitPos.distance2D(mean);

			if (distance < closestDistance) {
				closestDistance = distance;
				closestIndex = m;
			}
		}

		// position i is closest to the mean at closestIndex
		unitsClosestMeanID[i] = closestIndex;
		numUnitsAssignedToMean[closestIndex]++;
	}

	// change the means according to which positions are assigned to them
	// use meanAverage for indexes with 0 pos'es assigned
	// make a new means list
	vector<float3> newMeans;
	newMeans.resize(newK, float3(0, 0, 0));

	for (int i = 0; i < numUnits; i++) {
		int meanIndex = unitsClosestMeanID[i];
		 // don't divide by 0
		float num = max(1, numUnitsAssignedToMean[meanIndex]);
		newMeans[meanIndex] += unitPositions[i] / num;
	}

	// do a check and see if there are any empty means and set the height
	for (int i = 0; i < newK; i++) {
		// if a newmean is unchanged, set it to the new means pos instead of (0, 0, 0)
		if (newMeans[i] == float3(0, 0, 0)) {
			newMeans[i] = newMeansPosition;
		}
		else {
			// get the proper elevation for the y-coord
			newMeans[i].y = ai->cb->GetElevation(newMeans[i].x, newMeans[i].z) + K_MEANS_ELEVATION;
		}
	}

	return newMeans;
}


void CAttackHandler::UpdateKMeans(void) {
	// we want local variable definitions
	{
		// get positions of all friendly units and put them in a vector (completed buildings only)
		int numFriendlies = 0;
		vector<float3> friendlyPositions;
		int friendlies[MAX_UNITS];
		numFriendlies = ai->cb->GetFriendlyUnits(friendlies);

		for (int i = 0; i < numFriendlies; i++) {
			int unit = friendlies[i];
			CUNIT* u = ai->MyUnits[unit];
			// its a building, it has hp, and its mine (0)
			if (this->UnitBuildingFilter(u->def()) && this->UnitReadyFilter(unit) && u->owner() == 0) {
				friendlyPositions.push_back(u->pos());
			}
		}
		// hack to make it at least 1 unit, should only happen when you have no base
		if (friendlyPositions.size() < 1) {
			// it has to be a proper position, unless there are no proper positions
			if (numFriendlies > 0 && ai->cb->GetUnitDef(friendlies[0]) && ai->MyUnits[friendlies[0]]->owner() == 0) {
				friendlyPositions.push_back(ai->cb->GetUnitPos(friendlies[0]));
			}
			else {
			 	// when everything is dead
				friendlyPositions.push_back(float3(RANDINT % (ai->cb->GetMapWidth() * 8), 1000, RANDINT % (ai->cb->GetMapHeight() * 8)));
			}
		}

		// calculate a new K. change the formula to adjust max K, needs to be 1 minimum.
		this->kMeansK = int(min((float) (KMEANS_BASE_MAX_K), 1.0f + sqrtf((float)numFriendlies + 0.01f)));
		// iterate k-means algo over these positions and move the means
		this->kMeansBase = KMeansIteration(this->kMeansBase, friendlyPositions, this->kMeansK);
	}
	
	// update enemy position k-means
	// get positions of all enemy units and put them in a vector (completed buildings only)
	int numEnemies = 0;
	vector<float3> enemyPositions;
	int enemies[MAX_UNITS];
	numEnemies = ai->cheat->GetEnemyUnits(enemies);

	for (int i = 0; i < numEnemies; i++) {
		const UnitDef* ud = ai->cheat->GetUnitDef(enemies[i]);
		if (this->UnitBuildingFilter(ud)) {
//		if (this->UnitBuildingFilter(ud) && this->UnitReadyFilter(unit)) {
			enemyPositions.push_back(ai->cheat->GetUnitPos(enemies[i]));
		}
	}

	// hack to make it at least 1 unit, should only happen when you have no base
	if (enemyPositions.size() < 1) {
		// it has to be a proper position, unless there are no proper positions
		if (numEnemies > 0 && ai->cheat->GetUnitDef(enemies[0])) {
			enemyPositions.push_back(ai->cheat->GetUnitPos(enemies[0]));
		}
		else {
			// when everything is dead
			enemyPositions.push_back(float3(RANDINT % (ai->cb->GetMapWidth() * 8), 1000, RANDINT % (ai->cb->GetMapHeight() * 8)));
		}
	}

	// calculate a new K. change the formula to adjust max K, needs to be 1 minimum
	this->kMeansEnemyK = int(min(float(KMEANS_ENEMY_MAX_K), 1.0f + sqrtf((float) numEnemies + 0.01f)));

	// iterate k-means algo over these positions and move the means
	this->kMeansEnemyBase = KMeansIteration(this->kMeansEnemyBase, enemyPositions, this->kMeansEnemyK);

	// base k-means and enemy base k-means are updated
	// approach: add up (max - distance) to enemies
	vector<float> proximity;
	proximity.resize(kMeansK, 0.0000001f);
	const float mapDiagonal = sqrt(pow((float) ai->cb->GetMapHeight() * 8,2) + pow((float) ai->cb->GetMapWidth() * 8, 2) + 1.0f);

	for (int f = 0; f < kMeansK; f++) {
		for (int e = 0; e < kMeansEnemyK; e++) {
			proximity[f] += mapDiagonal - kMeansBase[f].distance2D(kMeansEnemyBase[e]);
		}
	}

	// sort kMeans by the proximity score
	float3 tempPos;
	float temp;

	for (int i = 1; i < kMeansK; i++) {
		for (int j = 0; j < i; j++) {
			// switch
			if (proximity[i] > proximity[j]) {
				tempPos = kMeansBase[i];
				kMeansBase[i] = kMeansBase[j];
				kMeansBase[j] = tempPos;
				temp = proximity[i];

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