mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
using dest clamping to determine whether to build naval factories for CPU players
This commit is contained in:
+40
-86
@@ -317,100 +317,66 @@ namespace battleship{
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debugPathPoints.push_back(n);
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}
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//TODO allow ships to attack land targets and vice versa
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//TODO recursively search for vacant dest cell neibourghss
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bool Vehicle::adjustDest(Vector3 destPos, int &source, int &dest){
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void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
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removeAllPathpoints();
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Map *map = Map::getSingleton();
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vector<Map::Cell> &cells = map->getCells();
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source = map->getCellId(pos);
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int source = map->getCellId(pos);
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bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
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bool waterVehCanMove = (ship && cells[source].type == Map::Cell::WATER);
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bool landVehCanMove = (type == UnitType::LAND && cells[source].type == Map::Cell::LAND);
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if(type != UnitType::HOVER && !(waterVehCanMove || landVehCanMove)) return false;
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if(type != UnitType::HOVER && !(waterVehCanMove || landVehCanMove)) return;
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dest = map->getCellId(destPos);
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int dest = map->getCellId(destPos);
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if(type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return false;
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if(type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return;
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if(type != UnitType::HOVER){
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pair<Map::Cell::Type, vector<Map::Cell*>> srcRegion;
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Pathfinder *pf = Pathfinder::getSingleton();
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for(int i = 0; i < map->getNumRegions(); i++){
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pair<Map::Cell::Type, vector<Map::Cell*>> region = map->getRegion(i);
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if(find(region.second.begin(), region.second.end(), &cells[source]) != region.second.end()){
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srcRegion = map->getRegion(i);
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break;
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}
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}
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if(find(srcRegion.second.begin(), srcRegion.second.end(), &cells[dest]) == srcRegion.second.end()){
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int minDistId = 0;
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for(int i = 0; i < srcRegion.second.size(); i++){
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float currDist = cells[dest].pos.getDistanceFrom(srcRegion.second[i]->pos);
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float minDist = cells[dest].pos.getDistanceFrom(srcRegion.second[minDistId]->pos);
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if(currDist < minDist) minDistId = i;
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}
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dest = map->getCellId(srcRegion.second[minDistId]->pos);
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}
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}
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if(type != UnitType::HOVER)
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dest = pf->clampDestToSourceRegion(source, dest);
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if(cells[dest].blockedBy){
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vector<int> surrCellIds = map->getSurroundingCells(cells[dest].pos, 1);
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for(int scid : surrCellIds){
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int altDest = -1;
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if(!cells[scid].blockedBy)
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switch(type){
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case UnitType::HOVER:
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dest = scid;
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return true;
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altDest = scid;
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break;
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case UnitType::LAND:
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if(cells[scid].type == Map::Cell::LAND){
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dest = scid;
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return true;
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}
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if(cells[scid].type == Map::Cell::LAND)
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altDest = scid;
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break;
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case UnitType::SEA_LEVEL:
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case UnitType::UNDERWATER:
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if(cells[scid].type == Map::Cell::WATER){
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dest = scid;
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return true;
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}
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if(cells[scid].type == Map::Cell::WATER)
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altDest = scid;
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break;
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}
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}
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return false;
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if(altDest != -1){
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dest = altDest;
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break;
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}
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else return;
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}
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}
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else return true;
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}
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vector<float> heurs;
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vector<int> path = pf->findPath(cells, heurs, source, dest, (int)type);
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Vector3 *truncPoint = nullptr;
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bool Vehicle::truncatePath(Order &order, vector<int> &path, Vector3 destPos, bool appendDestPos){
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bool pathTruncated = false;
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bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
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vector<Map::Cell> &cells = Map::getSingleton()->getCells();
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for(int i = 1; i < path.size(); i++){
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if((ship && cells[path[i]].type != Map::Cell::WATER) || (order.type != Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND)){
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path = vector<int>(path.begin(), path.begin() + i);
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order.targets[0].unit = nullptr;
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order.targets[0].pos = cells[path[i - 1]].pos;
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pathTruncated = true;
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break;
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}
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else if(order.type == Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND && path.size() - 1 != i)
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return false;
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}
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for(int p : path) addPathpoint(cells[p].pos);
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if(order.targets[0].unit && !pathTruncated){
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if(order.targets[0].unit){
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GameObject *targObj = order.targets[0].unit;
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for(int i = path.size() - 1; i >= 0; i--){
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@@ -443,35 +409,23 @@ namespace battleship{
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if(dirAngle <= a1) dist = (.5 * length) / cos(dirAngle);
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else if(leftAngle <= a2) dist = (.5 * width) / cos(leftAngle);
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addPathpoint(targPos + pointDir.norm() * dist);
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pathTruncated = true;
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truncPoint = new Vector3;
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*truncPoint = (targPos + pointDir.norm() * dist);
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break;
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}
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else removePathpoint(pathPoints.size() - 1);
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else path.pop_back();
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}
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}
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if(appendDestPos && !pathTruncated)
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for(int p : path) addPathpoint(cells[p].pos);
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if(appendDestPos && !truncPoint)
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addPathpoint(destPos);
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return true;
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}
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void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
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removeAllPathpoints();
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Map *map = Map::getSingleton();
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vector<Map::Cell> &cells = map->getCells();
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int source, dest;
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if(!adjustDest(destPos, source, dest)) return;
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vector<float> heurs;
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Pathfinder *pf = Pathfinder::getSingleton();
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vector<int> path = pf->findPath(cells, heurs, source, dest, (int)type);
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if(path.empty() || !truncatePath(order, path, destPos, appendDestPos)) return;
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else if(truncPoint){
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addPathpoint(*truncPoint);
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delete truncPoint;
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}
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path.erase(path.begin());
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}
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