| 1 | using System;
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| 2 | using System.Collections.Generic;
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| 3 | using AI;
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| 4 |
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| 5 | namespace CevoAILib
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| 6 | {
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| 7 | enum Building
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| 8 | {
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| 9 | None = 28,
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| 10 |
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| 11 | Pyramids = 0, TempleOfZeus = 1, HangingGardens = 2, Colossus = 3, Lighthouse = 4,
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| 12 | GreatLibrary = 5, Oracle = 6, SunTsusWarAcademy = 7, LeonardosWorkshop = 8, MagellansExpedition = 9,
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| 13 | MichelangelosChapel = 10, NewtonsCollege = 12, BachsCathedral = 13,
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| 14 | StatueOfLiberty = 15, EiffelTower = 16, HooverDam = 17, ShinkansenExpress = 18, ManhattanProject = 19,
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| 15 | MIRSpaceStation = 20,
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| 16 | WonderRange = 28, // for logic only, < WonderRange means wonder (better use Cevo.Pedia(Building).Kind)
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| 17 |
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| 18 | Barracks = 29, Granary = 30, Temple = 31, Marketplace = 32, Library = 33, Courthouse = 34,
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| 19 | CityWalls = 35, Aqueduct = 36, Bank = 37, Cathedral = 38, University = 39,
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| 20 | Harbor = 40, Theater = 41, Factory = 42, MfgPlant = 43, RecyclingCenter = 44,
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| 21 | PowerStation = 45, HydroelectricDam = 46, NuclearPlant = 47, OffshorePlatform = 48, TownHall = 49,
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| 22 | SewerSystem = 50, Supermarket = 51, Superhighways = 52, ResearchLab = 53, SAM = 54,
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| 23 | CoastalFortress = 55, Airport = 56, Dockyard = 57,
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| 24 |
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| 25 | Palace = 58, GreatWall = 59, Colosseum = 60, Observatory = 61, MilitaryAcademy = 62,
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| 26 | CommandBunker = 63, AlgaePlant = 64, StockExchange = 65, SpacePort = 66,
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| 27 |
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| 28 | ColonyShipComponent = 67, PowerModule = 68, HabitationModule = 69,
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| 29 | }
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| 30 |
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| 31 | enum CityEvent
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| 32 | {
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| 33 | CivilDisorder = 0, ProductionComplete = 1, PopulationGrowth = 2, PopulationDecrease = 3, UnitDisbanded = 4,
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| 34 | ImprovementSold = 5, ProductionSabotaged = 6, MaximumSizeReached = 7, Pollution = 8, CityUnderSiege = 9,
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| 35 | WonderAlreadyExists = 10, EmigrationDelayed = 11, CityFounded = 12, TakeoverComplete = 13
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| 36 | }
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| 37 |
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| 38 | //enum ExploitableLocationStatus { Available = 0, ExploitedByOtherCity = 1, Siege = 2, DisallowedByTreaty = 4 }
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| 39 |
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| 40 | [Flags]
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| 41 | enum UnitProductionOptions { None = 0x00, AllowDisbandCity = 0x01, AsConscripts = 0x02 }
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| 42 |
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| 43 | /// <summary>
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| 44 | /// Input parameter for City.OptimizeExploitedLocations__Turn method
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| 45 | /// </summary>
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| 46 | class ResourceWeights
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| 47 | {
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| 48 | public enum Op {Add = 0, Multiply = 1}
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| 49 |
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| 50 | /// <summary>
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| 51 | /// predefined value: max growth
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| 52 | /// </summary>
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| 53 | public static readonly ResourceWeights MaxGrowth = new ResourceWeights(120, Op.Add, 0.125, Op.Add, 0.0625, Op.Add, 0.0625, Op.Add);
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| 54 |
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| 55 | /// <summary>
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| 56 | /// predefined value: max production
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| 57 | /// </summary>
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| 58 | public static readonly ResourceWeights MaxProduction = new ResourceWeights(0.0625, Op.Add, 120, Op.Add, 30, Op.Add, 1, Op.Add);
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| 59 |
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| 60 | /// <summary>
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| 61 | /// predefined value: max research
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| 62 | /// </summary>
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| 63 | public static readonly ResourceWeights MaxResearch = new ResourceWeights(0.0625, Op.Add, 4, Op.Add, 4, Op.Add, 8, Op.Add);
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| 64 |
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| 65 | /// <summary>
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| 66 | /// predefined value: hurry production
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| 67 | /// </summary>
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| 68 | public static readonly ResourceWeights HurryProduction = new ResourceWeights(0.5, Op.Multiply, 8, Op.Add, 2, Op.Add, 1, Op.Add);
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| 69 |
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| 70 | /// <summary>
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| 71 | /// predefined value: hurry research
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| 72 | /// </summary>
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| 73 | public static readonly ResourceWeights HurryResearch = new ResourceWeights(0.5, Op.Multiply, 1, Op.Add, 1, Op.Add, 1, Op.Add);
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| 74 |
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| 75 | /// <summary>
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| 76 | /// INTERNAL - only access from CevoAILib classes!
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| 77 | /// </summary>
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| 78 | public readonly uint Code;
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| 79 |
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| 80 | /// <summary>
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| 81 | /// Weights resources using a formula of the shape Pow(A1,wA1) * Pow(A2,wA2) * ... * (B1*wB1 + B2*wB2 + ...).
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| 82 | /// </summary>
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| 83 | /// <param name="foodWeight">weight of food</param>
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| 84 | /// <param name="foodOp">operation for food weight, Multiply = A part, Add = B part of formula</param>
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| 85 | /// <param name="productionWeight">weight of production</param>
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| 86 | /// <param name="productionOp">operation for production weight, Multiply = A part, Add = B part of formula</param>
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| 87 | /// <param name="taxWeight">weight of tax</param>
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| 88 | /// <param name="taxOp">operation for tax weight, Multiply = A part, Add = B part of formula</param>
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| 89 | /// <param name="scienceWeight">weight of science</param>
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| 90 | /// <param name="scienceOp">operation for science weight, Multiply = A part, Add = B part of formula</param>
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| 91 | public ResourceWeights(double foodWeight, Op foodOp, double productionWeight, Op productionOp, double taxWeight, Op taxOp, double scienceWeight, Op scienceOp)
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| 92 | {
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| 93 | Code = (ItemCode(foodWeight, foodOp) << 24)
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| 94 | + (ItemCode(productionWeight, productionOp) << 16)
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| 95 | + (ItemCode(taxWeight, taxOp) << 8)
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| 96 | + ItemCode(scienceWeight, scienceOp);
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| 97 | }
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| 98 |
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| 99 | uint ItemCode(double weight, Op op)
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| 100 | {
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| 101 | int exp = (int)(Math.Log(weight, 2.0) + Math.Log(32.0 / 31.0, 2.0) + 990) - 993;
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| 102 | if (exp >= 4)
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| 103 | return 0x3F | ((uint)op << 7); // above maximum
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| 104 |
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| 105 | if (exp < -4)
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| 106 | exp = -4;
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| 107 | uint mant = (uint)(weight * (1 << (4 - exp)) / 16.0 + 0.5);
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| 108 | if (mant > 15)
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| 109 | mant = 15;
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| 110 | if (exp < 0)
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| 111 | return mant | ((uint)(exp + 4) << 4) | ((uint)op << 7) | 0x40;
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| 112 | else
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| 113 | return mant | ((uint)exp << 4) | ((uint)op << 7);
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| 114 | }
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| 115 | }
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| 116 |
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| 117 | /// <summary>
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| 118 | /// set of the 3 basic resources (food, material, trade)
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| 119 | /// </summary>
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| 120 | struct BaseResourceSet
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| 121 | {
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| 122 | public int Food;
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| 123 | public int Material;
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| 124 | public int Trade;
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| 125 |
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| 126 | public BaseResourceSet(int food, int material, int trade)
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| 127 | {
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| 128 | this.Food = food;
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| 129 | this.Material = material;
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| 130 | this.Trade = trade;
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| 131 | }
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| 132 |
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| 133 | public override string ToString()
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| 134 | {
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| 135 | return string.Format("F{0} M{1} T{2}", Food, Material, Trade);
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| 136 | }
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| 137 | }
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| 138 |
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| 139 | //struct ExploitableLocation
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| 140 | //{
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| 141 | // public readonly Location Location;
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| 142 | // public readonly RC RC;
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| 143 | // public readonly ExploitableLocationStatus Status;
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| 144 | // public readonly BaseResourceSet PotentialResources;
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| 145 |
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| 146 | // public ExploitableLocation(Location location, RC RC, ExploitableLocationStatus status, BaseResourceSet potentialResources)
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| 147 | // {
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| 148 | // this.Location = location;
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| 149 | // this.RC = RC;
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| 150 | // this.Status = status;
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| 151 | // this.PotentialResources = potentialResources;
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| 152 | // }
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| 153 | //}
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| 154 |
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| 155 | /// <summary>
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| 156 | /// basic city information as available for both own and foreign cities
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| 157 | /// </summary>
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| 158 | interface ICity
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| 159 | {
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| 160 | bool Exists { get; }
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| 161 | int ID { get; }
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| 162 | Location Location { get; }
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| 163 | Nation Nation { get; }
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| 164 | Nation Founder { get; }
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| 165 | int SerialNo { get; }
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| 166 | int Size { get; }
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| 167 | bool Has(Building building);
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| 168 | }
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| 169 |
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| 170 | /// <summary>
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| 171 | /// own city, abstract base class
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| 172 | /// </summary>
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| 173 | unsafe abstract class ACity : ICity
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| 174 | {
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| 175 | protected readonly Empire theEmpire;
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| 176 | protected readonly int id;
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| 177 |
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| 178 | public ACity(Empire empire, int indexInSharedMemory)
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| 179 | {
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| 180 | this.theEmpire = empire;
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| 181 | IndexInSharedMemory = indexInSharedMemory;
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| 182 | id = address[3] & 0xFFFF; // save to be able to find city back
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| 183 | }
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| 184 |
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| 185 | public override string ToString()
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| 186 | {
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| 187 | return string.Format("{0}.{1}@{2}", (id >> 12) & 0xF, id & 0xFFF, address[0]);
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| 188 | }
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| 189 |
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| 190 | #region ICity Members
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| 191 | /// <summary>
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| 192 | /// true - city still exists, false - city has been destroyed
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| 193 | /// </summary>
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| 194 | public bool Exists { get { return indexInSharedMemory >= 0; } }
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| 195 |
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| 196 | /// <summary>
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| 197 | /// unique city ID
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| 198 | /// </summary>
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| 199 | public int ID { get { return id; } }
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| 200 |
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| 201 | public Location Location { get { return new Location(theEmpire, address[0]); } }
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| 202 | public Nation Nation { get { return theEmpire.Us; } }
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| 203 | public Nation Founder { get { return new Nation(theEmpire, (id >> 12) & 0xF); } }
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| 204 |
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| 205 | /// <summary>
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| 206 | /// number of cities the founding nation founded before this one
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| 207 | /// </summary>
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| 208 | public int SerialNo { get { return id & 0xFFF; } }
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| 209 |
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| 210 | public int Size { get { return (address[3] >> 16) & 0xFFFF; } }
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| 211 |
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| 212 | /// <summary>
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| 213 | /// Whether the city has a specific building or wonder.
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| 214 | /// </summary>
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| 215 | /// <param name="building">the building</param>
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| 216 | /// <returns>whether building exists in this city</returns>
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| 217 | public bool Has(Building building) { return ((byte*)(address + 10))[(int)building] > 0; }
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| 218 | #endregion
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| 219 |
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| 220 | /// <summary>
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| 221 | /// City area, i.e. the locations of all tiles that might potentially be exploited by the city, including the city location.
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| 222 | /// Usually the array has 21 elements, but it's less if the city is close to the upper or lower end of the map.
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| 223 | /// </summary>
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| 224 | OtherLocation[] Area { get { return Location.Distance5Area; } }
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| 225 |
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| 226 | /// <summary>
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| 227 | /// Whether a location is in the area of the city, i.e. might potentially be exploited by it.
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| 228 | /// </summary>
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| 229 | /// <param name="otherLocation">the location</param>
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| 230 | /// <returns>true if in area, false if not</returns>
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| 231 | public bool AreaSpans(Location otherLocation) { return otherLocation.IsValid && (otherLocation - Location).Distance <= 5; }
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| 232 |
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| 233 | /// <summary>
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| 234 | /// whether the city had a specific event in this turn
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| 235 | /// </summary>
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| 236 | /// <param name="cityEvent">the event</param>
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| 237 | /// <returns>true if event occurred, false if not</returns>
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| 238 | public bool HadEvent__Turn(CityEvent cityEvent) { return (address[7] & (1 << (int)cityEvent)) != 0; }
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| 239 |
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| 240 | /// <summary>
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| 241 | /// If city was captured, turns until the takeover is complete and the city can be managed. Always 0 for cities that were not captured.
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| 242 | /// </summary>
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| 243 | public int TurnsTillTakeoverComplete { get { return (address[7] >> 16) & 0xF; } }
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| 244 |
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| 245 | /// <summary>
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| 246 | /// food collected by the city
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| 247 | /// </summary>
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| 248 | public int FoodPile { get { return address[5] & 0xFFFF; } }
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| 249 |
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| 250 | /// <summary>
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| 251 | /// material collected by the city
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| 252 | /// </summary>
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| 253 | public int MaterialPile { get { return address[6] & 0xFFFF; } }
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| 254 |
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| 255 | /// <summary>
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| 256 | /// pollution accumulated in the city
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| 257 | /// </summary>
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| 258 | public int PollutionPile { get { return (address[5] >> 16) & 0xFFFF; } }
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| 259 |
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| 260 | /// <summary>
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| 261 | /// size of food storage
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| 262 | /// </summary>
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| 263 | public int StorageSize { get { return Cevo.StorageSize[theEmpire.DifficultyLevel]; } }
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| 264 |
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| 265 | /// <summary>
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| 266 | /// number of units that might have their home in this city without requiring material support
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| 267 | /// </summary>
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| 268 | public int FreeSupport { get { return Size * Cevo.Pedia(theEmpire.Government).FreeSupport / 2; } }
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| 269 |
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| 270 | #region report
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| 271 | public int Morale { get { UpdateReport(); return report[3]; } }
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| 272 | public int Control { get { UpdateReport(); return report[9]; } }
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| 273 | public int Wealth { get { UpdateReport(); return report[20]; } }
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| 274 | public int Unrest { get { UpdateReport(); return 2 * report[8]; } }
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| 275 | public int HappinessBalance { get { UpdateReport(); return report[21]; } }
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| 276 | public int FoodSupport { get { UpdateReport(); return report[4]; } }
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| 277 | public int MaterialSupport { get { UpdateReport(); return report[5]; } }
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| 278 | public int ProductionCost { get { UpdateReport(); return report[6]; } }
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| 279 | public BaseResourceSet TotalResourcesFromArea { get { UpdateReport(); return new BaseResourceSet(report[10], report[11], report[12]); } }
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| 280 | public int FoodSurplus { get { UpdateReport(); return report[14]; } }
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| 281 | public int MaterialSurplus { get { UpdateReport(); return report[15]; } }
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| 282 | public int PollutionPlus { get { UpdateReport(); return report[16]; } }
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| 283 | public int Corruption { get { UpdateReport(); return report[17]; } }
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| 284 | public int TaxOutput { get { UpdateReport(); return report[18]; } }
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| 285 | public int ScienceOutput { get { UpdateReport(); return report[19]; } }
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| 286 | #endregion
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| 287 |
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| 288 | public int NumberOfExploitedLocations
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| 289 | {
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| 290 | get
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| 291 | {
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| 292 | int array = address[8];
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| 293 | int count = 0;
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| 294 | for (int V21 = 1; V21 < 27; V21++)
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| 295 | {
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| 296 | if ((array & (1 << V21)) != 0)
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| 297 | count++;
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| 298 | }
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| 299 | return count;
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| 300 | }
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| 301 | }
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| 302 |
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| 303 | public Location[] ExploitedLocations
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| 304 | {
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| 305 | get
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| 306 | {
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| 307 | int[] distance5IDs = new int[28];
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| 308 | theEmpire.Map.GetDistance5IDs(Location.ID, distance5IDs);
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| 309 | Location[] exploitedLocations = new Location[NumberOfExploitedLocations];
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| 310 | int array = address[8];
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| 311 | int count = 0;
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| 312 | for (int V21 = 1; V21 < 27; V21++)
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| 313 | {
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| 314 | if ((array & (1 << V21)) != 0)
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| 315 | {
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| 316 | exploitedLocations[count] = new Location(theEmpire, distance5IDs[V21]);
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| 317 | count++;
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| 318 | }
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| 319 | }
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| 320 | return exploitedLocations;
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| 321 | }
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| 322 | }
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| 323 |
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| 324 | //public XC GetExploitableLocations__Turn(ref ExploitableLocation[] exploitableLocations)
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| 325 | //{
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| 326 | // XC result;
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| 327 | // int[] distance5IDs = new int[28];
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| 328 | // theEmpire.Map.GetDistance5IDs(Location.ID, distance5IDs);
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| 329 |
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| 330 | // fixed (int* cityAreaInfo = new int[28], tileInfo = new int[4])
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| 331 | // {
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| 332 | // result = theEmpire.Play(Protocol.sGetCityAreaInfo, Location.ID, cityAreaInfo);
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| 333 | // if (result.OK)
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| 334 | // {
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| 335 | // int count = 0;
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| 336 | // for (int V21 = 1; V21 < 27; V21++)
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| 337 | // {
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| 338 | // if (distance5IDs[V21] >= 0)
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| 339 | // count++;
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| 340 | // }
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| 341 | // exploitableLocations = new ExploitableLocation[count];
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| 342 | // count = 0;
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| 343 | // for (int V21 = 1; V21 < 27; V21++)
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| 344 | // {
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| 345 | // if (distance5IDs[V21] >= 0)
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| 346 | // {
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| 347 | // int dy = (V21 >> 2) - 3;
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| 348 | // int dx = ((V21 & 3) << 1) - 3 + ((dy + 3) & 1);
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| 349 | // tileInfo[3] = indexInSharedMemory;
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| 350 | // theEmpire.Play(Protocol.sGetHypoCityTileInfo, distance5IDs[V21], tileInfo);
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| 351 | // exploitableLocations[count] = new ExploitableLocation(
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| 352 | // new Location(theEmpire, distance5IDs[V21]),
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| 353 | // new RC((dx + dy) >> 1, (dy - dx) >> 1),
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| 354 | // (ExploitableLocationStatus)cityAreaInfo[V21],
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| 355 | // new BaseResourceSet(tileInfo[0], tileInfo[1], tileInfo[2]));
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| 356 | // count++;
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| 357 | // }
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| 358 | // }
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| 359 | // }
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| 360 | // }
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| 361 | // return result;
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| 362 | //}
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| 363 |
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| 364 | /// <summary>
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| 365 | /// model of unit currently in production, null if production project is not a unit
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| 366 | /// </summary>
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| 367 | public Model UnitInProduction
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| 368 | {
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| 369 | get
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| 370 | {
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| 371 | int project = address[4] & 0xFFFF;
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| 372 | if ((project & Protocol.cpImp) != 0)
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| 373 | return null;
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| 374 | else
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| 375 | return theEmpire.Models[project & Protocol.cpIndex];
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| 376 | }
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| 377 | }
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| 378 |
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| 379 | /// <summary>
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| 380 | /// building currently in production, Building.None if production project is not a building
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| 381 | /// </summary>
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| 382 | public Building BuildingInProduction
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| 383 | {
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| 384 | get
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| 385 | {
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| 386 | int project = address[4] & 0xFFFF;
|
|---|
| 387 | if ((project & Protocol.cpImp) == 0)
|
|---|
| 388 | return Building.None;
|
|---|
| 389 | else
|
|---|
| 390 | return (Building)(project & Protocol.cpIndex);
|
|---|
| 391 | }
|
|---|
| 392 | }
|
|---|
| 393 |
|
|---|
| 394 | public bool CanSetBuildingInProduction__Turn(Building building)
|
|---|
| 395 | {
|
|---|
| 396 | return theEmpire.TestPlay(Protocol.sSetCityProject, indexInSharedMemory, ((int)building & Protocol.cpIndex) | Protocol.cpImp).OK;
|
|---|
| 397 | }
|
|---|
| 398 |
|
|---|
| 399 | /// <summary>
|
|---|
| 400 | /// persistent custom value
|
|---|
| 401 | /// </summary>
|
|---|
| 402 | public int Status
|
|---|
| 403 | {
|
|---|
| 404 | get { return address[1]; }
|
|---|
| 405 | set { address[1] = value; }
|
|---|
| 406 | }
|
|---|
| 407 |
|
|---|
| 408 | #region effective methods
|
|---|
| 409 | //public XC SetExploitedLocations__Turn(Location[] locations)
|
|---|
| 410 | //{
|
|---|
| 411 | // int[] distance5IDs = new int[28];
|
|---|
| 412 | // theEmpire.Map.GetDistance5IDs(Location.ID, distance5IDs);
|
|---|
| 413 | // int array = 0;
|
|---|
| 414 | // foreach (Location location in locations)
|
|---|
| 415 | // {
|
|---|
| 416 | // int V21 = Array.IndexOf<int>(distance5IDs, location.ID);
|
|---|
| 417 | // if (V21 < 0)
|
|---|
| 418 | // return new XC(ServerReturnCode.TileNotAvailable);
|
|---|
| 419 | // array += 1 << V21;
|
|---|
| 420 | // }
|
|---|
| 421 | // XC result = theEmpire.Play(Protocol.sSetCityTiles, indexInSharedMemory, array);
|
|---|
| 422 | // if (result.Effective)
|
|---|
| 423 | // InvalidateReport();
|
|---|
| 424 | // return result;
|
|---|
| 425 | //}
|
|---|
| 426 |
|
|---|
| 427 | /// <summary>
|
|---|
| 428 | /// Change selection of tiles to exploit by the city.
|
|---|
| 429 | /// Does not touch the tile selection of other cities.
|
|---|
| 430 | /// </summary>
|
|---|
| 431 | /// <param name="resourceWeights">selection strategy: how to weight the different resource types</param>
|
|---|
| 432 | /// <returns>result of operation</returns>
|
|---|
| 433 | public PlayResult OptimizeExploitedLocations__Turn(ResourceWeights resourceWeights)
|
|---|
| 434 | {
|
|---|
| 435 | PlayResult result;
|
|---|
| 436 | fixed (uint* cityTileAdvice = new uint[20])
|
|---|
| 437 | {
|
|---|
| 438 | cityTileAdvice[0] = resourceWeights.Code;
|
|---|
| 439 | result = theEmpire.Play(Protocol.sGetCityTileAdvice, indexInSharedMemory, cityTileAdvice);
|
|---|
| 440 | if (result.OK)
|
|---|
| 441 | result = theEmpire.Play(Protocol.sSetCityTiles, indexInSharedMemory, (int)cityTileAdvice[1]);
|
|---|
| 442 | }
|
|---|
| 443 | if (result.Effective)
|
|---|
| 444 | InvalidateReport();
|
|---|
| 445 | return result;
|
|---|
| 446 | }
|
|---|
| 447 |
|
|---|
| 448 | /// <summary>
|
|---|
| 449 | /// Do no longer exploit any tile except the tile of the city itself. Combined with OptimizeExploitedLocations, this can
|
|---|
| 450 | /// be used to set priorities for tile exploitation between cities with overlapping area. Typical sequence:
|
|---|
| 451 | /// (1) LowPriorityCity.StopExploitation
|
|---|
| 452 | /// (2) HighPriorityCity.OptimizeExploitedLocations
|
|---|
| 453 | /// (3) LowPriorityCity.OptimizeExploitedLocations
|
|---|
| 454 | /// Usually calling this should be followed by an OptimizeExploitedLocations for the same city within the same turn. Otherwise
|
|---|
| 455 | /// the city will remain in the non-exploiting state and start to decline.
|
|---|
| 456 | /// </summary>
|
|---|
| 457 | /// <returns>result of operation</returns>
|
|---|
| 458 | public PlayResult StopExploitation__Turn()
|
|---|
| 459 | {
|
|---|
| 460 | PlayResult result = theEmpire.Play(Protocol.sSetCityTiles, indexInSharedMemory, 1<<13);
|
|---|
| 461 | if (result.Effective)
|
|---|
| 462 | InvalidateReport();
|
|---|
| 463 | return result;
|
|---|
| 464 | }
|
|---|
| 465 |
|
|---|
| 466 | /// <summary>
|
|---|
| 467 | /// Change production project to a unit.
|
|---|
| 468 | /// </summary>
|
|---|
| 469 | /// <param name="model">model of the unit to produce</param>
|
|---|
| 470 | /// <param name="options">options</param>
|
|---|
| 471 | /// <returns>result of operation</returns>
|
|---|
| 472 | public PlayResult SetUnitInProduction__Turn(Model model, UnitProductionOptions options)
|
|---|
| 473 | {
|
|---|
| 474 | int optionArray = 0;
|
|---|
| 475 | if ((options & UnitProductionOptions.AsConscripts) != 0)
|
|---|
| 476 | optionArray += Protocol.cpConscripts;
|
|---|
| 477 | if ((options & UnitProductionOptions.AllowDisbandCity) != 0)
|
|---|
| 478 | optionArray += Protocol.cpDisbandCity;
|
|---|
| 479 | PlayResult result = theEmpire.Play(Protocol.sSetCityProject, indexInSharedMemory, model.IndexInSharedMemory | optionArray);
|
|---|
| 480 | if (result.Effective)
|
|---|
| 481 | InvalidateReport();
|
|---|
| 482 | return result;
|
|---|
| 483 | }
|
|---|
| 484 |
|
|---|
| 485 | /// <summary>
|
|---|
| 486 | /// Change production project to a unit.
|
|---|
| 487 | /// </summary>
|
|---|
| 488 | /// <param name="model">model of the unit to produce</param>
|
|---|
| 489 | /// <returns>result of operation</returns>
|
|---|
| 490 | public PlayResult SetUnitInProduction__Turn(Model model)
|
|---|
| 491 | {
|
|---|
| 492 | return SetUnitInProduction__Turn(model, UnitProductionOptions.None);
|
|---|
| 493 | }
|
|---|
| 494 |
|
|---|
| 495 | /// <summary>
|
|---|
| 496 | /// Change production project to a buiding or wonder.
|
|---|
| 497 | /// </summary>
|
|---|
| 498 | /// <param name="building">the building to produce</param>
|
|---|
| 499 | /// <returns>result of operation</returns>
|
|---|
| 500 | public PlayResult SetBuildingInProduction__Turn(Building building)
|
|---|
| 501 | {
|
|---|
| 502 | PlayResult result = theEmpire.Play(Protocol.sSetCityProject, indexInSharedMemory, ((int)building & Protocol.cpIndex) | Protocol.cpImp);
|
|---|
| 503 | if (result.Effective)
|
|---|
| 504 | InvalidateReport();
|
|---|
| 505 | return result;
|
|---|
| 506 | }
|
|---|
| 507 |
|
|---|
| 508 | /// <summary>
|
|---|
| 509 | /// stop production and set production to trade goods
|
|---|
| 510 | /// </summary>
|
|---|
| 511 | /// <returns>result of operation</returns>
|
|---|
| 512 | public PlayResult StopProduction__Turn()
|
|---|
| 513 | {
|
|---|
| 514 | return SetBuildingInProduction__Turn(Building.None);
|
|---|
| 515 | }
|
|---|
| 516 |
|
|---|
| 517 | /// <summary>
|
|---|
| 518 | /// buy material to complete the production in the next turn
|
|---|
| 519 | /// </summary>
|
|---|
| 520 | /// <returns>result of operation</returns>
|
|---|
| 521 | public PlayResult BuyMaterial__Turn()
|
|---|
| 522 | {
|
|---|
| 523 | return theEmpire.Play(Protocol.sBuyCityProject, indexInSharedMemory);
|
|---|
| 524 | }
|
|---|
| 525 |
|
|---|
| 526 | /// <summary>
|
|---|
| 527 | /// sell an existing building
|
|---|
| 528 | /// </summary>
|
|---|
| 529 | /// <param name="building">the building to sell</param>
|
|---|
| 530 | /// <returns>result of operation</returns>
|
|---|
| 531 | public PlayResult SellBuilding__Turn(Building building)
|
|---|
| 532 | {
|
|---|
| 533 | PlayResult result = theEmpire.Play(Protocol.sSellCityImprovement, indexInSharedMemory, (int)building);
|
|---|
| 534 | if (result.Effective)
|
|---|
| 535 | {
|
|---|
| 536 | if (building == Building.Palace || building == Building.StockExchange || building == Building.SpacePort)
|
|---|
| 537 | theEmpire.InvalidateAllCityReports();
|
|---|
| 538 | else
|
|---|
| 539 | InvalidateReport();
|
|---|
| 540 | }
|
|---|
| 541 | return result;
|
|---|
| 542 | }
|
|---|
| 543 |
|
|---|
| 544 | /// <summary>
|
|---|
| 545 | /// rebuild an existing building
|
|---|
| 546 | /// </summary>
|
|---|
| 547 | /// <param name="building">the building to rebuild</param>
|
|---|
| 548 | /// <returns>result of operation</returns>
|
|---|
| 549 | public PlayResult RebuildBuilding__Turn(Building building)
|
|---|
| 550 | {
|
|---|
| 551 | PlayResult result = theEmpire.Play(Protocol.sRebuildCityImprovement, indexInSharedMemory, (int)building);
|
|---|
| 552 | if (result.Effective)
|
|---|
| 553 | {
|
|---|
| 554 | if (building == Building.Palace || building == Building.StockExchange || building == Building.SpacePort)
|
|---|
| 555 | theEmpire.InvalidateAllCityReports();
|
|---|
| 556 | else
|
|---|
| 557 | InvalidateReport();
|
|---|
| 558 | }
|
|---|
| 559 | return result;
|
|---|
| 560 | }
|
|---|
| 561 | #endregion
|
|---|
| 562 |
|
|---|
| 563 | #region template internal stuff
|
|---|
| 564 | int indexInSharedMemory = -1;
|
|---|
| 565 | int* address;
|
|---|
| 566 | int[] report = new int[22];
|
|---|
| 567 | bool isReportValid = false;
|
|---|
| 568 |
|
|---|
| 569 | void UpdateReport()
|
|---|
| 570 | {
|
|---|
| 571 | if (!isReportValid)
|
|---|
| 572 | {
|
|---|
| 573 | report[0] = -1;
|
|---|
| 574 | report[1] = -1;
|
|---|
| 575 | report[2] = -1;
|
|---|
| 576 | fixed (int* data = report)
|
|---|
| 577 | {
|
|---|
| 578 | theEmpire.Play(Protocol.sGetCityReportNew, indexInSharedMemory, data);
|
|---|
| 579 | }
|
|---|
| 580 | isReportValid = true;
|
|---|
| 581 | }
|
|---|
| 582 | }
|
|---|
| 583 |
|
|---|
| 584 | /// <summary>
|
|---|
| 585 | /// INTERNAL - only access from CevoAILib classes!
|
|---|
| 586 | /// </summary>
|
|---|
| 587 | public int IndexInSharedMemory
|
|---|
| 588 | {
|
|---|
| 589 | get { return indexInSharedMemory; }
|
|---|
| 590 | set
|
|---|
| 591 | {
|
|---|
| 592 | if (value != indexInSharedMemory)
|
|---|
| 593 | {
|
|---|
| 594 | indexInSharedMemory = value;
|
|---|
| 595 | if (indexInSharedMemory >= 0)
|
|---|
| 596 | address = (int*)theEmpire.address[5] + ROReadPoint.SizeOfCity * indexInSharedMemory;
|
|---|
| 597 | }
|
|---|
| 598 | }
|
|---|
| 599 | }
|
|---|
| 600 |
|
|---|
| 601 | /// <summary>
|
|---|
| 602 | /// INTERNAL - only call from CevoAILib classes!
|
|---|
| 603 | /// </summary>
|
|---|
| 604 | public void InvalidateReport() { isReportValid = false; }
|
|---|
| 605 | #endregion
|
|---|
| 606 | }
|
|---|
| 607 |
|
|---|
| 608 | /// <summary>
|
|---|
| 609 | /// foreign city, abstract base class
|
|---|
| 610 | /// </summary>
|
|---|
| 611 | unsafe abstract class AForeignCity : ICity
|
|---|
| 612 | {
|
|---|
| 613 | protected readonly Empire theEmpire;
|
|---|
| 614 | protected readonly int id;
|
|---|
| 615 |
|
|---|
| 616 | public AForeignCity(Empire empire, int indexInSharedMemory)
|
|---|
| 617 | {
|
|---|
| 618 | this.theEmpire = empire;
|
|---|
| 619 | IndexInSharedMemory = indexInSharedMemory;
|
|---|
| 620 | id = (address[3] >> 16) & 0xFFFF; // save to be able to find city back
|
|---|
| 621 | }
|
|---|
| 622 |
|
|---|
| 623 | public override string ToString()
|
|---|
| 624 | {
|
|---|
| 625 | return string.Format("{0}.{1}@{2}", (id >> 12) & 0xF, id & 0xFFF, address[0]);
|
|---|
| 626 | }
|
|---|
| 627 |
|
|---|
| 628 | #region ICity Members
|
|---|
| 629 | /// <summary>
|
|---|
| 630 | /// true - city still exists, false - city has been destroyed
|
|---|
| 631 | /// </summary>
|
|---|
| 632 | public bool Exists { get { return indexInSharedMemory >= 0; } }
|
|---|
| 633 |
|
|---|
| 634 | /// <summary>
|
|---|
| 635 | /// unique city ID
|
|---|
| 636 | /// </summary>
|
|---|
| 637 | public int ID { get { return id; } }
|
|---|
| 638 |
|
|---|
| 639 | public Location Location { get { return new Location(theEmpire, address[0]); } }
|
|---|
| 640 | public Nation Nation { get { return new Nation(theEmpire, address[3] & 0xFFFF); } }
|
|---|
| 641 | public Nation Founder { get { return new Nation(theEmpire, (id >> 12) & 0xF); } }
|
|---|
| 642 |
|
|---|
| 643 | /// <summary>
|
|---|
| 644 | /// number of cities the founding nation founded before this one
|
|---|
| 645 | /// </summary>
|
|---|
| 646 | public int SerialNo { get { return id & 0xFFF; } }
|
|---|
| 647 |
|
|---|
| 648 | public int Size { get { return address[4] & 0xFFFF; } }
|
|---|
| 649 |
|
|---|
| 650 | /// <summary>
|
|---|
| 651 | /// Whether the city has a specific building or wonder.
|
|---|
| 652 | /// Only works for buildings which are known if built in a foreign city.
|
|---|
| 653 | /// These are: wonders, palace, space port and all defense facilities.
|
|---|
| 654 | /// For all others, the return value is always false.
|
|---|
| 655 | /// </summary>
|
|---|
| 656 | /// <param name="building">the building</param>
|
|---|
| 657 | /// <returns>whether building exists in this city</returns>
|
|---|
| 658 | public bool Has(Building building)
|
|---|
| 659 | {
|
|---|
| 660 | switch (building)
|
|---|
| 661 | {
|
|---|
| 662 | case Building.Palace:
|
|---|
| 663 | return (address[4] & (Protocol.ciCapital << 16)) != 0;
|
|---|
| 664 | case Building.SpacePort:
|
|---|
| 665 | return (address[4] & (Protocol.ciSpacePort << 16)) != 0;
|
|---|
| 666 | case Building.CommandBunker:
|
|---|
| 667 | return (address[4] & (Protocol.ciBunker << 16)) != 0;
|
|---|
| 668 | case Building.CityWalls:
|
|---|
| 669 | return (address[4] & (Protocol.ciWalled << 16)) != 0;
|
|---|
| 670 | case Building.CoastalFortress:
|
|---|
| 671 | return (address[4] & (Protocol.ciCoastalFort << 16)) != 0;
|
|---|
| 672 | case Building.SAM:
|
|---|
| 673 | return (address[4] & (Protocol.ciMissileBat << 16)) != 0;
|
|---|
| 674 | default:
|
|---|
| 675 | if (building < Building.WonderRange)
|
|---|
| 676 | return theEmpire.Wonder_IsInCity(building, this);
|
|---|
| 677 | else
|
|---|
| 678 | return false; // unknown
|
|---|
| 679 | }
|
|---|
| 680 | }
|
|---|
| 681 | #endregion
|
|---|
| 682 |
|
|---|
| 683 | /// <summary>
|
|---|
| 684 | /// city size and building information dates back to this turn
|
|---|
| 685 | /// </summary>
|
|---|
| 686 | public int TurnOfInformation { get { return Location.TurnObservedLast; } }
|
|---|
| 687 |
|
|---|
| 688 | /// <summary>
|
|---|
| 689 | /// persistent custom value
|
|---|
| 690 | /// </summary>
|
|---|
| 691 | public int Status
|
|---|
| 692 | {
|
|---|
| 693 | get { return address[1]; }
|
|---|
| 694 | set { address[1] = value; }
|
|---|
| 695 | }
|
|---|
| 696 |
|
|---|
| 697 | #region template internal stuff
|
|---|
| 698 | int indexInSharedMemory = -1;
|
|---|
| 699 | int* address;
|
|---|
| 700 |
|
|---|
| 701 | /// <summary>
|
|---|
| 702 | /// INTERNAL - only access from CevoAILib classes!
|
|---|
| 703 | /// </summary>
|
|---|
| 704 | public int IndexInSharedMemory
|
|---|
| 705 | {
|
|---|
| 706 | get { return indexInSharedMemory; }
|
|---|
| 707 | set
|
|---|
| 708 | {
|
|---|
| 709 | if (value != indexInSharedMemory)
|
|---|
| 710 | {
|
|---|
| 711 | indexInSharedMemory = value;
|
|---|
| 712 | if (indexInSharedMemory >= 0)
|
|---|
| 713 | address = (int*)theEmpire.address[8] + ROReadPoint.SizeOfCityInfo * indexInSharedMemory;
|
|---|
| 714 | }
|
|---|
| 715 | }
|
|---|
| 716 | }
|
|---|
| 717 | #endregion
|
|---|
| 718 | }
|
|---|
| 719 | }
|
|---|