| 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 Terrain
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| 8 | {
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| 9 | Unknown = 0x00, DeadLands = 0x01, Ocean = 0x02, Shore = 0x03, Grassland = 0x04, Desert = 0x05, Prairie = 0x06,
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| 10 | Tundra = 0x07, Arctic = 0x08, Swamp = 0x09, Plains = 0x0A, Forest = 0x0B, Hills = 0x0C, Mountains = 0x0D,
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| 11 | Cobalt = 0x11, Fish = 0x13, Oasis = 0x15, Wheat = 0x16, Gold = 0x17, Ivory = 0x18, Peat = 0x19, Game = 0x1B, Wine = 0x1C, Iron = 0x1D,
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| 12 | Uranium = 0x21, Manganese = 0x23, Oil = 0x25, Bauxite = 0x26, Gas = 0x27, MineralWater = 0x2B, Coal = 0x2C, Diamonds = 0x2D, Mercury = 0x31
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| 13 | }
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| 14 |
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| 15 | enum TerrainImprovement { None = 0x0, Irrigation = 0x1, Farm = 0x2, Mine = 0x3, Fortress = 0x4, Base = 0x5 }
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| 16 |
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| 17 | unsafe sealed class Map
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| 18 | {
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| 19 | readonly AEmpire theEmpire;
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| 20 | public readonly int Size;
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| 21 | public readonly int SizeX;
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| 22 | public readonly int SizeY;
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| 23 | public readonly int LandMass;
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| 24 |
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| 25 | public Map(AEmpire empire, int sizeX, int sizeY, int landMass)
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| 26 | {
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| 27 | this.theEmpire = empire;
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| 28 | Size = sizeX * sizeY;
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| 29 | this.SizeX = sizeX;
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| 30 | this.SizeY = sizeY >> 1;
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| 31 | this.LandMass = landMass;
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| 32 | Ground = (int*)empire.address[1];
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| 33 | ObservedLast = (short*)empire.address[2];
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| 34 | Territory = (sbyte*)empire.address[3];
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| 35 | }
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| 36 |
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| 37 | /// <summary>
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| 38 | /// during own turn, trigger refresh of display of all values set using Location.SetDebugDisplay
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| 39 | /// (not necessary in the end of the turn because refresh happens automatically then)
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| 40 | /// </summary>
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| 41 | public void RefreshDebugDisplay()
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| 42 | {
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| 43 | theEmpire.Play(Protocol.sRefreshDebugMap);
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| 44 | }
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| 45 |
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| 46 | #region template internal stuff
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| 47 | /// <summary>
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| 48 | /// INTERNAL - only access from CevoAILib classes!
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| 49 | /// </summary>
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| 50 | public readonly int* Ground;
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| 51 |
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| 52 | /// <summary>
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| 53 | /// INTERNAL - only access from CevoAILib classes!
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| 54 | /// </summary>
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| 55 | public readonly short* ObservedLast;
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| 56 |
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| 57 | /// <summary>
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| 58 | /// INTERNAL - only access from CevoAILib classes!
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| 59 | /// </summary>
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| 60 | public readonly sbyte* Territory;
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| 61 |
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| 62 | /// <summary>
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| 63 | /// INTERNAL - only call from CevoAILib classes!
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| 64 | /// special return values: -0x1000 southpole, -0xFFF..-1 northpole
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| 65 | /// </summary>
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| 66 | /// <param name="locationID">id of base location</param>
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| 67 | /// <param name="neighborIDs">return value array, must have length of 8</param>
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| 68 | public void GetNeighborIDs(int locationID, int[] neighborIDs)
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| 69 | {
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| 70 | int wrap = SizeX;
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| 71 | int y0 = locationID / wrap;
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| 72 | int x0 = locationID - y0 * wrap;
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| 73 |
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| 74 | neighborIDs[1] = locationID + wrap * 2;
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| 75 | neighborIDs[3] = locationID - 1;
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| 76 | neighborIDs[5] = locationID - wrap * 2;
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| 77 | neighborIDs[7] = locationID + 1;
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| 78 | locationID += y0 & 1;
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| 79 | neighborIDs[0] = locationID + wrap;
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| 80 | neighborIDs[2] = locationID + wrap - 1;
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| 81 | neighborIDs[4] = locationID - wrap - 1;
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| 82 | neighborIDs[6] = locationID - wrap;
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| 83 |
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| 84 | // world is round!
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| 85 | if (x0 < wrap - 1)
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| 86 | {
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| 87 | if (x0 == 0)
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| 88 | {
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| 89 | neighborIDs[3] += wrap;
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| 90 | if ((y0 & 1) == 0)
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| 91 | {
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| 92 | neighborIDs[2] += wrap;
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| 93 | neighborIDs[4] += wrap;
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| 94 | }
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| 95 | }
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| 96 | }
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| 97 | else
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| 98 | {
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| 99 | neighborIDs[7] -= wrap;
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| 100 | if ((y0 & 1) == 1)
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| 101 | {
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| 102 | neighborIDs[0] -= wrap;
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| 103 | neighborIDs[6] -= wrap;
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| 104 | }
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| 105 | }
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| 106 |
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| 107 | // check south pole
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| 108 | switch ((SizeY << 1) - y0)
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| 109 | {
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| 110 | case 1:
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| 111 | {
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| 112 | neighborIDs[0] = -0x1000;
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| 113 | neighborIDs[1] = -0x1000;
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| 114 | neighborIDs[2] = -0x1000;
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| 115 | break;
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| 116 | }
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| 117 | case 2:
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| 118 | {
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| 119 | neighborIDs[1] = -0x1000;
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| 120 | break;
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| 121 | }
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| 122 | }
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| 123 | }
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| 124 |
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| 125 | /// <summary>
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| 126 | /// INTERNAL - only call from CevoAILib classes!
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| 127 | /// special return values: -0x2000 gap (V21 invalid), -0x1000 southpole, -0xFFF..-1 northpole
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| 128 | /// </summary>
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| 129 | /// <param name="locationID">id of base location</param>
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| 130 | /// <param name="distance5IDs">return value array, must have length of 28</param>
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| 131 | public void GetDistance5IDs(int locationID, int[] distance5IDs)
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| 132 | {
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| 133 | int wrap = SizeX;
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| 134 | int y0 = locationID / wrap;
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| 135 | int xComponent0 = locationID - y0 * wrap - 1;
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| 136 | int xComponentSwitch = xComponent0 - 1 + (y0 & 1);
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| 137 | if (xComponent0 < 0)
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| 138 | xComponent0 += wrap;
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| 139 | if (xComponentSwitch < 0)
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| 140 | xComponentSwitch += wrap;
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| 141 | xComponentSwitch = xComponentSwitch ^ xComponent0; // allows easy switching between 2 values
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| 142 | int yComponent = wrap * (y0 - 3); // may start negative
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| 143 | int V21 = 0;
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| 144 | int bit = 1;
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| 145 | for (int dy = 0; dy < 7; dy++)
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| 146 | {
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| 147 | if (yComponent < Size)
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| 148 | {
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| 149 | xComponent0 = xComponent0 ^ xComponentSwitch; // switch
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| 150 | int xComponent = xComponent0;
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| 151 | for (int dx = 0; dx < 4; dx++)
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| 152 | {
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| 153 | if ((bit & 0x67F7F76) != 0)
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| 154 | distance5IDs[V21] = xComponent + yComponent;
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| 155 | else
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| 156 | distance5IDs[V21] = -0x2000;
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| 157 | xComponent++;
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| 158 | if (xComponent >= wrap)
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| 159 | xComponent -= wrap;
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| 160 | V21++;
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| 161 | bit <<= 1;
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| 162 | }
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| 163 | yComponent += wrap;
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| 164 | }
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| 165 | else
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| 166 | {
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| 167 | for (int dx = 0; dx < 4; dx++)
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| 168 | {
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| 169 | if ((bit & 0x67F7F76) != 0)
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| 170 | distance5IDs[V21] = -0x1000;
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| 171 | else
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| 172 | distance5IDs[V21] = -0x2000;
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| 173 | V21++;
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| 174 | bit <<= 1;
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| 175 | }
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| 176 | }
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| 177 | }
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| 178 | }
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| 179 | #endregion
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| 180 | }
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| 181 |
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| 182 | struct RC // relative coordinates
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| 183 | {
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| 184 | public readonly int a;
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| 185 | public readonly int b;
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| 186 |
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| 187 | public RC(int a, int b)
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| 188 | {
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| 189 | this.a = a;
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| 190 | this.b = b;
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| 191 | }
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| 192 |
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| 193 | public override string ToString()
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| 194 | {
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| 195 | return string.Format("({0},{1})",a, b);
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| 196 | }
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| 197 |
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| 198 | public static bool operator ==(RC RC1, RC RC2) { return RC1.a == RC2.a && RC1.b == RC2.b; }
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| 199 | public static bool operator !=(RC RC1, RC RC2) { return RC1.a != RC2.a || RC1.b != RC2.b; }
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| 200 | public override bool Equals(object obj) { return a == ((RC)obj).a && b == ((RC)obj).b; }
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| 201 | public override int GetHashCode() { return a + (b << 16); }
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| 202 |
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| 203 | public static RC operator +(RC RC1, RC RC2) { return new RC(RC1.a + RC2.a, RC1.b + RC2.b); }
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| 204 | public static RC operator -(RC RC1, RC RC2) { return new RC(RC1.a - RC2.a, RC1.b - RC2.b); }
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| 205 |
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| 206 | /// <summary>
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| 207 | /// Absolute distance regardless of direction.
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| 208 | /// One tile counts 2 if straight, 3 if diagonal.
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| 209 | /// </summary>
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| 210 | public int Distance
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| 211 | {
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| 212 | get
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| 213 | {
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| 214 | int adx = Math.Abs(a-b);
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| 215 | int ady = Math.Abs(a+b);
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| 216 | return adx + ady + (Math.Abs(adx - ady) >> 1);
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| 217 | }
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| 218 | }
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| 219 | }
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| 220 |
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| 221 | struct OtherLocation
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| 222 | {
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| 223 | public readonly Location Location;
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| 224 | public readonly RC RC;
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| 225 |
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| 226 | public OtherLocation(Location location, RC RC) // location is the other location, RC the coordinate relative to an origin tile not stored
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| 227 | {
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| 228 | this.Location = location;
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| 229 | this.RC = RC;
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| 230 | }
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| 231 | }
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| 232 |
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| 233 | struct JobProgress
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| 234 | {
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| 235 | public readonly int Required;
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| 236 | public readonly int Done;
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| 237 | public readonly int NextTurnPlus;
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| 238 |
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| 239 | public JobProgress(int Required, int Done, int NextTurnPlus)
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| 240 | {
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| 241 | this.Required = Required;
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| 242 | this.Done = Done;
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| 243 | this.NextTurnPlus = NextTurnPlus;
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| 244 | }
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| 245 | }
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| 246 |
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| 247 | unsafe struct Location
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| 248 | {
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| 249 | readonly AEmpire theEmpire;
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| 250 | public readonly int ID;
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| 251 | readonly int* address;
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| 252 |
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| 253 | static readonly int[] V8_a = { 1, 1, 0, -1, -1, -1, 0, 1 };
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| 254 | static readonly int[] V8_b = { 0, 1, 1, 1, 0, -1, -1, -1 };
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| 255 |
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| 256 | // for internal use, if used check < Map.Size, because not checked internally
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| 257 | public Location(AEmpire empire, int ID)
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| 258 | {
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| 259 | this.theEmpire = empire;
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| 260 | this.ID = ID;
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| 261 | this.address = theEmpire.Map.Ground + ID;
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| 262 | }
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| 263 |
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| 264 | public override string ToString()
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| 265 | {
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| 266 | return string.Format("{0}", ID);
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| 267 | }
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| 268 |
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| 269 | public static bool operator ==(Location location1, Location location2) { return location1.ID == location2.ID; }
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| 270 | public static bool operator !=(Location location1, Location location2) { return location1.ID != location2.ID; }
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| 271 | public override bool Equals(object obj) { return ID == ((Location)obj).ID; }
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| 272 | public override int GetHashCode() { return ID; }
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| 273 |
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| 274 | public static RC operator -(Location location1, Location location2)
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| 275 | {
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| 276 | int wrap = location2.theEmpire.Map.SizeX;
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| 277 | int y1 = location2.ID / wrap;
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| 278 | int x1 = location2.ID - y1 * wrap;
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| 279 | int dy = location1.ID / wrap;
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| 280 | int dx = location1.ID - dy * wrap;
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| 281 | dx = ((dx * 2 + (dy & 1)) - (x1 * 2 + (y1 & 1)) + 3 * wrap) % (2 * wrap) - wrap;
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| 282 | dy -= y1;
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| 283 | return new RC((dx + dy) >> 1, (dy - dx) >> 1);
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| 284 | }
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| 285 |
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| 286 | public static Location operator +(Location location, RC RC)
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| 287 | {
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| 288 | int wrap = location.theEmpire.Map.SizeX;
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| 289 | int y0 = location.ID / wrap;
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| 290 | int otherLocationID = (location.ID + ((RC.a - RC.b + (y0 & 1) + wrap * 2) >> 1)) % wrap + wrap * (y0 + RC.a + RC.b);
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| 291 | if (otherLocationID >= location.theEmpire.Map.Size)
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| 292 | otherLocationID = -0x1000;
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| 293 | return new Location(location.theEmpire, otherLocationID);
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| 294 | }
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| 295 |
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| 296 | public static Location operator -(Location location, RC RC) { return location + new RC(-RC.a, -RC.b); }
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| 297 |
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| 298 | /// <summary>
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| 299 | /// true if location is on the map, false if beyond upper or lower edge of the map
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| 300 | /// </summary>
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| 301 | public bool IsValid { get { return ID >= 0; } }
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| 302 |
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| 303 | /// <summary>
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| 304 | /// set number shown on debug map
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| 305 | /// </summary>
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| 306 | /// <param name="value">number, 0 for nothing</param>
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| 307 | public void SetDebugDisplay(int value)
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| 308 | {
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| 309 | if (ID >= 0)
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| 310 | theEmpire.debugMapAddress[ID] = value;
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| 311 | }
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| 312 |
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| 313 | /// <summary>
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| 314 | /// Set of all adjacent locations.
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| 315 | /// All locations returned are on the map.
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| 316 | /// Usually the array has 8 elements, but it's less if the location is close to the upper or lower edge of the map.
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| 317 | /// Take the result as a set with no specific order. Don't rely on the array indices to always have the same meaning.
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| 318 | /// </summary>
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| 319 | public OtherLocation[] Neighbors
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| 320 | {
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| 321 | get
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| 322 | {
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| 323 | int[] neighborIDs = new int[8];
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| 324 | theEmpire.Map.GetNeighborIDs(ID, neighborIDs);
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| 325 | int count = 0;
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| 326 | for (int V8 = 0; V8 < 8; V8++)
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| 327 | {
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| 328 | if (neighborIDs[V8] >= 0)
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| 329 | count++;
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| 330 | }
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| 331 | OtherLocation[] neighbors = new OtherLocation[count];
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| 332 | count = 0;
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| 333 | for (int V8 = 0; V8 < 8; V8++)
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| 334 | {
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| 335 | if (neighborIDs[V8] >= 0)
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| 336 | {
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| 337 | neighbors[count] = new OtherLocation(new Location(theEmpire, neighborIDs[V8]), new RC(V8_a[V8], V8_b[V8]));
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| 338 | count++;
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| 339 | }
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| 340 | }
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| 341 | return neighbors;
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| 342 | }
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| 343 | }
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| 344 |
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| 345 | /// <summary>
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| 346 | /// Set of all locations with a distance of 5 or less, including the location itself.
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| 347 | /// This is the city radius, and also it's the extended visibility radius of units.
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| 348 | /// All locations returned are on the map.
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| 349 | /// Usually the array has 21 elements, but it's less if the location is close to the upper or lower edge of the map.
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| 350 | /// Take the result as a set with no specific order. Don't rely on the array indices to always have the same meaning.
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| 351 | /// </summary>
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| 352 | public OtherLocation[] Distance5Area
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| 353 | {
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| 354 | get
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| 355 | {
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| 356 | int[] distance5IDs = new int[28];
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| 357 | theEmpire.Map.GetDistance5IDs(ID, distance5IDs);
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| 358 | int count = 0;
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| 359 | for (int V21 = 1; V21 < 27; V21++)
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| 360 | {
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| 361 | if (distance5IDs[V21] >= 0)
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| 362 | count++;
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| 363 | }
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| 364 | OtherLocation[] distance5Area = new OtherLocation[count];
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| 365 | count = 0;
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| 366 | for (int V21 = 1; V21 < 27; V21++)
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| 367 | {
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| 368 | if (distance5IDs[V21] >= 0)
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| 369 | {
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| 370 | int dy = (V21 >> 2) - 3;
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| 371 | int dx = ((V21 & 3) << 1) - 3 + ((dy + 3) & 1);
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| 372 | distance5Area[count] = new OtherLocation(new Location(theEmpire, distance5IDs[V21]), new RC((dx + dy) >> 1, (dy - dx) >> 1));
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| 373 | count++;
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| 374 | }
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| 375 | }
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| 376 | return distance5Area;
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| 377 | }
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| 378 | }
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| 379 |
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| 380 | /// <summary>
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| 381 | /// whether this location is adjacent to another one
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| 382 | /// </summary>
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| 383 | /// <param name="otherLocation">the other location</param>
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| 384 | /// <returns>true if adjacent, false if not adjacent, also false if identical</returns>
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| 385 | public bool IsNeighborOf(Location otherLocation)
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| 386 | {
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| 387 | int[] neighborIDs = new int[8];
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| 388 | theEmpire.Map.GetNeighborIDs(ID, neighborIDs);
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| 389 | return Array.IndexOf<int>(neighborIDs, otherLocation.ID) >= 0;
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| 390 | }
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| 391 |
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| 392 | #region basic info
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| 393 | /// <summary>
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| 394 | /// Simulation of latitude, returns value between -90 and 90.
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| 395 | /// (May be used for strategic consideration and climate estimation.)
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| 396 | /// </summary>
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| 397 | public int Latitude { get { return 90 - (ID / theEmpire.Map.SizeX) * 180 / ((theEmpire.Map.SizeY << 1) - 1); } }
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| 398 |
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| 399 | /// <summary>
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| 400 | /// whether the tile at this location was visible to an own unit or city at any point in the game
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| 401 | /// </summary>
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| 402 | public bool IsDiscovered { get { return (*address & 0x1F) != 0x1F; } }
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| 403 |
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| 404 | /// <summary>
|
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| 405 | /// whether the tile is visible to an own unit or city in this turn
|
|---|
| 406 | /// </summary>
|
|---|
| 407 | public bool IsObserved { get { return (*address & 0x100000) != 0; } }
|
|---|
| 408 |
|
|---|
| 409 | /// <summary>
|
|---|
| 410 | /// whether the tile is visible to an own special commando or spy plane in this turn
|
|---|
| 411 | /// </summary>
|
|---|
| 412 | public bool IsSpiedOut { get { return (*address & 0x20000) != 0; } }
|
|---|
| 413 |
|
|---|
| 414 | /// <summary>
|
|---|
| 415 | /// turn in which the tile was visible to an own unit or city last
|
|---|
| 416 | /// </summary>
|
|---|
| 417 | public int TurnObservedLast { get { return theEmpire.Map.ObservedLast[ID]; } }
|
|---|
| 418 |
|
|---|
| 419 | /// <summary>
|
|---|
| 420 | /// whether an own city at this location would be protected by the great wall
|
|---|
| 421 | /// </summary>
|
|---|
| 422 | public bool IsGreatWallProtected { get { return (*address & 0x10000) != 0; } }
|
|---|
| 423 |
|
|---|
| 424 | /// <summary>
|
|---|
| 425 | /// Whether tile can not be moved to because it's in the territory of a nation that we are in peace with but not allied.
|
|---|
| 426 | /// </summary>
|
|---|
| 427 | public bool IsDisallowedTerritory { get { return (*address & 0x40000000) != 0; } }
|
|---|
| 428 |
|
|---|
| 429 | /// <summary>
|
|---|
| 430 | /// whether units located here have 2 tiles observation range (distance 5) instead of adjacent locations only
|
|---|
| 431 | /// </summary>
|
|---|
| 432 | public bool ProvidesExtendedObservationRange
|
|---|
| 433 | {
|
|---|
| 434 | get
|
|---|
| 435 | {
|
|---|
| 436 | return BaseTerrain == Terrain.Mountains ||
|
|---|
| 437 | Improvement == TerrainImprovement.Fortress ||
|
|---|
| 438 | Improvement == TerrainImprovement.Base;
|
|---|
| 439 | }
|
|---|
| 440 | }
|
|---|
| 441 | #endregion
|
|---|
| 442 |
|
|---|
| 443 | #region terrain
|
|---|
| 444 | /// <summary>
|
|---|
| 445 | /// Exact terrain type including special resources.
|
|---|
| 446 | /// </summary>
|
|---|
| 447 | public Terrain Terrain
|
|---|
| 448 | {
|
|---|
| 449 | get
|
|---|
| 450 | {
|
|---|
| 451 | int raw = *address;
|
|---|
| 452 | if ((raw & 0x1F) == 0x1F)
|
|---|
| 453 | return Terrain.Unknown;
|
|---|
| 454 | else if ((raw & 0x1000000) != 0)
|
|---|
| 455 | return Terrain.DeadLands + ((raw >> 21) & 0x30);
|
|---|
| 456 | else if ((raw & 0x7F) == 0x22)
|
|---|
| 457 | return Terrain.Plains;
|
|---|
| 458 | else
|
|---|
| 459 | return (Terrain)((raw & 0xF) + ((raw >> 1) & 0x30) + 2);
|
|---|
| 460 | }
|
|---|
| 461 | }
|
|---|
| 462 |
|
|---|
| 463 | /// <summary>
|
|---|
| 464 | /// Base terrain type not including special resources.
|
|---|
| 465 | /// </summary>
|
|---|
| 466 | public Terrain BaseTerrain { get { return (Terrain)((int)Terrain & 0xF); } }
|
|---|
| 467 |
|
|---|
| 468 | /// <summary>
|
|---|
| 469 | /// Whether it's a water tile (terrain Ocean or Shore).
|
|---|
| 470 | /// </summary>
|
|---|
| 471 | public bool IsWater { get { return (*address & 0x1E) == 0x00; } }
|
|---|
| 472 |
|
|---|
| 473 | /// <summary>
|
|---|
| 474 | /// damage dealt to a unit which is not resistant to hostile terrain if that unit stays at this location for a full turn
|
|---|
| 475 | /// </summary>
|
|---|
| 476 | public int OneTurnHostileDamage
|
|---|
| 477 | {
|
|---|
| 478 | get
|
|---|
| 479 | {
|
|---|
| 480 | if ((*address & 0x800480) != 0 || // city, river or canal
|
|---|
| 481 | (*address & 0xF000) == 0x5000) // base
|
|---|
| 482 | return 0;
|
|---|
| 483 | else if ((*address & 0x1F) == 0x03 && (*address & 0x60) != 0x20) // desert but not an oasis
|
|---|
| 484 | return Cevo.DamagePerTurnInDesert;
|
|---|
| 485 | else if ((*address & 0x1F) == 0x06) // arctic
|
|---|
| 486 | return Cevo.DamagePerTurnInArctic;
|
|---|
| 487 | else
|
|---|
| 488 | return 0;
|
|---|
| 489 | }
|
|---|
| 490 | }
|
|---|
| 491 |
|
|---|
| 492 | public bool HasRiver { get { return (*address & 0x80) != 0; } }
|
|---|
| 493 | public bool HasRoad { get { return (*address & 0x100) != 0; } }
|
|---|
| 494 | public bool HasRailRoad { get { return (*address & 0x200) != 0; } }
|
|---|
| 495 | public bool HasCanal { get { return (*address & 0x400) != 0; } }
|
|---|
| 496 | public bool IsPolluted { get { return (*address & 0x800) != 0; } }
|
|---|
| 497 |
|
|---|
| 498 | /// <summary>
|
|---|
| 499 | /// Terrain improvement built on this tile.
|
|---|
| 500 | /// </summary>
|
|---|
| 501 | public TerrainImprovement Improvement { get { return (TerrainImprovement)((*address >> 12) & 0xF); } }
|
|---|
| 502 | #endregion
|
|---|
| 503 |
|
|---|
| 504 | /// <summary>
|
|---|
| 505 | /// Query progress of a specific settler job at this location
|
|---|
| 506 | /// </summary>
|
|---|
| 507 | /// <param name="job">the job</param>
|
|---|
| 508 | /// <param name="progress">the progress</param>
|
|---|
| 509 | /// <returns>result of operation</returns>
|
|---|
| 510 | public PlayResult GetJobProgress__Turn(Job job, out JobProgress progress)
|
|---|
| 511 | {
|
|---|
| 512 | fixed (int* jobProgressData = new int[Protocol.nJob * 3])
|
|---|
| 513 | {
|
|---|
| 514 | PlayResult result = theEmpire.Play(Protocol.sGetJobProgress, ID, jobProgressData);
|
|---|
| 515 | progress = new JobProgress(jobProgressData[(int)job * 3], jobProgressData[(int)job * 3 + 1], jobProgressData[(int)job * 3 + 2]);
|
|---|
| 516 | return result;
|
|---|
| 517 | }
|
|---|
| 518 | }
|
|---|
| 519 |
|
|---|
| 520 | /// <summary>
|
|---|
| 521 | /// Nation to who's territory this location belongs. Nation.None if none.
|
|---|
| 522 | /// </summary>
|
|---|
| 523 | public Nation TerritoryNation
|
|---|
| 524 | {
|
|---|
| 525 | get
|
|---|
| 526 | {
|
|---|
| 527 | sbyte raw = theEmpire.Map.Territory[ID];
|
|---|
| 528 | if (raw < 0)
|
|---|
| 529 | return Nation.None;
|
|---|
| 530 | else
|
|---|
| 531 | return new Nation(theEmpire, raw);
|
|---|
| 532 | }
|
|---|
| 533 | }
|
|---|
| 534 |
|
|---|
| 535 | /// <summary>
|
|---|
| 536 | /// Whether a non-civil unit will cause unrest in it's home city if placed at this location.
|
|---|
| 537 | /// </summary>
|
|---|
| 538 | public bool MayCauseUnrest
|
|---|
| 539 | {
|
|---|
| 540 | get
|
|---|
| 541 | {
|
|---|
| 542 | switch (theEmpire.Government)
|
|---|
| 543 | {
|
|---|
| 544 | case Government.Republic:
|
|---|
| 545 | case Government.FutureSociety:
|
|---|
| 546 | {
|
|---|
| 547 | sbyte raw = theEmpire.Map.Territory[ID];
|
|---|
| 548 | return raw >= 0 && theEmpire.RelationTo(new Nation(theEmpire, raw)) < Relation.Alliance;
|
|---|
| 549 | }
|
|---|
| 550 | case Government.Democracy:
|
|---|
| 551 | {
|
|---|
| 552 | sbyte raw = theEmpire.Map.Territory[ID];
|
|---|
| 553 | return raw < 0 || theEmpire.RelationTo(new Nation(theEmpire, raw)) < Relation.Alliance;
|
|---|
| 554 | }
|
|---|
| 555 | default:
|
|---|
| 556 | return false;
|
|---|
| 557 | }
|
|---|
| 558 | }
|
|---|
| 559 | }
|
|---|
| 560 |
|
|---|
| 561 | #region unit info
|
|---|
| 562 | public bool HasOwnUnit { get { return (*address & 0x600000) == 0x600000; } }
|
|---|
| 563 | public bool HasOwnZoCUnit { get { return (*address & 0x10000000) != 0; } }
|
|---|
| 564 | public bool HasForeignUnit { get { return (*address & 0x600000) == 0x400000; } }
|
|---|
| 565 | public bool HasAnyUnit { get { return (*address & 0x400000) != 0; } }
|
|---|
| 566 | public bool HasForeignSubmarine { get { return (*address & 0x80000) != 0; } }
|
|---|
| 567 | public bool HasForeignStealthUnit { get { return (*address & 0x40000) != 0; } }
|
|---|
| 568 | public bool IsInForeignZoC { get { return (*address & 0x20000000) != 0; } }
|
|---|
| 569 |
|
|---|
| 570 | /// <summary>
|
|---|
| 571 | /// Own unit that would defend an enemy attack to this location. null if no own unit present.
|
|---|
| 572 | /// </summary>
|
|---|
| 573 | public Unit OwnDefender
|
|---|
| 574 | {
|
|---|
| 575 | get
|
|---|
| 576 | {
|
|---|
| 577 | if (!HasOwnUnit)
|
|---|
| 578 | return null;
|
|---|
| 579 | else
|
|---|
| 580 | {
|
|---|
| 581 | fixed (int* data = new int[1])
|
|---|
| 582 | {
|
|---|
| 583 | if (!theEmpire.Play(Protocol.sGetDefender, ID, data).OK)
|
|---|
| 584 | return null;
|
|---|
| 585 | else
|
|---|
| 586 | return theEmpire.UnitLookup[data[0]];
|
|---|
| 587 | }
|
|---|
| 588 | }
|
|---|
| 589 | }
|
|---|
| 590 | }
|
|---|
| 591 |
|
|---|
| 592 | /// <summary>
|
|---|
| 593 | /// Foreign unit that would defend an attack to this location. null if no foreign unit present.
|
|---|
| 594 | /// </summary>
|
|---|
| 595 | public IUnitInfo ForeignDefender
|
|---|
| 596 | {
|
|---|
| 597 | get
|
|---|
| 598 | {
|
|---|
| 599 | if (!HasForeignUnit)
|
|---|
| 600 | return null;
|
|---|
| 601 | else
|
|---|
| 602 | return theEmpire.ForeignUnits.UnitByLocation(this);
|
|---|
| 603 | }
|
|---|
| 604 | }
|
|---|
| 605 |
|
|---|
| 606 | /// <summary>
|
|---|
| 607 | /// Unit that would defend an attack to this location. null if no unit present.
|
|---|
| 608 | /// </summary>
|
|---|
| 609 | public IUnitInfo Defender
|
|---|
| 610 | {
|
|---|
| 611 | get
|
|---|
| 612 | {
|
|---|
| 613 | if (HasOwnUnit)
|
|---|
| 614 | return OwnDefender;
|
|---|
| 615 | else if (HasForeignUnit)
|
|---|
| 616 | return ForeignDefender;
|
|---|
| 617 | else
|
|---|
| 618 | return null;
|
|---|
| 619 | }
|
|---|
| 620 | }
|
|---|
| 621 | #endregion
|
|---|
| 622 |
|
|---|
| 623 | #region city info
|
|---|
| 624 | public bool HasOwnCity { get { return (*address & 0xA00000) == 0xA00000; } }
|
|---|
| 625 | public bool HasForeignCity { get { return (*address & 0xA00000) == 0x800000; } }
|
|---|
| 626 | public bool HasAnyCity { get { return (*address & 0x800000) != 0; } }
|
|---|
| 627 |
|
|---|
| 628 | /// <summary>
|
|---|
| 629 | /// Own city at this location. null if no own city present.
|
|---|
| 630 | /// </summary>
|
|---|
| 631 | public City OwnCity
|
|---|
| 632 | {
|
|---|
| 633 | get
|
|---|
| 634 | {
|
|---|
| 635 | if (!HasOwnCity)
|
|---|
| 636 | return null;
|
|---|
| 637 | else
|
|---|
| 638 | {
|
|---|
| 639 | foreach (City city in theEmpire.Cities)
|
|---|
| 640 | {
|
|---|
| 641 | if (city.Location == this)
|
|---|
| 642 | return city;
|
|---|
| 643 | }
|
|---|
| 644 | return null;
|
|---|
| 645 | }
|
|---|
| 646 | }
|
|---|
| 647 | }
|
|---|
| 648 |
|
|---|
| 649 | /// <summary>
|
|---|
| 650 | /// Foreign city at this location. null if no foreign city present.
|
|---|
| 651 | /// </summary>
|
|---|
| 652 | public ForeignCity ForeignCity
|
|---|
| 653 | {
|
|---|
| 654 | get
|
|---|
| 655 | {
|
|---|
| 656 | if (!HasForeignCity)
|
|---|
| 657 | return null;
|
|---|
| 658 | {
|
|---|
| 659 | foreach (ForeignCity city in theEmpire.ForeignCities)
|
|---|
| 660 | {
|
|---|
| 661 | if (city.Location == this)
|
|---|
| 662 | return city;
|
|---|
| 663 | }
|
|---|
| 664 | return null;
|
|---|
| 665 | }
|
|---|
| 666 | }
|
|---|
| 667 | }
|
|---|
| 668 |
|
|---|
| 669 | /// <summary>
|
|---|
| 670 | /// City at this location. null if no city present.
|
|---|
| 671 | /// </summary>
|
|---|
| 672 | public ICity City
|
|---|
| 673 | {
|
|---|
| 674 | get
|
|---|
| 675 | {
|
|---|
| 676 | if (HasOwnCity)
|
|---|
| 677 | return OwnCity;
|
|---|
| 678 | else if (HasForeignCity)
|
|---|
| 679 | return ForeignCity;
|
|---|
| 680 | else
|
|---|
| 681 | return null;
|
|---|
| 682 | }
|
|---|
| 683 | }
|
|---|
| 684 |
|
|---|
| 685 | /// <summary>
|
|---|
| 686 | /// Own city that is exploiting this tile. null if not exploited or exploited by foreign city.
|
|---|
| 687 | /// </summary>
|
|---|
| 688 | /// <returns></returns>
|
|---|
| 689 | public City GetExploitingCity__Turn()
|
|---|
| 690 | {
|
|---|
| 691 | if (!IsValid)
|
|---|
| 692 | return null;
|
|---|
| 693 | City city = null;
|
|---|
| 694 | fixed (int* tileInfo = new int[4])
|
|---|
| 695 | {
|
|---|
| 696 | theEmpire.Play(Protocol.sGetCityTileInfo, ID, tileInfo);
|
|---|
| 697 | if (tileInfo[3] >= 0)
|
|---|
| 698 | city = theEmpire.CityLookup[tileInfo[3]];
|
|---|
| 699 | if (city != null && city.Location != this)
|
|---|
| 700 | city = null;
|
|---|
| 701 | }
|
|---|
| 702 | return city;
|
|---|
| 703 | }
|
|---|
| 704 | #endregion
|
|---|
| 705 | }
|
|---|
| 706 | }
|
|---|