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
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406 | /// </summary>
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407 | public bool IsObserved { get { return (*address & 0x100000) != 0; } }
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408 |
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409 | /// <summary>
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410 | /// whether the tile is visible to an own special commando or spy plane in this turn
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411 | /// </summary>
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412 | public bool IsSpiedOut { get { return (*address & 0x20000) != 0; } }
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413 |
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414 | /// <summary>
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415 | /// turn in which the tile was visible to an own unit or city last
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416 | /// </summary>
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417 | public int TurnObservedLast { get { return theEmpire.Map.ObservedLast[ID]; } }
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418 |
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419 | /// <summary>
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420 | /// whether an own city at this location would be protected by the great wall
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421 | /// </summary>
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422 | public bool IsGreatWallProtected { get { return (*address & 0x10000) != 0; } }
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423 |
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424 | /// <summary>
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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.
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426 | /// </summary>
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427 | public bool IsDisallowedTerritory { get { return (*address & 0x40000000) != 0; } }
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428 |
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429 | /// <summary>
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430 | /// whether units located here have 2 tiles observation range (distance 5) instead of adjacent locations only
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431 | /// </summary>
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432 | public bool ProvidesExtendedObservationRange
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433 | {
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434 | get
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435 | {
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436 | return BaseTerrain == Terrain.Mountains ||
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437 | Improvement == TerrainImprovement.Fortress ||
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438 | Improvement == TerrainImprovement.Base;
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439 | }
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440 | }
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441 | #endregion
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442 |
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443 | #region terrain
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444 | /// <summary>
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445 | /// Exact terrain type including special resources.
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446 | /// </summary>
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447 | public Terrain Terrain
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448 | {
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449 | get
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450 | {
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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 | }
|
---|