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 ModelDomain { Ground = 0, Sea = 1, Air = 2 }
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8 |
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9 | enum ModelKind
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10 | {
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11 | OwnDesign = 0x00, ForeignDesign = 0x01, LongBoats = 0x08, TownGuard = 0x10, Glider = 0x11,
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12 | Slaves = 0x21, Settlers = 0x22, SpecialCommando = 0x23, Freight = 0x24, Engineers = 0x122
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13 | }
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14 |
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15 | enum ModelProperty
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16 | {
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17 | Weapons = 0, Armor = 1, Mobility = 2, SeaTransport = 3, Carrier = 4,
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18 | Turbines = 5, Bombs = 6, Fuel = 7, AirTransport = 8, Navigation = 9,
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19 | RadarSonar = 10, Submarine = 11, Artillery = 12, Alpine = 13, SupplyShip = 14,
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20 | Overweight = 15, AirDefence = 16, SpyPlane = 17, SteamPower = 18, NuclearPower = 19,
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21 | JetEngines = 20, Stealth = 21, Fanatic = 22, FirstStrike = 23, PowerOfWill = 24,
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22 | AcademyTraining = 25, LineProduction = 26
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23 | }
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24 |
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25 | struct Stage
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26 | {
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27 | public readonly int MaximumWeight;
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28 | public readonly int StrengthMultiplier;
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29 | public readonly int TransportMultiplier;
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30 | public readonly int CostMultiplier;
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31 | readonly int upgradeArray;
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32 | bool ContainsUpgrade(int upgrade) { return (upgradeArray & (1 << upgrade)) != 0; }
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33 |
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34 | public Stage(int maximumWeight, int strengthMultiplier, int transportMultiplier, int costMultiplier, int upgradeArray)
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35 | {
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36 | this.MaximumWeight = maximumWeight;
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37 | this.StrengthMultiplier = strengthMultiplier;
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38 | this.TransportMultiplier = transportMultiplier;
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39 | this.CostMultiplier = costMultiplier;
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40 | this.upgradeArray = upgradeArray;
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41 | }
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42 |
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43 | public override string ToString()
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44 | {
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45 | return string.Format("x{0}", StrengthMultiplier);
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46 | }
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47 | }
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48 |
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49 | /// <summary>
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50 | /// basic model information as available for both own and foreign models
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51 | /// </summary>
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52 | abstract class ModelBase
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53 | {
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54 | #region abstract
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55 | public abstract int ID { get; }
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56 | public abstract ModelKind Kind { get; }
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57 | public abstract Nation Nation { get; }
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58 | public abstract ModelDomain Domain { get; }
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59 | public abstract int Attack { get; }
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60 | public abstract int AttackPlusWithBombs { get; }
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61 | public abstract int Defense { get; }
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62 | public abstract int Speed { get; }
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63 | public abstract int Cost { get; }
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64 | public abstract int TransportCapacity { get; }
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65 | public abstract int CarrierCapacity { get; }
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66 | public abstract int Fuel { get; }
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67 | public abstract int Weight { get; }
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68 | public abstract bool HasFeature(ModelProperty feature);
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69 | #endregion
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70 |
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71 | /// <summary>
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72 | /// whether model has 2 tiles observation range (distance 5) instead of adjacent locations only
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73 | /// </summary>
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74 | public bool HasExtendedObservationRange
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75 | {
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76 | get
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77 | {
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78 | return (Kind == ModelKind.SpecialCommando ||
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79 | Domain == ModelDomain.Air ||
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80 | HasFeature(ModelProperty.RadarSonar) ||
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81 | HasFeature(ModelProperty.AcademyTraining) ||
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82 | CarrierCapacity > 0);
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83 | }
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84 | }
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85 |
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86 | public bool HasZoC { get { return Domain == ModelDomain.Ground && Kind != ModelKind.SpecialCommando; } }
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87 |
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88 | public bool IsCivil { get { return Attack + AttackPlusWithBombs == 0 || Kind == ModelKind.SpecialCommando; } }
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89 |
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90 | /// <summary>
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91 | /// whether units of this model are capable of doing settler jobs
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92 | /// </summary>
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93 | public bool CanDoJobs { get { return Kind == ModelKind.Settlers || Kind == ModelKind.Engineers || Kind == ModelKind.Slaves; } }
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94 |
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95 | public bool CanCaptureCity { get { return Domain == ModelDomain.Ground && !IsCivil; } }
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96 |
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97 | public bool CanBombardCity
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98 | {
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99 | get
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100 | {
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101 | return Attack + AttackPlusWithBombs > 0 &&
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102 | ((Domain == ModelDomain.Sea && HasFeature(ModelProperty.Artillery)) ||
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103 | Domain == ModelDomain.Air);
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104 | }
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105 | }
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106 |
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107 | /// <summary>
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108 | /// whether units of this model pass hostile terrain without damage
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109 | /// </summary>
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110 | public bool IsTerrainResistant { get { return Domain != ModelDomain.Ground || Kind == ModelKind.Engineers; } }
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111 |
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112 | /// <summary>
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113 | /// By which value the size of a city grows when a unit of this model is added to it. 0 if adding to a city is not possible.
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114 | /// </summary>
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115 | public int AddsToCitySize
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116 | {
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117 | get
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118 | {
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119 | switch (Kind)
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120 | {
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121 | case ModelKind.Settlers: return 2;
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122 | case ModelKind.Slaves: return 1;
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123 | default: return 0;
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124 | }
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125 | }
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126 | }
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127 | }
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128 |
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129 | /// <summary>
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130 | /// own model, abstract base class
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131 | /// </summary>
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132 | unsafe abstract class AModel : ModelBase
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133 | {
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134 | protected readonly Empire theEmpire;
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135 |
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136 | public AModel(Empire empire, int indexInSharedMemory)
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137 | {
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138 | this.theEmpire = empire;
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139 | this.IndexInSharedMemory = indexInSharedMemory;
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140 | address = (int*)theEmpire.address[6] + ROReadPoint.SizeOfModel * indexInSharedMemory;
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141 | }
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142 |
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143 | protected AModel(Empire empire) // for Blueprint only
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144 | {
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145 | this.theEmpire = empire;
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146 | this.IndexInSharedMemory = -1;
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147 | address = theEmpire.address + ROReadPoint.TestFlags + 19;
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148 | }
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149 |
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150 | public override string ToString()
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151 | {
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152 | if (Kind == ModelKind.OwnDesign || Kind == ModelKind.ForeignDesign)
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153 | return string.Format("Model{0}.{1}({2}/{3}/{4})", (address[2] >> 12) & 0xF, address[2] & 0xFFF, Attack, Defense, Speed);
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154 | else
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155 | return string.Format("{0}", Kind);
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156 | }
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157 |
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158 | byte* capacity { get { return (byte*)(address + 10); } }
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159 |
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160 | #region IModel Members
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161 | /// <summary>
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162 | /// unique model ID
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163 | /// </summary>
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164 | public override int ID { get { return (address[2] & 0xFFFF); } }
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165 |
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166 | public override ModelKind Kind
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167 | {
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168 | get
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169 | {
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170 | ModelKind kind = (ModelKind)(address[4] & 0xFF);
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171 | if (kind == ModelKind.Settlers && ((address[5] >> 16) & 0xFFFF) > 150) // assume fast settlers are engineers
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172 | return ModelKind.Engineers;
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173 | else
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174 | return kind;
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175 | }
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176 | }
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177 |
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178 | public override Nation Nation { get { return theEmpire.Us; } }
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179 | public override ModelDomain Domain { get { return (ModelDomain)((address[4] >> 8) & 0xFF); } }
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180 | public override int Attack { get { return (address[4] >> 16) & 0xFFFF; } }
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181 | public override int AttackPlusWithBombs { get { return capacity[(int)ModelProperty.Bombs] * Stage.StrengthMultiplier * 2; } }
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182 | public override int Defense { get { return address[5] & 0xFFFF; } }
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183 | public override int Speed { get { return (address[5] >> 16) & 0xFFFF; } }
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184 | public override int Cost { get { return address[6] & 0xFFFF; } }
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185 | public override int CarrierCapacity { get { return capacity[(int)ModelProperty.Carrier] * Stage.TransportMultiplier; } }
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186 | public override int Fuel { get { return capacity[(int)ModelProperty.Fuel]; } }
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187 | public override int Weight { get { return (address[7] >> 16) & 0xFF; } }
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188 |
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189 | public override int TransportCapacity
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190 | {
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191 | get
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192 | {
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193 | if (Domain == ModelDomain.Air)
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194 | return capacity[(int)ModelProperty.AirTransport] * Stage.TransportMultiplier;
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195 | else
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196 | return capacity[(int)ModelProperty.SeaTransport] * Stage.TransportMultiplier;
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197 | }
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198 | }
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199 |
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200 | /// <summary>
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201 | /// Whether model has a certain feature.
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202 | /// Does not work for capacities (Weapons, Armor, Mobility, SeaTransport, Carrier, Turbines, Bombs, Fuel), always returns false for these.
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203 | /// </summary>
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204 | /// <param name="feature">the feature</param>
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205 | /// <returns>true if model has feature, false if not</returns>
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206 | public override bool HasFeature(ModelProperty feature)
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207 | {
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208 | if ((int)feature >= Protocol.mcFirstNonCap)
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209 | return capacity[(int)feature] > 0;
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210 | else
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211 | return false; // to maintain consistency with AForeignModel (capacities have special properties)
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212 | }
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213 | #endregion
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214 |
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215 | public bool RequiresDoubleSupport { get { return (address[9] & Protocol.mdDoubleSupport) != 0; } }
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216 |
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217 | public int TurnOfIntroduction { get { return (address[2] >> 16) & 0xFFFF; } }
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218 | public Stage Stage { get { return new Stage((address[7] >> 24) & 0xFF, (address[6] >> 16) & 0xFFFF, address[7] & 0xFF, (address[7] >> 8) & 0xFF, address[8]); } }
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219 | public int NumberBuilt { get { return address[3] & 0xFFFF; } }
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220 | public int NumberLost { get { return (address[3] >> 16) & 0xFFFF; } }
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221 |
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222 | /// <summary>
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223 | /// persistent custom value
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224 | /// </summary>
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225 | public int Status
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226 | {
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227 | get { return address[0]; }
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228 | set { address[0] = value; }
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229 | }
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230 |
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231 | #region template internal stuff
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232 | /// <summary>
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233 | /// INTERNAL - only access from CevoAILib classes!
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234 | /// </summary>
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235 | public int IndexInSharedMemory;
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236 |
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237 | int* address;
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238 | #endregion
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239 | }
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240 |
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241 | /// <summary>
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242 | /// foreign model, abstract base class
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243 | /// </summary>
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244 | unsafe abstract class AForeignModel : ModelBase
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245 | {
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246 | protected readonly Empire theEmpire;
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247 |
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248 | public AForeignModel(Empire empire, int indexInSharedMemory)
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249 | {
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250 | this.theEmpire = empire;
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251 | this.indexInSharedMemory = indexInSharedMemory;
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252 | address = (int*)theEmpire.address[9] + ROReadPoint.SizeOfModelInfo * indexInSharedMemory;
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253 | }
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254 |
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255 | public override string ToString()
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256 | {
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257 | if (Kind == ModelKind.OwnDesign || Kind == ModelKind.ForeignDesign)
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258 | return string.Format("Model{0}.{1}({2}/{3}/{4})", (address[1] >> 12) & 0xF, address[1] & 0xFFF, Attack, Defense, Speed);
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259 | else
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260 | return string.Format("{0}", Kind);
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261 | }
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262 |
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263 | #region IModel Members
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264 | /// <summary>
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265 | /// unique model ID
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266 | /// </summary>
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267 | public override int ID { get { return address[1] & 0xFFFF; } }
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268 |
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269 | public override ModelKind Kind
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270 | {
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271 | get
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272 | {
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273 | ModelKind kind = (ModelKind)((address[1] >> 16) & 0xFF);
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274 | if (kind == ModelKind.Settlers && (address[3] & 0xFFFF) > 150) // assume fast settlers are engineers
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275 | return ModelKind.Engineers;
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276 | else
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277 | return kind;
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278 | }
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279 | }
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280 |
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281 | public override Nation Nation { get { return new Nation(theEmpire, address[0] & 0xFFFF); } }
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282 | public override ModelDomain Domain { get { return (ModelDomain)((address[1] >> 24) & 0xFF); } }
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283 | public override int Attack { get { return address[2] & 0xFFFF; } }
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284 | public override int AttackPlusWithBombs { get { return (address[4] >> 16) & 0xFFFF; } }
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285 | public override int Defense { get { return (address[2] >> 16) & 0xFFFF; } }
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286 | public override int Speed { get { return address[3] & 0xFFFF; } }
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287 | public override int Cost { get { return (address[3] >> 16) & 0xFFFF; } }
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288 | public override int TransportCapacity { get { return address[4] & 0xFF; } }
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289 | public override int Weight { get { return (address[6] >> 8) & 0xFF; } }
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290 |
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291 | public override int CarrierCapacity
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292 | {
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293 | get
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294 | {
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295 | if (Domain == ModelDomain.Sea)
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296 | return (address[4] >> 8) & 0xFF;
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297 | else
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298 | return 0;
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299 | }
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300 | }
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301 |
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302 | public override int Fuel
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303 | {
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304 | get
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305 | {
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306 | if (Domain == ModelDomain.Air)
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307 | return (address[4] >> 8) & 0xFF;
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308 | else
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309 | return 0;
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310 | }
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311 | }
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312 |
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313 | /// <summary>
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314 | /// Whether model has a certain feature.
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315 | /// Does not work for capacities (Weapons, Armor, Mobility, SeaTransport, Carrier, Turbines, Bombs, Fuel), always returns false for these.
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316 | /// </summary>
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317 | /// <param name="feature">the feature</param>
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318 | /// <returns>true if model has feature, false if not</returns>
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319 | public override bool HasFeature(ModelProperty feature)
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320 | {
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321 | if ((int)feature >= Protocol.mcFirstNonCap)
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322 | return (address[5] & (1 << ((int)feature - Protocol.mcFirstNonCap))) != 0;
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323 | else
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324 | return false;
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325 | }
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326 | #endregion
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327 |
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328 | public int NumberDefeatet { get { return (address[6] >> 16) & 0xFFFF; } }
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329 |
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330 | #region template internal stuff
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331 | int indexInSharedMemory = -1;
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332 | int* address;
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333 |
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334 | /// <summary>
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335 | /// INTERNAL - only access from CevoAILib classes!
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336 | /// </summary>
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337 | public int IndexInNationsSharedMemory { get { return (address[0] >> 16) & 0xFFFF; } }
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338 | #endregion
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339 | }
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340 |
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341 | /// <summary>
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342 | /// Model blueprint for military research. Class of AEmpire.Blueprint.
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343 | /// </summary>
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344 | class Blueprint : AModel
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345 | {
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346 | public Blueprint(Empire empire)
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347 | : base(empire)
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348 | {
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349 | }
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350 |
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351 | /// <summary>
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352 | /// Set domain of model. Do this before setting properties.
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353 | /// </summary>
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354 | /// <param name="domain">the domain</param>
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355 | /// <returns>result of operation</returns>
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356 | public PlayResult SetDomain__Turn(ModelDomain domain)
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357 | {
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358 | if (theEmpire.Researching == Advance.MilitaryResearch)
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359 | return new PlayResult(PlayError.ResearchInProgress);
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360 | else
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361 | return theEmpire.Play(Protocol.sCreateDevModel, (int)domain);
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362 | }
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363 |
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364 | /// <summary>
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365 | /// Set property of model. Do this after setting the domain. Earlier calls for the same property are voided.
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366 | /// </summary>
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367 | /// <param name="property">the property</param>
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368 | /// <param name="value">for capacities: count of usage, for features: 1 = use, 0 = don't use</param>
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369 | /// <returns>result of operation</returns>
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370 | public PlayResult SetProperty__Turn(ModelProperty property, int value)
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371 | {
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372 | if (theEmpire.Researching == Advance.MilitaryResearch)
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373 | return new PlayResult(PlayError.ResearchInProgress);
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374 | else
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375 | return theEmpire.Play(Protocol.sSetDevModelCap + (value << 4), (int)property);
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376 | }
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377 | }
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378 | }
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