1 | using System;
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2 | using System.Collections.Generic;
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3 | using Common;
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4 |
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5 | namespace CevoAILib
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6 | {
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7 | struct TravelDistance
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8 | {
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9 | public static TravelDistance Invalid { get { return new TravelDistance(-1, 0, true); } }
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10 |
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11 | public readonly int Turns;
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12 | public readonly int MovementLeft;
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13 | public readonly bool NewTurn;
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14 | // NewTurn does not correspond to Turns since Turns might already be increased for mountain delay or hostile
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15 | // terrain recovery although location is reached within same turn
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16 |
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17 | public TravelDistance(int turns, int movementLeft, bool newTurn)
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18 | {
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19 | if (turns < 0)
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20 | {
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21 | this.Turns = -1;
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22 | this.MovementLeft = 0;
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23 | this.NewTurn = true;
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24 | }
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25 | else
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26 | {
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27 | this.Turns = turns;
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28 | this.MovementLeft = movementLeft;
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29 | this.NewTurn = newTurn;
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30 | }
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31 | }
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32 |
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33 | public override string ToString()
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34 | {
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35 | return string.Format("{0}.{1}", Turns, MovementLeft);
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36 | }
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37 |
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38 | public static bool operator <(TravelDistance d1, TravelDistance d2) { return Comparison(d1, d2) < 0; }
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39 | public static bool operator >(TravelDistance d1, TravelDistance d2) { return Comparison(d1, d2) > 0; }
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40 | public static bool operator ==(TravelDistance d1, TravelDistance d2) { return Comparison(d1, d2) == 0; }
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41 | public static bool operator !=(TravelDistance d1, TravelDistance d2) { return Comparison(d1, d2) != 0; }
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42 | public static bool operator <=(TravelDistance d1, TravelDistance d2) { return Comparison(d1, d2) <= 0; }
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43 | public static bool operator >=(TravelDistance d1, TravelDistance d2) { return Comparison(d1, d2) >= 0; }
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44 | public override bool Equals(object obj) { return Comparison(this, (TravelDistance)obj) == 0; }
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45 | public override int GetHashCode() { return (Turns + 2) << 12 - MovementLeft; }
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46 |
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47 | public static int Comparison(TravelDistance d1, TravelDistance d2)
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48 | {
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49 | return ((d1.Turns + 2) << 12) - d1.MovementLeft - ((d2.Turns + 2) << 12) + d2.MovementLeft;
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50 | }
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51 | }
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52 |
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53 | class Sprawl : IEnumerable<Location>
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54 | {
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55 | protected readonly AEmpire theEmpire;
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56 | protected readonly int originID;
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57 | protected readonly int startValue;
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58 | protected int approachLocationID = -1;
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59 | protected bool approachLocationWasIterated = false;
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60 | protected readonly AddressPriorityQueue Q;
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61 | protected int currentLocationID = -1;
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62 | protected int currentValue = 0;
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63 | protected int[] neighborIDs = new int[8];
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64 | protected ushort[] backtrace;
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65 | Enumerator enumerator = null;
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66 |
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67 | public Sprawl(AEmpire empire, Location origin, int startValue)
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68 | {
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69 | this.theEmpire = empire;
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70 | this.originID = origin.ID;
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71 | this.startValue = startValue;
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72 | Q = new AddressPriorityQueue(empire.Map.Size - 1);
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73 | backtrace = new ushort[empire.Map.Size];
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74 | }
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75 |
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76 | public bool WasIterated(Location location)
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77 | {
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78 | if (location.ID == approachLocationID)
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79 | return approachLocationWasIterated;
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80 | else
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81 | {
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82 | int distance = Q.Distance(location.ID);
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83 | return (distance != AddressPriorityQueue.Unknown && distance != AddressPriorityQueue.Disallowed);
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84 | }
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85 | }
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86 |
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87 | public Location[] Path(Location location)
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88 | {
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89 | if (WasIterated(location))
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90 | {
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91 | int stepCount = 0;
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92 | ushort locationID = (ushort)location.ID;
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93 | if (locationID == approachLocationID)
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94 | locationID = backtrace[locationID];
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95 | while (locationID != originID)
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96 | {
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97 | stepCount++;
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98 | locationID = backtrace[locationID];
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99 | }
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100 | Location[] result = new Location[stepCount];
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101 | locationID = (ushort)location.ID;
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102 | if (locationID == approachLocationID)
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103 | locationID = backtrace[locationID];
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104 | while (locationID != originID)
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105 | {
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106 | stepCount--;
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107 | result[stepCount] = new Location(theEmpire, locationID);
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108 | locationID = backtrace[locationID];
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109 | }
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110 | return result;
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111 | }
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112 | else
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113 | return null; // not reached yet
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114 | }
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115 |
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116 | protected enum StepValidity { OK, ForbiddenStep, ForbiddenLocation }
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117 |
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118 | protected virtual StepValidity Step(int fromLocationId, int toLocationId, int distance, int fromValue, ref int toValue)
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119 | {
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120 | toValue = fromValue + distance;
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121 | return StepValidity.OK;
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122 | }
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123 |
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124 | protected virtual bool MoveNext()
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125 | {
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126 | bool approached = false;
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127 | if (currentLocationID >= 0 && currentLocationID != approachLocationID)
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128 | { // first check to reach neighbors from last iterated location
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129 | theEmpire.Map.GetNeighborIDs(currentLocationID, neighborIDs);
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130 | for (int V8 = 0; V8 < 8; V8++)
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131 | {
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132 | int nextLocationID = neighborIDs[V8];
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133 | if (nextLocationID >= 0)
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134 | {
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135 | if (nextLocationID == approachLocationID && !approachLocationWasIterated)
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136 | {
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137 | backtrace[nextLocationID] = (ushort)currentLocationID;
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138 | approached = true;
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139 | }
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140 | else if (Q.Distance(nextLocationID) == AddressPriorityQueue.Unknown)
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141 | {
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142 | int nextValue = 0;
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143 | switch (Step(currentLocationID, nextLocationID, 2 + (V8 & 1), currentValue, ref nextValue))
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144 | {
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145 | case StepValidity.OK:
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146 | {
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147 | if (Q.Offer(nextLocationID, nextValue))
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148 | backtrace[nextLocationID] = (ushort)currentLocationID;
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149 | break;
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150 | }
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151 | case StepValidity.ForbiddenStep: break; // just don't offer
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152 | case StepValidity.ForbiddenLocation: Q.Disallow(nextLocationID); break; // don't try to reach from every direction again
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153 | }
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154 | }
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155 | }
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156 | }
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157 | }
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158 |
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159 | if (approached)
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160 | {
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161 | currentLocationID = approachLocationID;
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162 | approachLocationWasIterated = true;
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163 | return true;
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164 | }
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165 | else
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166 | return Q.TakeClosest(out currentLocationID, out currentValue);
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167 | }
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168 |
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169 | void EnumerationEnded()
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170 | {
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171 | if (enumerator == null)
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172 | throw new Exception("Error in Sprawl: Only started foreach loop can end!");
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173 | enumerator.DisposeEvent -= EnumerationEnded;
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174 | enumerator = null;
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175 | }
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176 |
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177 | #region IEnumerable members
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178 | class Enumerator : IEnumerator<Location>
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179 | {
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180 | Sprawl parent;
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181 | public Enumerator(Sprawl parent) { this.parent = parent; }
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182 | public delegate void DisposeEventHandler();
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183 | public event DisposeEventHandler DisposeEvent;
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184 | public void Reset() { throw new NotSupportedException(); }
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185 | public bool MoveNext() { return parent.MoveNext(); }
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186 | public void Dispose() { DisposeEvent(); }
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187 | public Location Current { get { return new Location(parent.theEmpire, parent.currentLocationID); } }
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188 | object System.Collections.IEnumerator.Current { get { return Current; } }
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189 | }
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190 |
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191 | public IEnumerator<Location> GetEnumerator()
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192 | {
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193 | if (enumerator != null)
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194 | throw new Exception("Sprawl: Nested iteration is not supported!");
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195 | Q.Clear();
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196 | Q.Offer(originID, startValue);
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197 | currentLocationID = -1;
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198 | approachLocationWasIterated = false;
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199 | enumerator = new Enumerator(this);
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200 | enumerator.DisposeEvent += EnumerationEnded;
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201 | return enumerator;
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202 | }
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203 | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return GetEnumerator(); }
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204 | #endregion
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205 | }
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206 |
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207 | /// <summary>
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208 | /// A formation iterator, where the formation might be an island, waters or coherent tiles of the Shore terrain type only.
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209 | /// Tiles not discovered yet always count as end of formation and are never iterated.
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210 | /// </summary>
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211 | class RestrictedSprawl : Sprawl
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212 | {
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213 | public enum TerrainGroup { AllLand, AllWater, Shore }
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214 |
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215 | TerrainGroup restriction;
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216 |
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217 | public RestrictedSprawl(AEmpire empire, Location origin, TerrainGroup restriction)
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218 | : base(empire, origin, 0)
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219 | {
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220 | this.restriction = restriction;
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221 | }
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222 |
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223 | public int Distance(Location location)
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224 | {
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225 | int distance = Q.Distance(location.ID);
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226 | if (distance != AddressPriorityQueue.Unknown && distance != AddressPriorityQueue.Disallowed)
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227 | return distance;
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228 | else
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229 | return -1; // not reached yet
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230 | }
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231 |
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232 | protected override StepValidity Step(int fromLocationId, int toLocationId, int distance, int fromValue, ref int toValue)
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233 | {
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234 | Location toLocation = new Location(theEmpire, toLocationId);
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235 | toValue = fromValue + distance;
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236 | switch (restriction)
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237 | {
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238 | default: // TerrainGroup.AllLand:
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239 | if (toLocation.IsDiscovered && !toLocation.IsWater)
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240 | return StepValidity.OK;
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241 | else
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242 | return StepValidity.ForbiddenLocation;
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243 |
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244 | case TerrainGroup.AllWater:
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245 | if (toLocation.IsDiscovered && toLocation.IsWater)
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246 | return StepValidity.OK;
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247 | else
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248 | return StepValidity.ForbiddenLocation;
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249 |
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250 | case TerrainGroup.Shore:
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251 | if (toLocation.BaseTerrain == Terrain.Shore)
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252 | return StepValidity.OK;
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253 | else
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254 | return StepValidity.ForbiddenLocation;
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255 | }
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256 | }
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257 | }
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258 |
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259 | /// <summary>
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260 | /// A unit movement iterator.
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261 | /// </summary>
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262 | class TravelSprawl : Sprawl
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263 | {
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264 | static readonly MovementKind[] rawTerrainMovementKind =
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265 | {
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266 | MovementKind.Plain, //Ocn
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267 | MovementKind.Plain, //Sho
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268 | MovementKind.Plain, //Gra
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269 | MovementKind.Plain, //Dst
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270 | MovementKind.Plain, //Pra
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271 | MovementKind.Plain, //Tun
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272 | MovementKind.Difficult, //Arc
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273 | MovementKind.Difficult, //Swa
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274 | MovementKind.Difficult, //-
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275 | MovementKind.Difficult, //For
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276 | MovementKind.Difficult, //Hil
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277 | MovementKind.Mountains //Mou
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278 | };
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279 |
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280 | [Flags]
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281 | public enum Options
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282 | {
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283 | None = 0x00, IgnoreBlocking = 0x001, IgnoreZoC = 0x002, IgnoreTreaty = 0x004, EmptyPlanet = 0x007,
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284 | ZeroCostRailroad = 0x010, TerrainResistant = 0x020, Overweight = 0x040, Alpine = 0x080, Navigation = 0x100
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285 | }
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286 |
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287 | const int NewTurn = 0x1;
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288 |
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289 | protected ModelDomain domain;
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290 | protected int speed;
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291 | protected Options options;
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292 | protected int baseDifficultMoveCost;
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293 | protected int baseRailroadMoveCost;
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294 |
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295 | /// <summary>
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296 | /// Create general unit movement iterator for an existing or hypothetical unit.
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297 | /// </summary>
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298 | /// <param name="empire">empire</param>
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299 | /// <param name="nation">nation of the unit</param>
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300 | /// <param name="origin">initial unit location</param>
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301 | /// <param name="domain">unit domain</param>
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302 | /// <param name="unitSpeed">speed of the unit</param>
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303 | /// <param name="initialMovementLeft">initial movement points left</param>
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304 | /// <param name="options">options</param>
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305 | public TravelSprawl(AEmpire empire, Nation nation, Location origin, ModelDomain domain, int unitSpeed, int initialMovementLeft, Options options)
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306 | : base(empire, origin, unitSpeed - initialMovementLeft)
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307 | {
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308 | this.domain = domain;
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309 | this.speed = unitSpeed;
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310 | this.options = options;
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311 | if (nation != empire.Us)
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312 | options |= Options.EmptyPlanet; // default location info relates to own nation, so it can't be considered then
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313 | if (nation.HasWonder(Building.ShinkansenExpress))
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314 | options |= Options.ZeroCostRailroad;
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315 | if (nation.HasWonder(Building.HangingGardens))
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316 | options |= Options.TerrainResistant;
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317 | baseDifficultMoveCost = 100 + (unitSpeed - 150) / 5;
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318 | if ((options & Options.ZeroCostRailroad) != 0)
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319 | baseRailroadMoveCost = 0;
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320 | else
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321 | baseRailroadMoveCost = (unitSpeed / 50) * 4;
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322 | }
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323 |
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324 | /// <summary>
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325 | /// Unit movement iterator for an own unit.
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326 | /// </summary>
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327 | /// <param name="empire">empire</param>
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328 | /// <param name="unit">the unit</param>
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329 | public TravelSprawl(AEmpire empire, AUnit unit)
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330 | : this(empire, unit.Nation, unit.Location, unit.Model.Domain, unit.Speed, unit.MovementLeft, Options.None)
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331 | {
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332 | SetOptionsFromUnit(unit);
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333 | }
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334 |
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335 | /// <summary>
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336 | /// Special unit movement iterator when the goal is to move an own unit adjacent to a certain location.
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337 | /// </summary>
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338 | /// <param name="empire">empire</param>
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339 | /// <param name="unit">the unit</param>
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340 | /// <param name="approachLocation">loaction to approach to</param>
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341 | public TravelSprawl(AEmpire empire, AUnit unit, Location approachLocation)
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342 | : this(empire, unit)
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343 | {
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344 | approachLocationID = approachLocation.ID;
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345 | if (unit.Location != approachLocation)
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346 | Q.Disallow(approachLocationID);
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347 | }
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348 |
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349 | /// <summary>
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350 | /// Unit movement iterator for a foreign unit.
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351 | /// </summary>
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352 | /// <param name="empire">empire</param>
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353 | /// <param name="unit">the unit</param>
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354 | public TravelSprawl(AEmpire empire, ForeignUnit unit)
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355 | : this(empire, unit.Nation, unit.Location, unit.Model.Domain, unit.Speed, unit.Speed, Options.None)
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356 | {
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357 | SetOptionsFromUnit(unit);
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358 | }
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359 |
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360 | public TravelDistance Distance(Location location)
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361 | {
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362 | int distance = 0;
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363 | if (location.ID == approachLocationID)
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364 | {
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365 | if (!approachLocationWasIterated)
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366 | return TravelDistance.Invalid; // not reached yet
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367 |
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368 | distance = Q.Distance(backtrace[approachLocationID]);
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369 | }
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370 | else
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371 | distance = Q.Distance(location.ID);
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372 | if (distance != AddressPriorityQueue.Unknown && distance != AddressPriorityQueue.Disallowed)
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373 | return new TravelDistance(distance >> 12, speed - ((distance >> 1) & 0x7FF), (distance & NewTurn) != 0);
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374 | else
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375 | return TravelDistance.Invalid; // not reached yet
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376 | }
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377 |
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378 | /// <summary>
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379 | /// damage the unit would receive from hostile terrain travelling to a location before it reaches an intermediate non-hostile terrain location
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380 | /// </summary>
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381 | /// <param name="location">the location to travel to</param>
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382 | /// <returns>the damage</returns>
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383 | public int DamageToNextNonHostileLocation(Location fromLocation, Location toLocation)
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384 | {
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385 | if ((options & Options.TerrainResistant) == 0 && WasIterated(toLocation))
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386 | {
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387 | int damage = 0;
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388 | ushort locationID = (ushort)toLocation.ID;
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389 | if (locationID == approachLocationID)
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390 | locationID = backtrace[locationID];
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391 | int sourceTerrainDamage = 0;
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392 | int sourceDistance = 0;
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393 | int destinationTerrainDamage = new Location(theEmpire, locationID).OneTurnHostileDamage;
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394 | int destinationDistance = Q.Distance(locationID);
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395 | while (locationID != fromLocation.ID)
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396 | {
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397 | locationID = backtrace[locationID];
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398 | sourceTerrainDamage = new Location(theEmpire, locationID).OneTurnHostileDamage;
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399 | sourceDistance = Q.Distance(locationID);
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400 | if (locationID != fromLocation.ID && sourceTerrainDamage == 0)
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401 | damage = 0;
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402 | else if ((destinationDistance & NewTurn) != 0)
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403 | { // move has to wait for next turn
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404 | if (sourceTerrainDamage > 0 &&
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405 | ((sourceDistance >> 1) & 0x7FF) < speed) // movement left
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406 | damage += (sourceTerrainDamage * (speed - ((sourceDistance >> 1) & 0x7FF)) - 1) / speed + 1; // unit spends rest of turn here
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407 | if (destinationTerrainDamage > 0)
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408 | damage += (destinationTerrainDamage * ((destinationDistance >> 1) & 0x7FF) - 1) / speed + 1; // move
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409 | }
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410 | else
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411 | {
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412 | if (destinationTerrainDamage > 0)
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413 | damage += (destinationTerrainDamage * (((destinationDistance >> 1) & 0x7FF) - ((sourceDistance >> 1) & 0x7FF)) - 1) / speed + 1; // move
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414 | }
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415 | destinationTerrainDamage = sourceTerrainDamage;
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416 | destinationDistance = sourceDistance;
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417 | }
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418 | return damage;
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419 | }
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420 | else
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421 | return 0;
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422 | }
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423 |
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424 | void SetOptionsFromUnit(IUnitInfo unit)
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425 | {
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426 | if (unit.Model.Domain != ModelDomain.Ground || unit.Model.Kind == ModelKind.SpecialCommando)
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427 | options |= Options.IgnoreZoC;
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428 | if (unit.Model.Kind == ModelKind.SpecialCommando)
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429 | options |= Options.IgnoreTreaty;
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430 | if (domain != ModelDomain.Ground || unit.IsTerrainResistant)
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431 | options |= Options.TerrainResistant;
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432 | if (unit.Model.HasFeature(ModelProperty.Overweight))
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433 | options |= Options.Overweight;
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434 | if (unit.Model.HasFeature(ModelProperty.Alpine))
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435 | options |= Options.Alpine;
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436 | if (unit.Model.HasFeature(ModelProperty.Navigation))
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437 | options |= Options.Navigation;
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438 | }
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439 |
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440 | unsafe protected override StepValidity Step(int fromLocationID, int toLocationID, int distance, int fromValue, ref int toValue)
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441 | {
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442 | switch (domain)
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443 | {
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444 | default: // case ModelDomain.Ground
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445 | {
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446 | int fromTile = theEmpire.Map.Ground[fromLocationID];
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447 | int toTile = theEmpire.Map.Ground[toLocationID];
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448 | int moveCost = 100;
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449 |
|
---|
450 | if ((toTile & 0x1F) == 0x1F)
|
---|
451 | return StepValidity.ForbiddenLocation; // not discovered
|
---|
452 |
|
---|
453 | if ((toTile & 0x600000) == 0x400000 && (options & Options.IgnoreBlocking) == 0)
|
---|
454 | return StepValidity.ForbiddenLocation; // foreign unit
|
---|
455 |
|
---|
456 | if ((toTile & 0x1E) == 0x00)
|
---|
457 | return StepValidity.ForbiddenLocation; // water
|
---|
458 |
|
---|
459 | if ((toTile & 0x40000000) != 0 && (options & Options.IgnoreTreaty) == 0)
|
---|
460 | {
|
---|
461 | if ((fromTile & 0x40000000) == 0 ||
|
---|
462 | new Location(theEmpire, fromLocationID).TerritoryNation != new Location(theEmpire, toLocationID).TerritoryNation)
|
---|
463 | return StepValidity.ForbiddenStep; // treaty
|
---|
464 | }
|
---|
465 |
|
---|
466 | if ((options & Options.IgnoreZoC) == 0 &&
|
---|
467 | (fromTile & 0x800000) == 0 && // not coming out of city
|
---|
468 | (toTile & 0xA00000) != 0xA00000 && // not moving into own city
|
---|
469 | (fromTile & 0x20000000) != 0 && // fromLocation in ZoC
|
---|
470 | (toTile & 0x30000000) == 0x20000000) // toLocation in ZoC
|
---|
471 | return StepValidity.ForbiddenStep; // ZoC violation
|
---|
472 |
|
---|
473 | if ((fromTile & 0x800200) != 0 && (toTile & 0x800200) != 0) // both locations have railroad or city
|
---|
474 | moveCost = baseRailroadMoveCost;
|
---|
475 | else if ((options & Options.Alpine) != 0 ||
|
---|
476 | ((fromTile & 0x800300) != 0 && (toTile & 0x800300) != 0) || // both locations have road, railroad or city
|
---|
477 | (fromTile & toTile & 0x480) != 0) // both locations have river or both locations have canal
|
---|
478 | {
|
---|
479 | if ((options & Options.Overweight) != 0)
|
---|
480 | moveCost = 80;
|
---|
481 | else
|
---|
482 | moveCost = 40;
|
---|
483 | }
|
---|
484 | else
|
---|
485 | {
|
---|
486 | if ((options & Options.Overweight) != 0)
|
---|
487 | return StepValidity.ForbiddenStep;
|
---|
488 |
|
---|
489 | switch (rawTerrainMovementKind[toTile & 0xF])
|
---|
490 | {
|
---|
491 | case MovementKind.Plain: { moveCost = 100; break; }
|
---|
492 | case MovementKind.Difficult: { moveCost = baseDifficultMoveCost; break; }
|
---|
493 |
|
---|
494 | case MovementKind.Mountains:
|
---|
495 | {
|
---|
496 | if (((fromValue >> 1) & 0x7FF) == 0) // only possible in first step
|
---|
497 | toValue = (fromValue & 0x7FFFF000) + 0x1000 + (speed << 1);
|
---|
498 | else
|
---|
499 | {
|
---|
500 | toValue = ((fromValue & 0x7FFFF000) + 0x2000 + (speed << 1)) | NewTurn; // must wait for next turn
|
---|
501 | if ((options & Options.TerrainResistant) == 0
|
---|
502 | && ((fromValue >> 1) & 0x7FF) < speed // movement left
|
---|
503 | && (fromTile & 0x800480) == 0 // no city, river or canal
|
---|
504 | && (fromTile & 0xF000) != 0x5000 // no base
|
---|
505 | && ((fromTile & 0x1F) == 0x06 || (fromTile & 0x3F) == 0x03)) // arctic or desert but not an oasis
|
---|
506 | { // add recovery turns for waiting on hostile terrain
|
---|
507 | int waitDamage = (Cevo.DamagePerTurnInDesert * (speed - ((fromValue >> 1) & 0x7FF)) - 1) / speed + 1;
|
---|
508 | toValue += ((waitDamage + 4) >> 3) << 12; // actually: toValue += Math.Round(waitDamage / Cevo.RecoveryOutsideCity) << 12
|
---|
509 | }
|
---|
510 | }
|
---|
511 | return StepValidity.OK;
|
---|
512 | }
|
---|
513 | }
|
---|
514 | }
|
---|
515 | if (distance == 3)
|
---|
516 | moveCost += moveCost >> 1;
|
---|
517 | int damageMovement = 0;
|
---|
518 | if ((options & Options.TerrainResistant) == 0
|
---|
519 | && (toTile & 0x800480) == 0 // no city, river or canal
|
---|
520 | && (toTile & 0xF000) != 0x5000 // no base
|
---|
521 | && ((toTile & 0x1F) == 0x06 || (toTile & 0x3F) == 0x03)) // arctic or desert but not an oasis
|
---|
522 | damageMovement = moveCost;
|
---|
523 |
|
---|
524 | if (((fromValue >> 1) & 0x7FF) + moveCost <= speed && ((fromValue >> 1) & 0x7FF) < speed)
|
---|
525 | toValue = (fromValue & ~NewTurn) + (moveCost << 1);
|
---|
526 | else
|
---|
527 | {
|
---|
528 | toValue = ((fromValue & 0x7FFFF000) + 0x1000 + (moveCost << 1)) | NewTurn; // must wait for next turn
|
---|
529 |
|
---|
530 | if ((options & Options.TerrainResistant) == 0
|
---|
531 | && (fromTile & 0x800480) == 0 // no city, river or canal
|
---|
532 | && (fromTile & 0xF000) != 0x5000 // no base
|
---|
533 | && ((fromTile & 0x1F) == 0x06 || (fromTile & 0x3F) == 0x03)) // arctic or desert but not an oasis
|
---|
534 | damageMovement += speed - ((fromValue >> 1) & 0x7FF);
|
---|
535 | }
|
---|
536 | if (damageMovement > 0) // add recovery turns for waiting on hostile terrain and moving in it
|
---|
537 | {
|
---|
538 | int damage = (Cevo.DamagePerTurnInDesert * damageMovement - 1) / speed + 1;
|
---|
539 | toValue += ((damage + 4) >> 3) << 12; // actually: toValue += Math.Round(damage / Cevo.RecoveryOutsideCity) << 12
|
---|
540 | }
|
---|
541 |
|
---|
542 | return StepValidity.OK;
|
---|
543 | }
|
---|
544 |
|
---|
545 | case ModelDomain.Sea:
|
---|
546 | {
|
---|
547 | int toTile = theEmpire.Map.Ground[toLocationID];
|
---|
548 | if (((toTile & 0x800400) == 0 && (toTile & 0x1E) != 0x00))
|
---|
549 | return StepValidity.ForbiddenLocation; // no city, no canal, no water
|
---|
550 | if ((toTile & 0x1F) == 0x00 && (options & Options.Navigation) == 0)
|
---|
551 | return StepValidity.ForbiddenLocation; // open sea, no navigation
|
---|
552 |
|
---|
553 | int moveCost = 100;
|
---|
554 | if (distance == 3)
|
---|
555 | moveCost = 150;
|
---|
556 | if (((fromValue >> 1) & 0x7FF) + moveCost <= speed && ((fromValue >> 1) & 0x7FF) < speed)
|
---|
557 | toValue = (fromValue & ~NewTurn) + (moveCost << 1);
|
---|
558 | else
|
---|
559 | toValue = ((fromValue & 0x7FFFF000) + 0x1000 + (moveCost << 1)) | NewTurn; // must wait for next turn
|
---|
560 | return StepValidity.OK;
|
---|
561 | }
|
---|
562 |
|
---|
563 | case ModelDomain.Air:
|
---|
564 | {
|
---|
565 | int moveCost = 100;
|
---|
566 | if (distance == 3)
|
---|
567 | moveCost = 150;
|
---|
568 | if (((fromValue >> 1) & 0x7FF) + moveCost <= speed && ((fromValue >> 1) & 0x7FF) < speed)
|
---|
569 | toValue = (fromValue & ~NewTurn) + (moveCost << 1);
|
---|
570 | else
|
---|
571 | toValue = ((fromValue & 0x7FFFF000) + 0x1000 + (moveCost << 1)) | NewTurn; // must wait for next turn
|
---|
572 | return StepValidity.OK;
|
---|
573 | }
|
---|
574 | }
|
---|
575 | }
|
---|
576 | }
|
---|
577 |
|
---|
578 | /// <summary>
|
---|
579 | /// An island iterator. Same set of locations as a RestrictedSprawl with AllLand option but with different order of
|
---|
580 | /// iteration. Simulates the movement of a standard slow ground unit so tiles that are easier to reach are
|
---|
581 | /// iterated earlier.
|
---|
582 | /// Tiles not discovered yet count as end of the island and are never iterated.
|
---|
583 | /// </summary>
|
---|
584 | class ExploreSprawl : TravelSprawl
|
---|
585 | {
|
---|
586 | public ExploreSprawl(AEmpire empire, Location origin)
|
---|
587 | : base(empire, empire.Us, origin, ModelDomain.Ground, 150, 150, Options.EmptyPlanet)
|
---|
588 | {
|
---|
589 | }
|
---|
590 | }
|
---|
591 | }
|
---|