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 Job
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8 | {
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9 | None = 0, BuildRoad = 1, BuildRailRoad = 2, ClearOrDrain = 3, Irrigate = 4, BuildFarmland = 5, Afforest = 6, BuildMine = 7,
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10 | BuildCanal = 8, Transform = 9, BuildFortress = 10, CleanUp = 11, BuildBase = 12, Pillage = 13, BuildCity = 14
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11 | }
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12 |
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13 | enum SpyMission { SabotageProduction = 1, StealMaps = 2, CollectThirdNationKnowledge = 3, PrepareDossier = 4, PrepareMilitaryReport = 5 }
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14 |
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15 | struct BattleOutcome
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16 | {
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17 | public readonly int EndHealthOfAttacker;
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18 | public readonly int EndHealthOfDefender;
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19 |
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20 | public BattleOutcome(int endHealthOfAttacker, int endHealthOfDefender)
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21 | {
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22 | this.EndHealthOfAttacker = endHealthOfAttacker;
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23 | this.EndHealthOfDefender = endHealthOfDefender;
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24 | }
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25 |
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26 | public override string ToString()
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27 | {
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28 | return string.Format("A{0} D{1}", EndHealthOfAttacker, EndHealthOfDefender);
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29 | }
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30 | }
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31 |
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32 | /// <summary>
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33 | /// basic unit information as available for both own and foreign units
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34 | /// </summary>
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35 | interface IUnitInfo
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36 | {
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37 | Nation Nation { get; }
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38 | ModelBase Model { get; }
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39 | Location Location { get; }
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40 | bool AreOtherUnitsPresent { get; }
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41 | bool IsLoaded { get; }
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42 | int Speed { get; } // usually same as Model.Speed
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43 | bool IsTerrainResistant { get; }
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44 | int Experience { get; }
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45 | int ExperienceLevel { get; }
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46 | int Health { get; }
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47 | bool IsFortified { get; }
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48 | int Load { get; }
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49 | int Fuel { get; }
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50 | Job Job { get; }
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51 | }
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52 |
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53 | /// <summary>
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54 | /// own unit, abstract base class
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55 | /// </summary>
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56 | unsafe abstract class AUnit : IUnitInfo
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57 | {
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58 | /// <summary>
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59 | /// movement points an own or foreign unit has per turn, considering damage and wonders
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60 | /// </summary>
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61 | /// <param name="unit">the unit</param>
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62 | /// <returns>movement points</returns>
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63 | public static int UnitSpeed(IUnitInfo unit)
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64 | {
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65 | if (unit.Model.Domain == ModelDomain.Sea)
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66 | {
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67 | int speed = unit.Model.Speed;
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68 | if (unit.Nation.HasWonder(Building.MagellansExpedition))
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69 | speed += 200;
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70 | if (unit.Health < 100)
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71 | speed = ((speed - 250) * unit.Health / 5000) * 50 + 250;
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72 | return speed;
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73 | }
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74 | else
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75 | return unit.Model.Speed;
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76 | }
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77 |
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78 | protected readonly Empire theEmpire;
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79 | public readonly int ID;
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80 | protected readonly Model model;
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81 |
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82 | public AUnit(Empire empire, int indexInSharedMemory)
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83 | {
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84 | this.theEmpire = empire;
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85 | IndexInSharedMemory = indexInSharedMemory;
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86 | ID = address[3] & 0xFFFF; // save to be able to find unit back
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87 | model = theEmpire.Models[(address[3] >> 16) & 0xFFFF];
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88 | }
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89 |
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90 | public override string ToString()
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91 | {
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92 | return string.Format("{0}@{1}", model, address[0]);
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93 | }
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94 |
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95 | #region IUnitInfo members
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96 | public Nation Nation { get { return theEmpire.Us; } }
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97 | public ModelBase Model { get { return model; } }
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98 | public Location Location { get { return new Location(theEmpire, address[0]); } }
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99 |
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100 | /// <summary>
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101 | /// whether other units are present at the same location
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102 | /// </summary>
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103 | public bool AreOtherUnitsPresent { get { return (address[7] & Protocol.unMulti) != 0; } }
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104 |
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105 | /// <summary>
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106 | /// whether unit is loaded to a ship or plane
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107 | /// </summary>
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108 | public bool IsLoaded { get { return ((uint)address[4] & 0x80000000) == 0; } } // sign bit
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109 |
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110 | /// <summary>
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111 | /// movement points this unit has per turn, considering damage and wonders
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112 | /// </summary>
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113 | public int Speed { get { return UnitSpeed(this); } }
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114 |
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115 | /// <summary>
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116 | /// whether this unit passes hostile terrain without damage
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117 | /// </summary>
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118 | public bool IsTerrainResistant { get { return model.IsTerrainResistant || theEmpire.Us.HasWonder(Building.HangingGardens); } }
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119 |
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120 | /// <summary>
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121 | /// Experience points collected.
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122 | /// </summary>
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123 | public int Experience { get { return (address[6] >> 8) & 0xFF; } }
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124 |
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125 | /// <summary>
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126 | /// Experience level as applied in combat. 0 = Green ... 4 = Elite.
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127 | /// </summary>
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128 | public int ExperienceLevel { get { return Experience / Cevo.ExperienceLevelCost; } }
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129 |
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130 | public int Health { get { return (sbyte)((address[5] >> 16) & 0xFF); } }
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131 | public bool IsFortified { get { return (address[7] & Protocol.unFortified) != 0; } }
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132 |
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133 | /// <summary>
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134 | /// total number of units loaded to this unit
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135 | /// </summary>
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136 | public int Load { get { return TroopLoad + AirLoad; } }
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137 |
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138 | /// <summary>
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139 | /// Fuel remaining, not necessarily the same as Model.Fuel.
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140 | /// </summary>
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141 | public int Fuel { get { return (sbyte)((address[5] >> 24) & 0xFF); } }
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142 |
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143 | /// <summary>
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144 | /// settler job this unit is currently doing
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145 | /// </summary>
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146 | public Job Job { get { return (Job)(address[6] & 0xFF); } }
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147 | #endregion
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148 |
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149 | public bool Exists { get { return indexInSharedMemory >= 0; } }
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150 | public bool IsConscripts { get { return (address[7] & Protocol.unConscripts) != 0; } }
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151 | public int MovementLeft { get { return (short)(address[5] & 0xFFFF); } }
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152 | public bool MustPauseForMountains { get { return (address[7] & Protocol.unMountainDelay) != 0; } }
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153 | public bool WasWithdrawn { get { return (address[7] & Protocol.unWithdrawn) != 0; } }
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154 | public bool CausesUnrest { get { return Location.MayCauseUnrest && !model.IsCivil; } }
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155 | public int TroopLoad { get { return (address[6] >> 16) & 0xFF; } }
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156 | public int AirLoad { get { return (address[6] >> 24) & 0xFF; } }
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157 | public bool AreBombsLoaded { get { return (address[7] & Protocol.unBombsLoaded) != 0; } }
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158 |
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159 | /// <summary>
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160 | /// home city, null if none
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161 | /// </summary>
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162 | public City Home
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163 | {
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164 | get
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165 | {
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166 | int homeCityIndexInSharedMemory = (short)(address[4] & 0xFFFF);
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167 | if (homeCityIndexInSharedMemory >= 0)
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168 | return theEmpire.CityLookup[homeCityIndexInSharedMemory];
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169 | else
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170 | return null;
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171 | }
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172 | }
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173 |
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174 | /// <summary>
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175 | /// ship or aircraft by which this unit is currently transported, null if not transported
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176 | /// </summary>
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177 | public Unit Transport
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178 | {
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179 | get
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180 | {
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181 | int transportIndexInSharedMemory = (short)((address[4] >> 16) & 0xFFFF);
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182 | if (transportIndexInSharedMemory >= 0)
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183 | return theEmpire.UnitLookup[transportIndexInSharedMemory];
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184 | else
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185 | return null;
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186 | }
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187 | }
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188 |
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189 | /// <summary>
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190 | /// persistent custom value
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191 | /// </summary>
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192 | public int Status
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193 | {
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194 | get { return address[1]; }
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195 | set { address[1] = value; }
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196 | }
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197 |
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198 | #region effective methods
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199 | /// <summary>
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200 | /// Move unit to a certain location.
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201 | /// Moves along shortest possible path considering all known information.
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202 | /// Only does the part of the move that is possible within this turn.
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203 | /// If move has to be continued next turn the return value has the Error property Incomplete.
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204 | /// Operation breaks even if it could be continued within the turn if a new foreign unit or city is spotted,
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205 | /// in this case the result has the NewUnitOrCitySpotted property set.
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206 | /// Hostile terrain is considered to find a compromise between damage and reaching the target fast.
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207 | /// </summary>
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208 | /// <param name="target">target location</param>
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209 | /// <returns>result of operation</returns>
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210 | public PlayResult MoveTo__Turn(Location target)
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211 | {
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212 | if (target == Location)
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213 | return PlayResult.NoChange;
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214 | else
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215 | return MoveTo(target, false);
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216 | }
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217 |
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218 | /// <summary>
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219 | /// Move unit adjacent to a certain location.
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220 | /// Moves along shortest possible path considering all known information.
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221 | /// Only does the part of the move that is possible within this turn.
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222 | /// If move has to be continued next turn the return value has the Error property Incomplete.
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223 | /// Operation breaks even if it could be continued within the turn if a new foreign unit or city is spotted,
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224 | /// in this case the result has the NewUnitOrCitySpotted property set.
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225 | /// Hostile terrain is considered to find a compromise between damage and reaching the target fast.
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226 | /// </summary>
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227 | /// <param name="target">location to move adjacent to</param>
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228 | /// <returns>result of operation</returns>
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229 | public PlayResult MoveToNeighborOf__Turn(Location target)
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230 | {
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231 | if (target.IsNeighborOf(Location))
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232 | return PlayResult.NoChange;
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233 | else
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234 | return MoveTo(target, true);
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235 | }
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236 |
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237 | // internal
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238 | PlayResult MoveTo(Location target, bool approach)
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239 | {
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240 | if (!target.IsValid)
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241 | return new PlayResult(PlayError.InvalidLocation);
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242 | if (MustPauseForMountains)
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243 | return new PlayResult(PlayError.Incomplete);
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244 |
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245 | // pathfinding necessary
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246 | TravelSprawl sprawl = null;
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247 | if (approach)
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248 | sprawl = new TravelSprawl(theEmpire, this, target);
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249 | else
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250 | sprawl = new TravelSprawl(theEmpire, this);
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251 | foreach (Location reachedLocation in sprawl)
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252 | {
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253 | if (reachedLocation == target)
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254 | break;
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255 | }
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256 | if (!sprawl.WasIterated(target))
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257 | return new PlayResult(PlayError.NoWay);
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258 |
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259 | Location[] path = sprawl.Path(target);
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260 | foreach (Location step in path)
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261 | {
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262 | if (sprawl.Distance(step).NewTurn)
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263 | return new PlayResult(PlayError.Incomplete); // has to be continued next turn
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264 | if (!IsTerrainResistant && Location.OneTurnHostileDamage == 0 && step.OneTurnHostileDamage > 0)
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265 | { // recover before passing hostile terrain?
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266 | int damageToNextNonHostileLocation = sprawl.DamageToNextNonHostileLocation(Location, target);
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267 | if (damageToNextNonHostileLocation >= 100)
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268 | return new PlayResult(PlayError.NoWay);
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269 | else if (Location.OneTurnHostileDamage == 0 && Health <= damageToNextNonHostileLocation)
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270 | return new PlayResult(PlayError.RecoverFirst);
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271 | }
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272 |
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273 | PlayResult result = Step__Turn(step);
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274 | if (!result.OK || result.UnitRemoved || result.NewUnitOrCitySpotted)
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275 | return result;
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276 | }
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277 | return PlayResult.Success;
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278 | }
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279 |
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280 | /// <summary>
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281 | /// Move unit to neighbor location.
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282 | /// Causes loading to transport if:
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283 | /// (1) unit is ground unit and target location is water and has transport present
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284 | /// (2) unit is aircraft and target location has carrier present
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285 | /// </summary>
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286 | /// <param name="target">location to move to, must be neighbor of current location</param>
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287 | /// <returns>result of operation</returns>
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288 | public PlayResult Step__Turn(Location target)
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289 | {
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290 | if (!target.IsValid)
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291 | return new PlayResult(PlayError.InvalidLocation);
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292 | RC targetRC = target - Location;
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293 | if (targetRC.Distance > 3)
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294 | return new PlayResult(PlayError.RulesViolation);
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295 |
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296 | OtherLocation[] newObservations = null;
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297 | if (model.HasExtendedObservationRange || target.ProvidesExtendedObservationRange)
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298 | newObservations = target.Distance5Area;
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299 | else
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300 | newObservations = target.Neighbors;
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301 | for (int i = 0; i < newObservations.Length; i++)
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302 | {
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303 | if (newObservations[i].Location.IsObserved)
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304 | newObservations[i] = new OtherLocation(new Location(theEmpire, -1), new RC(0, 0)); // not a new observation, make invalid
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305 | }
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306 | bool foreignCityChangePossible = false;
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307 | foreach (OtherLocation observation in newObservations)
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308 | {
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309 | if (observation.Location.IsValid)
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310 | foreignCityChangePossible |= observation.Location.HasForeignCity;
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311 | }
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312 |
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313 | int moveCommand = Protocol.sMoveUnit + (((targetRC.a - targetRC.b) & 7) << 4) + (((targetRC.a + targetRC.b) & 7) << 7);
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314 | List<City> citiesChanged = null;
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315 | if (Load > 0)
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316 | {
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317 | if ((!target.HasForeignUnit && target.MayCauseUnrest != Location.MayCauseUnrest) || // crossing border changing unrest
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318 | theEmpire.TestPlay(moveCommand, indexInSharedMemory).UnitRemoved) // transport will die
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319 | { // reports of all home cities of transported units will become invalid
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320 | citiesChanged = new List<City>();
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321 | foreach (Unit unit in theEmpire.Units)
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322 | {
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323 | if (unit.Transport == this && unit.Home != null && !citiesChanged.Contains(unit.Home))
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324 | citiesChanged.Add(unit.Home);
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325 | }
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326 | }
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327 | }
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328 | bool targetHadForeignCityBefore = target.HasForeignCity;
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329 | bool causedUnrestBefore = CausesUnrest;
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330 | PlayResult result = theEmpire.Play(moveCommand, indexInSharedMemory);
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331 | if (result.Effective)
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332 | {
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333 | AEmpire.UpdateArea updateArea = AEmpire.UpdateArea.Basic;
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334 |
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335 | foreach (OtherLocation observation in newObservations)
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336 | {
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337 | if (observation.Location.IsValid)
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338 | foreignCityChangePossible |= observation.Location.HasForeignCity;
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339 | }
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340 | if (foreignCityChangePossible)
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341 | updateArea |= AEmpire.UpdateArea.ForeignCities;
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342 |
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343 | if (result.UnitRemoved)
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344 | updateArea |= AEmpire.UpdateArea.Units;
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345 | if (targetHadForeignCityBefore && !target.HasForeignCity)
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346 | {
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347 | updateArea |= AEmpire.UpdateArea.ForeignCities; // foreign city destroyed or captured
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348 | if (target.HasOwnCity)
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349 | updateArea |= AEmpire.UpdateArea.Cities; // captured, new own city
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350 | }
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351 | if (updateArea != AEmpire.UpdateArea.Basic)
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352 | theEmpire.UpdateLists(updateArea);
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353 | if (Home != null && (!Exists || CausesUnrest != causedUnrestBefore))
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354 | Home.InvalidateReport();
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355 | if (citiesChanged != null)
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356 | {
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357 | foreach (City city in citiesChanged)
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358 | city.InvalidateReport();
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359 | }
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360 |
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361 | if (theEmpire.HadEvent__Turn((EmpireEvent)Protocol.phStealTech)) // capture with temple of zeus
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362 | theEmpire.StealAdvance();
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363 | }
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364 | return result;
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365 | }
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366 |
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367 | /// <summary>
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368 | /// Attack a unit. Moves along shortest possible path considering all known information.
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369 | /// Only does the part of the move that is possible within this turn.
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370 | /// If move has to be continued next turn the return value has the Error property Incomplete.
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371 | /// Hostile terrain is considered to find a compromise between damage and reaching the target fast.
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372 | /// </summary>
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373 | /// <param name="target">unit to attack</param>
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374 | /// <returns>result of operation</returns>
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375 | public PlayResult Attack__Turn(Location target)
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376 | {
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377 | if (!target.IsValid)
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378 | return new PlayResult(PlayError.InvalidLocation);
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379 | PlayResult moved = MoveToNeighborOf__Turn(target);
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380 | if (!moved.OK || moved.UnitRemoved || moved.NewUnitOrCitySpotted)
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381 | return moved;
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382 | else
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383 | return Step__Turn(target);
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384 | }
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385 |
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386 | /// <summary>
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387 | /// Attack a unit. Moves along shortest possible path considering all known information.
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388 | /// Only does the part of the move that is possible within this turn.
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389 | /// If move has to be continued next turn the return value has the Error property Incomplete.
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390 | /// Operation breaks even if it could be continued within the turn if a new foreign unit or city is spotted,
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391 | /// in this case the result has the NewUnitOrCitySpotted property set.
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392 | /// Hostile terrain is considered to find a compromise between damage and reaching the target fast.
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393 | /// </summary>
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394 | /// <param name="target">unit to attack</param>
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395 | /// <returns>result of operation</returns>
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396 | public PlayResult Attack__Turn(IUnitInfo unit)
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397 | {
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398 | return Attack__Turn(unit.Location);
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399 | }
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400 |
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401 | /// <summary>
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402 | /// Attack a city. If city is defended, attack defender. If city is undefended, capture (Ground) or bombard (Sea, Air) it.
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403 | /// Moves along shortest possible path considering all known information.
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404 | /// Only does the part of the move that is possible within this turn.
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405 | /// If move has to be continued next turn the return value has the Error property Incomplete.
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406 | /// Operation breaks even if it could be continued within the turn if a new foreign unit or city is spotted,
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407 | /// in this case the result has the NewUnitOrCitySpotted property set.
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408 | /// Hostile terrain is considered to find a compromise between damage and reaching the target fast.
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409 | /// </summary>
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410 | /// <param name="target">city to attack</param>
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411 | /// <returns>result of operation</returns>
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412 | public PlayResult Attack__Turn(ICity city)
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413 | {
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414 | return Attack__Turn(city.Location);
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415 | }
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416 |
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417 | public PlayResult DoSpyMission__Turn(SpyMission mission, Location target)
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418 | {
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419 | if (!target.IsValid)
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420 | return new PlayResult(PlayError.InvalidLocation);
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421 | PlayResult result = theEmpire.Play(Protocol.sSetSpyMission + ((int)mission << 4));
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422 | if (!result.OK)
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423 | return result;
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424 | else
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425 | {
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426 | result = MoveToNeighborOf__Turn(target);
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427 | if (!result.OK || result.UnitRemoved || result.NewUnitOrCitySpotted)
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428 | return result;
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429 | else
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430 | return Step__Turn(target);
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431 | }
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432 | }
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433 |
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434 | public PlayResult DoSpyMission__Turn(SpyMission mission, ICity city)
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435 | {
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436 | return DoSpyMission__Turn(mission, city.Location);
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437 | }
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438 |
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439 | //bool MoveForecast__Turn(ToLoc; var RemainingMovement: integer)
|
---|
440 | //{
|
---|
441 | // return true; // todo !!!
|
---|
442 | //}
|
---|
443 |
|
---|
444 | //bool AttackForecast__Turn(ToLoc,AttackMovement; var RemainingHealth: integer)
|
---|
445 | //{
|
---|
446 | // return true; // todo !!!
|
---|
447 | //}
|
---|
448 |
|
---|
449 | //bool DefenseForecast__Turn(euix,ToLoc: integer; var RemainingHealth: integer)
|
---|
450 | //{
|
---|
451 | // return true; // todo !!!
|
---|
452 | //}
|
---|
453 |
|
---|
454 | /// <summary>
|
---|
455 | /// Disband unit. If located in city producing a unit, utilize material.
|
---|
456 | /// </summary>
|
---|
457 | /// <returns>result of operation</returns>
|
---|
458 | public PlayResult Disband__Turn()
|
---|
459 | {
|
---|
460 | City city = Location.OwnCity;
|
---|
461 |
|
---|
462 | List<City> citiesChanged = null;
|
---|
463 | if (Load > 0)
|
---|
464 | {
|
---|
465 | citiesChanged = new List<City>();
|
---|
466 | foreach (Unit unit in theEmpire.Units)
|
---|
467 | {
|
---|
468 | if (unit.Transport == this && unit.Home != null && !citiesChanged.Contains(unit.Home))
|
---|
469 | citiesChanged.Add(unit.Home);
|
---|
470 | }
|
---|
471 | }
|
---|
472 |
|
---|
473 | PlayResult result = theEmpire.Play(Protocol.sRemoveUnit, indexInSharedMemory);
|
---|
474 | if (result.OK)
|
---|
475 | {
|
---|
476 | theEmpire.UpdateLists(AEmpire.UpdateArea.Units);
|
---|
477 | if (Home != null)
|
---|
478 | Home.InvalidateReport();
|
---|
479 | if (city != null)
|
---|
480 | city.InvalidateReport(); // in case unit was utilized
|
---|
481 | if (citiesChanged != null)
|
---|
482 | {
|
---|
483 | foreach (City city1 in citiesChanged)
|
---|
484 | city1.InvalidateReport();
|
---|
485 | }
|
---|
486 | }
|
---|
487 | return result;
|
---|
488 | }
|
---|
489 |
|
---|
490 | /// <summary>
|
---|
491 | /// start settler job
|
---|
492 | /// </summary>
|
---|
493 | /// <param name="job">the job to start</param>
|
---|
494 | /// <returns>result of operation</returns>
|
---|
495 | public PlayResult StartJob__Turn(Job job)
|
---|
496 | {
|
---|
497 | return theEmpire.Play(Protocol.sStartJob + ((int)job << 4), indexInSharedMemory);
|
---|
498 | }
|
---|
499 |
|
---|
500 | /// <summary>
|
---|
501 | /// set home of unit in city it's located in
|
---|
502 | /// </summary>
|
---|
503 | /// <returns>result of operation</returns>
|
---|
504 | public PlayResult SetHomeHere__Turn()
|
---|
505 | {
|
---|
506 | City oldHome = Home;
|
---|
507 | PlayResult result = theEmpire.Play(Protocol.sSetUnitHome, indexInSharedMemory);
|
---|
508 | if (result.OK)
|
---|
509 | {
|
---|
510 | if (oldHome != null)
|
---|
511 | oldHome.InvalidateReport();
|
---|
512 | if (Home != null)
|
---|
513 | Home.InvalidateReport();
|
---|
514 | }
|
---|
515 | return result;
|
---|
516 | }
|
---|
517 |
|
---|
518 | /// <summary>
|
---|
519 | /// load unit to transport at same location
|
---|
520 | /// </summary>
|
---|
521 | /// <returns>result of operation</returns>
|
---|
522 | public PlayResult LoadToTransport__Turn()
|
---|
523 | {
|
---|
524 | return theEmpire.Play(Protocol.sLoadUnit, indexInSharedMemory);
|
---|
525 | }
|
---|
526 |
|
---|
527 | /// <summary>
|
---|
528 | /// unload unit from transport
|
---|
529 | /// </summary>
|
---|
530 | /// <returns>result of operation</returns>
|
---|
531 | public PlayResult UnloadFromTransport__Turn()
|
---|
532 | {
|
---|
533 | return theEmpire.Play(Protocol.sUnloadUnit, indexInSharedMemory);
|
---|
534 | }
|
---|
535 |
|
---|
536 | /// <summary>
|
---|
537 | /// if this unit is a transport, select it as target for subsequent loading of units
|
---|
538 | /// </summary>
|
---|
539 | /// <returns></returns>
|
---|
540 | public PlayResult SelectAsTransport__Turn()
|
---|
541 | {
|
---|
542 | return theEmpire.Play(Protocol.sSelectTransport, indexInSharedMemory);
|
---|
543 | }
|
---|
544 |
|
---|
545 | /// <summary>
|
---|
546 | /// add unit to the city it's located in
|
---|
547 | /// </summary>
|
---|
548 | /// <returns>result of operation</returns>
|
---|
549 | public PlayResult AddToCity__Turn()
|
---|
550 | {
|
---|
551 | City city = Location.OwnCity;
|
---|
552 | PlayResult result = theEmpire.Play(Protocol.sAddToCity, indexInSharedMemory);
|
---|
553 | if (result.OK)
|
---|
554 | {
|
---|
555 | if (Home != null)
|
---|
556 | Home.InvalidateReport();
|
---|
557 | if (city != null)
|
---|
558 | city.InvalidateReport();
|
---|
559 | }
|
---|
560 | return result;
|
---|
561 | }
|
---|
562 | #endregion
|
---|
563 |
|
---|
564 | #region template internal stuff
|
---|
565 | int indexInSharedMemory = -1;
|
---|
566 | int* address;
|
---|
567 |
|
---|
568 | /// <summary>
|
---|
569 | /// INTERNAL - only access from CevoAILib classes!
|
---|
570 | /// </summary>
|
---|
571 | public int IndexInSharedMemory
|
---|
572 | {
|
---|
573 | get { return indexInSharedMemory; }
|
---|
574 | set
|
---|
575 | {
|
---|
576 | if (value != indexInSharedMemory)
|
---|
577 | {
|
---|
578 | indexInSharedMemory = value;
|
---|
579 | if (indexInSharedMemory >= 0)
|
---|
580 | address = (int*)theEmpire.address[4] + ROReadPoint.SizeOfUn * indexInSharedMemory;
|
---|
581 | }
|
---|
582 | }
|
---|
583 | }
|
---|
584 | #endregion
|
---|
585 | }
|
---|
586 |
|
---|
587 | unsafe struct MovingUnit : IUnitInfo
|
---|
588 | {
|
---|
589 | readonly AEmpire theEmpire;
|
---|
590 | int[] showMoveData;
|
---|
591 |
|
---|
592 | public MovingUnit(AEmpire empire, int* data)
|
---|
593 | {
|
---|
594 | this.theEmpire = empire;
|
---|
595 | showMoveData = new int[13];
|
---|
596 | for (int i = 0; i < 13; i++)
|
---|
597 | showMoveData[i] = data[i];
|
---|
598 | }
|
---|
599 |
|
---|
600 | public override string ToString()
|
---|
601 | {
|
---|
602 | return Model.ToString();
|
---|
603 | }
|
---|
604 |
|
---|
605 | #region IUnitInfo members
|
---|
606 | public Nation Nation { get { return new Nation(theEmpire, showMoveData[0]); } }
|
---|
607 | public ModelBase Model { get { return theEmpire.ForeignModels[showMoveData[3]]; } }
|
---|
608 | public Location Location { get { return new Location(theEmpire, showMoveData[5]); } }
|
---|
609 | public bool AreOtherUnitsPresent { get { return (showMoveData[4] & Protocol.unMulti) != 0; } }
|
---|
610 | public bool IsLoaded { get { return false; } }
|
---|
611 | public int Speed { get { return AUnit.UnitSpeed(this); } }
|
---|
612 | public bool IsTerrainResistant { get { return Model.IsTerrainResistant || Nation.HasWonder(Building.HangingGardens); } }
|
---|
613 | public int Experience { get { return showMoveData[11]; } }
|
---|
614 | public int ExperienceLevel { get { return Experience / Cevo.ExperienceLevelCost; } }
|
---|
615 | public int Health { get { return showMoveData[1]; } }
|
---|
616 | public bool IsFortified { get { return (showMoveData[4] & Protocol.unFortified) != 0; } }
|
---|
617 | public int Load { get { return showMoveData[12]; } }
|
---|
618 | public int Fuel { get { return showMoveData[10]; } }
|
---|
619 | public Job Job { get { return Job.None; } }
|
---|
620 | #endregion
|
---|
621 | }
|
---|
622 |
|
---|
623 | /// <summary>
|
---|
624 | /// foreign unit, abstract base class
|
---|
625 | /// </summary>
|
---|
626 | struct ForeignUnit : IUnitInfo
|
---|
627 | {
|
---|
628 | readonly AEmpire theEmpire;
|
---|
629 | readonly Location location;
|
---|
630 | readonly ModelBase model;
|
---|
631 | readonly int data2;
|
---|
632 | readonly int data3;
|
---|
633 |
|
---|
634 | public ForeignUnit(AEmpire empire, Location location, ModelBase model, int data2, int data3)
|
---|
635 | {
|
---|
636 | this.theEmpire = empire;
|
---|
637 | this.location = location;
|
---|
638 | this.model = model;
|
---|
639 | this.data2 = data2;
|
---|
640 | this.data3 = data3;
|
---|
641 | }
|
---|
642 |
|
---|
643 | public override string ToString()
|
---|
644 | {
|
---|
645 | return string.Format("{0}@{1}", model, location.ID);
|
---|
646 | }
|
---|
647 |
|
---|
648 | #region IUnitInfo members
|
---|
649 | public Nation Nation { get { return new Nation(theEmpire, data2 & 0xFF); } }
|
---|
650 | public ModelBase Model { get { return model; } }
|
---|
651 | public Location Location { get { return location; } }
|
---|
652 |
|
---|
653 | /// <summary>
|
---|
654 | /// whether other units are present at the same location
|
---|
655 | /// </summary>
|
---|
656 | public bool AreOtherUnitsPresent { get { return (data3 & (Protocol.unMulti << 16)) != 0; } }
|
---|
657 |
|
---|
658 | /// <summary>
|
---|
659 | /// alwas false, loaded foreign units are not in list
|
---|
660 | /// </summary>
|
---|
661 | public bool IsLoaded { get { return false; } }
|
---|
662 |
|
---|
663 | /// <summary>
|
---|
664 | /// movement points this unit has per turn, considering damage and wonders
|
---|
665 | /// </summary>
|
---|
666 | public int Speed { get { return AUnit.UnitSpeed(this); } }
|
---|
667 |
|
---|
668 | /// <summary>
|
---|
669 | /// whether this unit passes hostile terrain without damage
|
---|
670 | /// </summary>
|
---|
671 | public bool IsTerrainResistant { get { return model.IsTerrainResistant || Nation.HasWonder(Building.HangingGardens); } }
|
---|
672 |
|
---|
673 | /// <summary>
|
---|
674 | /// Experience points collected.
|
---|
675 | /// </summary>
|
---|
676 | public int Experience { get { return data3 & 0xFF; } }
|
---|
677 |
|
---|
678 | /// <summary>
|
---|
679 | /// Experience level as applied in combat. 0 = Green ... 4 = Elite.
|
---|
680 | /// </summary>
|
---|
681 | public int ExperienceLevel { get { return Experience / Cevo.ExperienceLevelCost; } }
|
---|
682 |
|
---|
683 | public int Health { get { return (sbyte)((data2 >> 8) & 0xFF); } }
|
---|
684 | public bool IsFortified { get { return (data3 & (Protocol.unFortified << 16)) != 0; } }
|
---|
685 |
|
---|
686 | /// <summary>
|
---|
687 | /// total number of units loaded to this unit
|
---|
688 | /// </summary>
|
---|
689 | public int Load { get { return (sbyte)((data3 >> 8) & 0xFF); } }
|
---|
690 |
|
---|
691 | /// <summary>
|
---|
692 | /// Fuel remaining, not necessarily the same as Model.Fuel.
|
---|
693 | /// </summary>
|
---|
694 | public int Fuel { get { return (sbyte)((data2 >> 16) & 0xFF); } }
|
---|
695 |
|
---|
696 | /// <summary>
|
---|
697 | /// settler job this unit is currently doing
|
---|
698 | /// </summary>
|
---|
699 | public Job Job { get { return (Job)((data2 >> 24) & 0xFF); } }
|
---|
700 | #endregion
|
---|
701 | }
|
---|
702 |
|
---|
703 | unsafe sealed class ForeignUnitList : IEnumerable<IUnitInfo>
|
---|
704 | {
|
---|
705 | readonly AEmpire theEmpire;
|
---|
706 | readonly int* address;
|
---|
707 |
|
---|
708 | public ForeignUnitList(AEmpire empire)
|
---|
709 | {
|
---|
710 | theEmpire = empire;
|
---|
711 | address = (int*)empire.address[7];
|
---|
712 | }
|
---|
713 |
|
---|
714 | IUnitInfo this[int index]
|
---|
715 | {
|
---|
716 | get
|
---|
717 | {
|
---|
718 | return new ForeignUnit(
|
---|
719 | theEmpire,
|
---|
720 | new Location(theEmpire, address[ROReadPoint.SizeOfUnitInfo * index]),
|
---|
721 | theEmpire.ForeignModels[(address[ROReadPoint.SizeOfUnitInfo * index + 1] >> 16) & 0xFFFF],
|
---|
722 | address[ROReadPoint.SizeOfUnitInfo * index + 2],
|
---|
723 | address[ROReadPoint.SizeOfUnitInfo * index + 3]);
|
---|
724 | }
|
---|
725 | }
|
---|
726 |
|
---|
727 | /// <summary>
|
---|
728 | /// INTERNAL - only call from CevoAILib classes!
|
---|
729 | /// </summary>
|
---|
730 | public IUnitInfo UnitByLocation(Location location)
|
---|
731 | {
|
---|
732 | int index = -1;
|
---|
733 | bool inRange = true;
|
---|
734 | do
|
---|
735 | {
|
---|
736 | index++;
|
---|
737 | inRange = (index < theEmpire.address[ROReadPoint.TestFlags + 10]);
|
---|
738 | }
|
---|
739 | while (inRange && address[ROReadPoint.SizeOfUnitInfo * index] != location.ID);
|
---|
740 | if (inRange)
|
---|
741 | return this[index];
|
---|
742 | else
|
---|
743 | return null;
|
---|
744 | }
|
---|
745 |
|
---|
746 | #region IEnumerable members
|
---|
747 | class Enumerator : IEnumerator<IUnitInfo>
|
---|
748 | {
|
---|
749 | ForeignUnitList list;
|
---|
750 | int index;
|
---|
751 |
|
---|
752 | public Enumerator(ForeignUnitList list) { this.list = list; index = -1; }
|
---|
753 | public void Reset() { index = -1; }
|
---|
754 | public IUnitInfo Current { get { return list[index]; } }
|
---|
755 | object System.Collections.IEnumerator.Current { get { return list[index]; } }
|
---|
756 | public void Dispose() { }
|
---|
757 |
|
---|
758 | public bool MoveNext()
|
---|
759 | {
|
---|
760 | bool inRange = true;
|
---|
761 | do
|
---|
762 | {
|
---|
763 | index++;
|
---|
764 | inRange = (index < list.theEmpire.address[ROReadPoint.TestFlags + 10]);
|
---|
765 | }
|
---|
766 | while (inRange && list.address[ROReadPoint.SizeOfUnitInfo * index] < 0); // LID < 0 indicates gap in list
|
---|
767 | return inRange;
|
---|
768 | }
|
---|
769 | }
|
---|
770 |
|
---|
771 | public IEnumerator<IUnitInfo> GetEnumerator() { return new Enumerator(this); }
|
---|
772 | System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return new Enumerator(this); }
|
---|
773 | #endregion
|
---|
774 | }
|
---|
775 | }
|
---|