{$INCLUDE Switches.inc}
unit ClientTools;

interface

uses
  Protocol;

const
  nOfferedResourceWeights = 6;
  OfferedResourceWeights: array [0 .. nOfferedResourceWeights - 1] of cardinal =
    (rwOff, rwMaxScience, rwForceScience, rwMaxGrowth, rwForceProd, rwMaxProd);

type
  TImpOrder = array [0 .. (nImp + 4) div 4 * 4 - 1] of ShortInt;
  TEnhancementJobs = array [0 .. 11, 0 .. 7] of Byte;
  JobResultSet = set of 0 .. 39;

var
  Server: TServerCall;
  G: TNewGameData;
  me: integer;
  MyRO: ^TPlayerContext;
  MyMap: ^TTileList;
  MyUn: ^TUnList;
  MyCity: ^TCityList;
  MyModel: ^TModelList;

  AdvValue: array [0 .. nAdv - 1] of integer;

function dLoc(Loc, dx, dy: integer): integer;
function Distance(Loc0, Loc1: integer): integer;
function UnrestAtLoc(uix, Loc: integer): boolean;
function GetMoveAdvice(uix, ToLoc: integer;
  var MoveAdviceData: TMoveAdviceData): integer;
function ColorOfHealth(Health: integer): integer;
function IsMultiPlayerGame: boolean;
procedure ItsMeAgain(p: integer);
function GetAge(p: integer): integer;
function IsCivilReportNew(Enemy: integer): boolean;
function IsMilReportNew(Enemy: integer): boolean;
function CutCityFoodSurplus(FoodSurplus: integer; IsCityAlive: boolean;
  gov, size: integer): integer;
function CityTaxBalance(cix: integer; const CityReport: TCityReportNew)
  : integer;
procedure SumCities(var TaxSum, ScienceSum: integer);
function JobTest(uix, Job: integer; IgnoreResults: JobResultSet = []): boolean;
procedure GetUnitInfo(Loc: integer; var uix: integer; var UnitInfo: TUnitInfo);
procedure GetCityInfo(Loc: integer; var cix: integer; var CityInfo: TCityInfo);
function UnitExhausted(uix: integer): boolean;
function ModelHash(const ModelInfo: TModelInfo): integer;
function ProcessEnhancement(uix: integer; const Jobs: TEnhancementJobs)
  : integer;
function AutoBuild(cix: integer; const ImpOrder: TImpOrder): boolean;
procedure DebugMessage(Level: integer; Text: string);
procedure CityOptimizer_BeginOfTurn;
procedure CityOptimizer_CityChange(cix: integer);
procedure CityOptimizer_TileBecomesAvailable(Loc: integer);
procedure CityOptimizer_ReleaseCityTiles(cix, ReleasedTiles: integer);
procedure CityOptimizer_BeforeRemoveUnit(uix: integer);
procedure CityOptimizer_AfterRemoveUnit;
procedure CityOptimizer_EndOfTurn;

implementation

var
  CityNeedsOptimize: array [0 .. ncmax - 1] of boolean;

function dLoc(Loc, dx, dy: integer): integer;
var
  y0: integer;
begin
  y0 := (Loc + G.lx * 1024) div G.lx - 1024;
  result := (Loc + (dx + y0 and 1 + G.lx * 1024) shr 1) mod G.lx + G.lx
    * (y0 + dy)
end;

function Distance(Loc0, Loc1: integer): integer;
var
  dx, dy: integer;
begin
  inc(Loc0, G.lx * 1024);
  inc(Loc1, G.lx * 1024);
  dx := abs(((Loc1 mod G.lx * 2 + Loc1 div G.lx and 1) - (Loc0 mod G.lx * 2 +
    Loc0 div G.lx and 1) + 3 * G.lx) mod (2 * G.lx) - G.lx);
  dy := abs(Loc1 div G.lx - Loc0 div G.lx);
  result := dx + dy + abs(dx - dy) shr 1;
end;

function UnrestAtLoc(uix, Loc: integer): boolean;
var
  uix1: integer;
begin
  result := false;
  if MyModel[MyUn[uix].mix].Flags and mdCivil = 0 then
    case MyRO.Government of
      gRepublic, gFuture:
        result := (MyRO.Territory[Loc] >= 0) and (MyRO.Territory[Loc] <> me) and
          (MyRO.Treaty[MyRO.Territory[Loc]] < trAlliance);
      gDemocracy:
        result := (MyRO.Territory[Loc] < 0) or (MyRO.Territory[Loc] <> me) and
          (MyRO.Treaty[MyRO.Territory[Loc]] < trAlliance);
    end;
  with MyModel[MyUn[uix].mix] do
    if Cap[mcSeaTrans] + Cap[mcAirTrans] + Cap[mcCarrier] > 0 then
      for uix1 := 0 to MyRO.nUn - 1 do // check transported units too
        if (MyUn[uix1].Loc >= 0) and (MyUn[uix1].Master = uix) then
          result := result or UnrestAtLoc(uix1, Loc);
end;

function GetMoveAdvice(uix, ToLoc: integer;
  var MoveAdviceData: TMoveAdviceData): integer;
var
  MinEndHealth: integer;
begin
  if MyModel[MyUn[uix].mix].Domain = dGround then
    MinEndHealth := 100
  else
    MinEndHealth := 1; // resistent to hostile terrain -- don't consider
  repeat
    if MyUn[uix].Health >= MinEndHealth then
    begin
      MoveAdviceData.ToLoc := ToLoc;
      MoveAdviceData.MoreTurns := 999;
      MoveAdviceData.MaxHostile_MovementLeft := MyUn[uix].Health - MinEndHealth;
      result := Server(sGetMoveAdvice, me, uix, MoveAdviceData);
      if (MinEndHealth <= 1) or (result <> eNoWay) then
        exit;
    end;
    case MinEndHealth of
      100:
        MinEndHealth := 50;
      50:
        MinEndHealth := 25;
      25:
        MinEndHealth := 12;
    else
      MinEndHealth := 1
    end;
  until false end;

  function ColorOfHealth(Health: integer): integer;
  var
    red, green: integer;
  begin
    green := 400 * Health div 100;
    if green > 200 then
      green := 200;
    red := 510 * (100 - Health) div 100;
    if red > 255 then
      red := 255;
    result := green shl 8 + red
  end;

  function IsMultiPlayerGame: boolean;
  var
    p1: integer;
  begin
    result := false;
    for p1 := 1 to nPl - 1 do
      if G.RO[p1] <> nil then
        result := true;
  end;

  procedure ItsMeAgain(p: integer);
  begin
    if G.RO[p] <> nil then
      MyRO := pointer(G.RO[p])
    else if G.SuperVisorRO[p] <> nil then
      MyRO := pointer(G.SuperVisorRO[p])
    else
      exit;
    me := p;
    MyMap := pointer(MyRO.Map);
    MyUn := pointer(MyRO.Un);
    MyCity := pointer(MyRO.City);
    MyModel := pointer(MyRO.Model);
  end;

  function GetAge(p: integer): integer;
  var
    i: integer;
  begin
    if p = me then
    begin
      result := 0;
      for i := 1 to 3 do
        if MyRO.Tech[AgePreq[i]] >= tsApplicable then
          result := i;
    end
    else
    begin
      result := 0;
      for i := 1 to 3 do
        if MyRO.EnemyReport[p].Tech[AgePreq[i]] >= tsApplicable then
          result := i;
    end
  end;

  function IsCivilReportNew(Enemy: integer): boolean;
  var
    i: integer;
  begin
    assert(Enemy <> me);
    i := MyRO.EnemyReport[Enemy].TurnOfCivilReport;
    result := (i = MyRO.Turn) or (i = MyRO.Turn - 1) and (Enemy > me);
  end;

  function IsMilReportNew(Enemy: integer): boolean;
  var
    i: integer;
  begin
    assert(Enemy <> me);
    i := MyRO.EnemyReport[Enemy].TurnOfMilReport;
    result := (i = MyRO.Turn) or (i = MyRO.Turn - 1) and (Enemy > me);
  end;

  function CutCityFoodSurplus(FoodSurplus: integer; IsCityAlive: boolean;
    gov, size: integer): integer;
  begin
    result := FoodSurplus;
    if not IsCityAlive or (result > 0) and
      ((gov = gFuture) or (size >= NeedAqueductSize) and (result < 2)) then
      result := 0; { no growth }
  end;

  function CityTaxBalance(cix: integer;
    const CityReport: TCityReportNew): integer;
  var
    i: integer;
  begin
    result := 0;
    if (CityReport.HappinessBalance >= 0) { no disorder }
      and (MyCity[cix].Flags and chCaptured = 0) then // not captured
    begin
      inc(result, CityReport.Tax);
      if (MyCity[cix].Project and (cpImp + cpIndex) = cpImp + imTrGoods) and
        (CityReport.Production > 0) then
        inc(result, CityReport.Production);
      if ((MyRO.Government = gFuture) or (MyCity[cix].size >= NeedAqueductSize)
        and (CityReport.FoodSurplus < 2)) and (CityReport.FoodSurplus > 0) then
        inc(result, CityReport.FoodSurplus);
    end;
    for i := 28 to nImp - 1 do
      if MyCity[cix].Built[i] > 0 then
        dec(result, Imp[i].Maint);
  end;

  procedure SumCities(var TaxSum, ScienceSum: integer);
  var
    cix: integer;
    CityReport: TCityReportNew;
  begin
    TaxSum := MyRO.OracleIncome;
    ScienceSum := 0;
    if MyRO.Government = gAnarchy then
      exit;
    for cix := 0 to MyRO.nCity - 1 do
      if MyCity[cix].Loc >= 0 then
      begin
        CityReport.HypoTiles := -1;
        CityReport.HypoTaxRate := -1;
        CityReport.HypoLuxuryRate := -1;
        Server(sGetCityReportNew, me, cix, CityReport);
        if (CityReport.HappinessBalance >= 0) { no disorder }
          and (MyCity[cix].Flags and chCaptured = 0) then // not captured
          ScienceSum := ScienceSum + CityReport.Science;
        TaxSum := TaxSum + CityTaxBalance(cix, CityReport);
      end;
  end;

  function JobTest(uix, Job: integer; IgnoreResults: JobResultSet): boolean;
  var
    Test: integer;
  begin
    Test := Server(sStartJob + Job shl 4 - sExecute, me, uix, nil^);
    result := (Test >= rExecuted) or (Test in IgnoreResults);
  end;

  procedure GetUnitInfo(Loc: integer; var uix: integer;
    var UnitInfo: TUnitInfo);
  var
    i, Cnt: integer;
  begin
    if MyMap[Loc] and fOwned <> 0 then
    begin
      Server(sGetDefender, me, Loc, uix);
      Cnt := 0;
      for i := 0 to MyRO.nUn - 1 do
        if MyUn[i].Loc = Loc then
          inc(Cnt);
      MakeUnitInfo(me, MyUn[uix], UnitInfo);
      if Cnt > 1 then
        UnitInfo.Flags := UnitInfo.Flags or unMulti;
    end
    else
    begin
      uix := MyRO.nEnemyUn - 1;
      while (uix >= 0) and (MyRO.EnemyUn[uix].Loc <> Loc) do
        dec(uix);
      UnitInfo := MyRO.EnemyUn[uix];
    end
  end; { GetUnitInfo }

  procedure GetCityInfo(Loc: integer; var cix: integer;
    var CityInfo: TCityInfo);
  begin
    if MyMap[Loc] and fOwned <> 0 then
    begin
      CityInfo.Loc := Loc;
      cix := MyRO.nCity - 1;
      while (cix >= 0) and (MyCity[cix].Loc <> Loc) do
        dec(cix);
      with CityInfo do
      begin
        Owner := me;
        ID := MyCity[cix].ID;
        size := MyCity[cix].size;
        Flags := 0;
        if MyCity[cix].Built[imPalace] > 0 then
          inc(Flags, ciCapital);
        if (MyCity[cix].Built[imWalls] > 0) or
          (MyMap[MyCity[cix].Loc] and fGrWall <> 0) then
          inc(Flags, ciWalled);
        if MyCity[cix].Built[imCoastalFort] > 0 then
          inc(Flags, ciCoastalFort);
        if MyCity[cix].Built[imMissileBat] > 0 then
          inc(Flags, ciMissileBat);
        if MyCity[cix].Built[imBunker] > 0 then
          inc(Flags, ciBunker);
        if MyCity[cix].Built[imSpacePort] > 0 then
          inc(Flags, ciSpacePort);
      end
    end
    else
    begin
      cix := MyRO.nEnemyCity - 1;
      while (cix >= 0) and (MyRO.EnemyCity[cix].Loc <> Loc) do
        dec(cix);
      CityInfo := MyRO.EnemyCity[cix];
    end
  end;

  function UnitExhausted(uix: integer): boolean;
  // check if another move of this unit is still possible
  var
    dx, dy: integer;
  begin
    result := true;
    if (MyUn[uix].Movement > 0) or
      (MyRO.Wonder[woShinkansen].EffectiveOwner = me) then
      if (MyUn[uix].Movement >= 100) or
        ((MyModel[MyUn[uix].mix].Kind = mkCaravan) and
        (MyMap[MyUn[uix].Loc] and fCity <> 0)) then
        result := false
      else
        for dx := -2 to 2 do
          for dy := -2 to 2 do
            if abs(dx) + abs(dy) = 2 then
              if Server(sMoveUnit - sExecute + dx and 7 shl 4 + dy and 7 shl 7,
                me, uix, nil^) >= rExecuted then
                result := false;
  end;

  function ModelHash(const ModelInfo: TModelInfo): integer;
  var
    i, FeatureCode, Hash1, Hash2, Hash2r, d: cardinal;
  begin
    with ModelInfo do
      if Kind > mkEnemyDeveloped then
        result := integer($C0000000 + Speed div 50 + Kind shl 8)
      else
      begin
        FeatureCode := 0;
        for i := mcFirstNonCap to nFeature - 1 do
          if 1 shl Domain and Feature[i].Domains <> 0 then
          begin
            FeatureCode := FeatureCode * 2;
            if 1 shl (i - mcFirstNonCap) <> 0 then
              inc(FeatureCode);
          end;
        case Domain of
          dGround:
            begin
              assert(FeatureCode < 1 shl 8);
              assert(Attack < 5113);
              assert(Defense < 2273);
              assert(Cost < 1611);
              Hash1 := (Attack * 2273 + Defense) * 9 + (Speed - 150) div 50;
              Hash2 := FeatureCode * 1611 + Cost;
            end;
          dSea:
            begin
              assert(FeatureCode < 1 shl 9);
              assert(Attack < 12193);
              assert(Defense < 6097);
              assert(Cost < 4381);
              Hash1 := ((Attack * 6097 + Defense) * 5 + (Speed - 350)
                div 100) * 2;
              if Weight >= 6 then
                inc(Hash1);
              Hash2 := ((TTrans * 17 + ATrans_Fuel) shl 9 + FeatureCode) *
                4381 + Cost;
            end;
          dAir:
            begin
              assert(FeatureCode < 1 shl 5);
              assert(Attack < 2407);
              assert(Defense < 1605);
              assert(Bombs < 4813);
              assert(Cost < 2089);
              Hash1 := (Attack * 1605 + Defense) shl 5 + FeatureCode;
              Hash2 := ((Bombs * 7 + ATrans_Fuel) * 4 + TTrans) * 2089 + Cost;
            end;
        end;
        Hash2r := 0;
        for i := 0 to 7 do
        begin
          Hash2r := Hash2r * 13;
          d := Hash2 div 13;
          inc(Hash2r, Hash2 - d * 13);
          Hash2 := d
        end;
        result := integer(Domain shl 30 + Hash1 xor Hash2r)
      end
  end;

  function ProcessEnhancement(uix: integer;
    const Jobs: TEnhancementJobs): integer;
  { return values:
    eJobDone - all applicable jobs done
    eOK - enhancement not complete
    eDied - job done and died (thurst) }
  var
    stage, NextJob, Tile: integer;
    Done: Set of jNone .. jPoll;
  begin
    Done := [];
    Tile := MyMap[MyUn[uix].Loc];
    if Tile and fRoad <> 0 then
      include(Done, jRoad);
    if Tile and fRR <> 0 then
      include(Done, jRR);
    if (Tile and fTerImp = tiIrrigation) or (Tile and fTerImp = tiFarm) then
      include(Done, jIrr);
    if Tile and fTerImp = tiFarm then
      include(Done, jFarm);
    if Tile and fTerImp = tiMine then
      include(Done, jMine);
    if Tile and fPoll = 0 then
      include(Done, jPoll);

    if MyUn[uix].Job = jNone then
      result := eJobDone
    else
      result := eOK;
    while (result <> eOK) and (result <> eDied) do
    begin
      stage := -1;
      repeat
        if stage = -1 then
          NextJob := jPoll
        else
          NextJob := Jobs[Tile and fTerrain, stage];
        if (NextJob = jNone) or not(NextJob in Done) then
          Break;
        inc(stage);
      until stage = 5;
      if (stage = 5) or (NextJob = jNone) then
      begin
        result := eJobDone;
        Break;
      end; // tile enhancement complete
      result := Server(sStartJob + NextJob shl 4, me, uix, nil^);
      include(Done, NextJob)
    end;
  end;

  function AutoBuild(cix: integer; const ImpOrder: TImpOrder): boolean;
  var
    i, NewProject: integer;
  begin
    result := false;
    if (MyCity[cix].Project and (cpImp + cpIndex) = cpImp + imTrGoods) or
      (MyCity[cix].Flags and chProduction <> 0) then
    begin
      i := 0;
      repeat
        while (ImpOrder[i] >= 0) and (MyCity[cix].Built[ImpOrder[i]] > 0) do
          inc(i);
        if ImpOrder[i] < 0 then
          Break;
        assert(i < nImp);
        NewProject := cpImp + ImpOrder[i];
        if Server(sSetCityProject, me, cix, NewProject) >= rExecuted then
        begin
          result := true;
          CityOptimizer_CityChange(cix);
          Break;
        end;
        inc(i);
      until false end end;

      procedure CalculateAdvValues;
      var
        i, j: integer;
        known: array [0 .. nAdv - 1] of integer;

        procedure MarkPreqs(i: integer);
        begin
          if known[i] = 0 then
          begin
            known[i] := 1;
            if (i <> adScience) and (i <> adMassProduction) then
            begin
              if (AdvPreq[i, 0] >= 0) then
                MarkPreqs(AdvPreq[i, 0]);
              if (AdvPreq[i, 1] >= 0) then
                MarkPreqs(AdvPreq[i, 1]);
            end
          end
        end;

      begin
        FillChar(AdvValue, SizeOf(AdvValue), 0);
        for i := 0 to nAdv - 1 do
        begin
          FillChar(known, SizeOf(known), 0);
          MarkPreqs(i);
          for j := 0 to nAdv - 1 do
            if known[j] > 0 then
              inc(AdvValue[i]);
          if i in FutureTech then
            inc(AdvValue[i], 3000)
          else if known[adMassProduction] > 0 then
            inc(AdvValue[i], 2000)
          else if known[adScience] > 0 then
            inc(AdvValue[i], 1000)
        end;
      end;

      procedure DebugMessage(Level: integer; Text: string);
      begin
        Server(sMessage, me, Level, pchar(Text)^)
      end;

      function MarkCitiesAround(Loc, cixExcept: integer): boolean;
      // return whether a city was marked
      var
        cix: integer;
      begin
        result := false;
        for cix := 0 to MyRO.nCity - 1 do
          if (cix <> cixExcept) and (MyCity[cix].Loc >= 0) and
            (MyCity[cix].Flags and chCaptured = 0) and
            (Distance(MyCity[cix].Loc, Loc) <= 5) then
          begin
            CityNeedsOptimize[cix] := true;
            result := true;
          end
      end;

      procedure OptimizeCities(CheckOnly: boolean);
      var
        cix, fix, dx, dy, Loc1, OptiType: integer;
        Done: boolean;
        Advice: TCityTileAdviceData;
      begin
        repeat
          Done := true;
          for cix := 0 to MyRO.nCity - 1 do
            if CityNeedsOptimize[cix] then begin
              OptiType := (MyCity[cix].Status shr 4) and $0F;
              if OptiType <> 0 then begin
                Advice.ResourceWeights := OfferedResourceWeights[OptiType];
                Server(sGetCityTileAdvice, me, cix, Advice);
                if Advice.Tiles <> MyCity[cix].Tiles then
                  if CheckOnly then begin
                    // TODO: What is this assert for?
                    // Need to optimize city tiles but CheckOnly true?
                    //assert(false)
                  end else begin
                    for fix := 1 to 26 do
                      if MyCity[cix].Tiles and not Advice.Tiles and
                        (1 shl fix) <> 0 then
                      begin // tile no longer used by this city -- check using it by another
                        dy := fix shr 2 - 3;
                        dx := fix and 3 shl 1 - 3 + (dy + 3) and 1;
                        Loc1 := dLoc(MyCity[cix].Loc, dx, dy);
                        if MarkCitiesAround(Loc1, cix) then
                          Done := false;
                      end;
                    Server(sSetCityTiles, me, cix, Advice.Tiles);
                  end;
              end;
              CityNeedsOptimize[cix] := false;
            end;
        until Done;
      end;

      procedure CityOptimizer_BeginOfTurn;
      var
        cix: integer;
      begin
        FillChar(CityNeedsOptimize, MyRO.nCity - 1, 0); // false
        if MyRO.Government <> gAnarchy then
        begin
          for cix := 0 to MyRO.nCity - 1 do
            if (MyCity[cix].Loc >= 0) and (MyCity[cix].Flags and chCaptured = 0)
            then
              CityNeedsOptimize[cix] := true;
          OptimizeCities(false); // optimize all cities
        end
      end;

      procedure CityOptimizer_CityChange(cix: integer);
      begin
        if (MyRO.Government <> gAnarchy) and
          (MyCity[cix].Flags and chCaptured = 0) then
        begin
          CityNeedsOptimize[cix] := true;
          OptimizeCities(false);
        end
      end;

      procedure CityOptimizer_TileBecomesAvailable(Loc: integer);
      begin
        if (MyRO.Government <> gAnarchy) and MarkCitiesAround(Loc, -1) then
          OptimizeCities(false);
      end;

      procedure CityOptimizer_ReleaseCityTiles(cix, ReleasedTiles: integer);
      var
        fix, dx, dy, Loc1: integer;
        Done: boolean;
      begin
        if (MyRO.Government <> gAnarchy) and (ReleasedTiles <> 0) then
        begin
          Done := true;
          for fix := 1 to 26 do
            if ReleasedTiles and (1 shl fix) <> 0 then
            begin
              dy := fix shr 2 - 3;
              dx := fix and 3 shl 1 - 3 + (dy + 3) and 1;
              Loc1 := dLoc(MyCity[cix].Loc, dx, dy);
              if MarkCitiesAround(Loc1, cix) then
                Done := false;
            end;
          if not Done then
            OptimizeCities(false);
        end
      end;

      procedure CityOptimizer_BeforeRemoveUnit(uix: integer);
      var
        uix1: integer;
      begin
        if MyRO.Government <> gAnarchy then
        begin
          if MyUn[uix].Home >= 0 then
            CityNeedsOptimize[MyUn[uix].Home] := true;

          // transported units are also removed
          for uix1 := 0 to MyRO.nUn - 1 do
            if (MyUn[uix1].Loc >= 0) and (MyUn[uix1].Master = uix) and
              (MyUn[uix1].Home >= 0) then
              CityNeedsOptimize[MyUn[uix1].Home] := true;
        end
      end;

      procedure CityOptimizer_AfterRemoveUnit;
      begin
        if MyRO.Government <> gAnarchy then
          OptimizeCities(false);
      end;

      procedure CityOptimizer_EndOfTurn;
      // all cities should already be optimized here -- only check this
      var
        cix: integer;
      begin
{$IFOPT O-}
        if MyRO.Government <> gAnarchy then
        begin
          FillChar(CityNeedsOptimize, MyRO.nCity - 1, 0); // false
          for cix := 0 to MyRO.nCity - 1 do
            if (MyCity[cix].Loc >= 0) and (MyCity[cix].Flags and chCaptured = 0)
            then
              CityNeedsOptimize[cix] := true;
          OptimizeCities(true); // check all cities
        end;
{$ENDIF}
      end;

initialization

Assert(nImp < 128);
CalculateAdvValues;

end.
