bool DoReclaim(int constructorid) { if (totalticks == 0) // check ticks first, beacuse metal shows as zero at start { return(false); } IUnitDef unitdef = UnitDefByUnitId[constructorid] as IUnitDef; Float3 mypos = aicallback.GetUnitPos(constructorid); MovementMaps movementmaps = MovementMaps.GetInstance(); int currentarea = movementmaps.GetArea(unitdef, mypos); //double nearestreclaimdistancesquared = 1000000; //Float3 nearestreclaimpos = null; double bestmetaldistanceratio = 0; int bestreclaimid = 0; int metalspace = (int)(aicallback.GetMetalStorage() - aicallback.GetMetal()); logfile.WriteLine("available space in metal storage: " + metalspace); int[] nearbyfeatures = aicallback.GetFeatures(mypos, maxreclaimradius); bool reclaimfound = false; foreach (int feature in nearbyfeatures) { IFeatureDef featuredef = aicallback.GetFeatureDef(feature); if (featuredef.metal > 0 && featuredef.metal <= metalspace) { Float3 thisfeaturepos = aicallback.GetFeaturePos(feature); double thisdistance = Math.Sqrt(Float3Helper.GetSquaredDistance(thisfeaturepos, mypos)); double thismetaldistanceratio = featuredef.metal / thisdistance; if (thismetaldistanceratio > bestmetaldistanceratio && movementmaps.GetArea(unitdef, thisfeaturepos) == currentarea) { logfile.WriteLine("Potential reclaim, distance = " + thisdistance + " metal = " + featuredef.metal + " ratio = " + thismetaldistanceratio); bestmetaldistanceratio = thismetaldistanceratio; bestreclaimid = feature; // nearestreclaimpo reclaimfound = true; } } } if (reclaimfound && (bestmetaldistanceratio > (1.0 / (100 * reclaimradiusperonehundredmetal)))) { Float3 reclaimpos = aicallback.GetFeaturePos(bestreclaimid); logfile.WriteLine("Reclaim found, pos " + reclaimpos.ToString()); if (csai.DebugOn) { aicallback.DrawUnit("ARMMEX", reclaimpos, 0.0f, 200, aicallback.GetMyAllyTeam(), true, true); } aicallback.GiveOrder(constructorid, new Command(Command.CMD_RECLAIM, new double[] { reclaimpos.x, reclaimpos.y, reclaimpos.z, 10 })); } else { logfile.WriteLine("No reclaim within parameters"); } return(reclaimfound); }
void ExploreWith(int unitid) { bool destinationfound = false; Float3 currentpos = aicallback.GetUnitPos(unitid); MovementMaps movementmaps = MovementMaps.GetInstance(); IUnitDef unitdef = UnitDefListByDeployedId[unitid] as IUnitDef; int currentarea = movementmaps.GetArea(unitdef, currentpos); LosMap losmap = LosMap.GetInstance(); if (csai.DebugOn) { logfile.WriteLine("explorewith unit " + unitid + " " + unitdef.humanName + " area: " + currentarea); } /* * int numtriesleft = 30; // just try a few times then give up * // maybe there is a better way to do this? * while( !destinationfound ) * { * Float3 destination = GetRandomDestination(); * // logfile.WriteLine( "SpreadSearchWithSearchGrid attempt " + destination.ToString() ); * int mapx = (int)( destination.x / 16 ); * int mapy = (int)( destination.z / 16 ); * if( ( movementmaps.GetArea( unitdef, destination ) == currentarea && * losmap.LastSeenFrameCount[ mapx, mapy ] < recentmeansnumframes || numtriesleft <= 0 ) ) * { * logfile.WriteLine( "Looks good. Go. " + numtriesleft + " retriesleft" ); * if( csai.DebugOn ) * { * aicallback.CreateLineFigure( currentpos, destination,10,true,400,0); * aicallback.DrawUnit( "ARMFAV", destination, 0.0f, 400, aicallback.GetMyAllyTeam(), true, true); * } * aicallback.GiveOrder( unitid, new Command( Command.CMD_MOVE, destination.ToDoubleArray() ) ); * return; * } * numtriesleft--; * } */ // find nearest, area that hasnt had los recently //int maxradius = Math.Max( aicallback.GetMapWidth(), aicallback.GetMapHeight() ) / 2; //for( int radius = Float3 nextpoint = LosMap.GetInstance().GetNearestUnseen(currentpos, unitdef, 6000); if (nextpoint == null) { nextpoint = GetRandomDestination(); } aicallback.GiveOrder(unitid, new Command(Command.CMD_MOVE, nextpoint.ToDoubleArray())); }