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#include <stdlib.h>
#include <stdio.h>
#include <units.h>
#include <string.h>
#include <vec.h>
#include <jsonparse.h>
void army_grid_init(army *ar) {
if (ar->grid != NULL) free(ar->grid);
ar->grid = (unit**)malloc(sizeof(unit*)*ar->sx*ar->sy);
memset(ar->grid, NULL, sizeof(unit*)*ar->sx*ar->sy);
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
// not using ptoi, don't have map, why have map anyway?
ar->grid[ar->sx*u->gridpos[1]+u->gridpos[0]] = u;
}
}
void army_init (army *ar, map *m) {
ar->uslen = 0;
ar->sx = m->sx; ar->sy = m->sy;
army_grid_init(ar);
}
void army_destory(army *ar) {
free(ar->grid);
}
void unit_init (infos *info, army *ar, map *m,
int x, int y, info_unit *iu, int owner, unit *u)
{
u->pos[0] = x*m->ts; u->pos[1] = y*m->ts;
u->gridpos[0] = x; u->gridpos[1] = y;
u->info = *iu;
u->owner = owner;
u->hp = info_unit_get_health(info, iu);
u->move_points = 0;
u->charge = info_unit_get_capacity(info, iu);
for (int i=0; i<8; u->cooldown[i] = 1, i++);
}
void army_spawn (army *ar, map *m, unit u) {
ar->us[ar->uslen] = u;
ar->grid[ptoi(m, u.gridpos)] = ar->us+ar->uslen;
ar->uslen++;
}
void unit_move (army *ar, map *m, unit *u, int *dest) {
ar->grid[ptoi(m, u->gridpos)] = NULL;
u->gridpos[0] = dest[0];
u->gridpos[1] = dest[1];
ar->grid[ptoi(m, u->gridpos)] = u;
u->pos[0] = dest[0]*m->ts;
u->pos[1] = dest[1]*m->ts;
}
void unit_remove (army *ar, map *m, unit *u) {
unit *t = ar->us+ar->uslen-1;
int ux = u->gridpos[0], uy = u->gridpos[1];
int tx = t->gridpos[0], ty = t->gridpos[1];
*u = *t;
ar->uslen--;
ar->grid[xytoi(m, tx, ty)] = u;
ar->grid[xytoi(m, ux, uy)] = NULL;
printf("ar->uslen: %d\n", ar->uslen);
}
void unit_dead (army *ar, map *m, unit *u) {
ar->grid[ptoi(m, u->gridpos)] = NULL;
}
void unit_search (infos *info, army *ar, map *m, unit *u,
unit **t, float range)
{
for (int f=0; f<32; t[f] = NULL, f++);
int mult[4][2] = { {1, 1},{1,-1},{-1,-1},{-1,1} }, x, y, dx, dy, tmp;
*t = NULL;
for (int r=1; r<range*1.42 && *t==NULL; r++) {
for (int k=0; k<4 && *t==NULL; k++) {
for (int j=0; j<r && *t==NULL; j++) {
if (k%2==1) { // invert them if k=1 || k=3
dx = (j)*mult[k][0]; dy = (r-j)*mult[k][1];
} else {
dx = (r-j)*mult[k][0]; dy = (j)*mult[k][1];
}
x = u->gridpos[0]+dx; y = u->gridpos[1]+dy;
//printf(" (%d, %d) -> (%d, %d), %d, %d, %d\n", u->gridpos[0], u->gridpos[1], x, y, r, k, j);
if (!(x>=0 && y>=0 && x<m->sx && y<m->sy)) continue; // oob
*t = ar->grid[xytoi(m, x, y)];
if (*t!=NULL && (*t)->owner == u->owner) *t = NULL; // owner check
if (*t!=NULL && (*t)->hp <= 0) *t = NULL; // owner check
if (*t!=NULL) {
// range check
float diff[2] = {
u->gridpos[0] - (*t)->gridpos[0],
u->gridpos[1] - (*t)->gridpos[1]
}; float mag = vec2_mag(diff);
if (mag > range) *t = NULL;
}
}}}
}
typedef struct { unit *u; int *dir; int done; } mcom;
int army_move_step (infos *info, army *ar, map *m) {
int dirs[4][2] = { {1, 0},{0, 1},{-1,0},{0,-1} };
mcom mcs[ar->uslen];
int mclen = 0;
float diff[2];
int orders = 0;
// planning
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
if (u->move_points <= 0) continue;
if (u->hp <= 0) continue;
if (u->charge <= 0) continue;
// search target
unit *t[32];
unit_search(info, ar, m, u, t, 100);
if (t[0] != NULL) {
// in range to shoot
diff[0] = u->gridpos[0] - t[0]->gridpos[0];
diff[1] = u->gridpos[1] - t[0]->gridpos[1];
if (vec2_mag(diff) > /*info->units[u->who].range*/1) {
// movement command issued
float dist[4] = { 9999, 9999, 9999, 9999 };
for (int j=0; j<4; j++) {
diff[0] = u->gridpos[0]+dirs[j][0]
- t[0]->gridpos[0];
diff[1] = u->gridpos[1]+dirs[j][1]
- t[0]->gridpos[1];
dist[j] = vec2_mag(diff);
}
float min = dist[0]; int minj = 0;
for (int j=1; j<4; j++) {
if (dist[j] < min) { min = dist[j]; minj = j; }
}
mcs[mclen].u = u;
mcs[mclen].dir = dirs[minj];
mcs[mclen].done = 0;
mclen++;
}
}
}
// execution
int sum = 0, lastsum = -1, step = 0;
for (; step<MAXSOLVESTEPS; step++) {
if (sum == lastsum) { break; }
lastsum = sum;
sum = 0;
for (int i=0; i<mclen; i++) {
int dest[2] = {
mcs[i].u->gridpos[0]+mcs[i].dir[0],
mcs[i].u->gridpos[1]+mcs[i].dir[1]
};
if (!mcs[i].done && ar->grid[ptoi(m, dest)] == NULL) {
unit_move(ar, m, mcs[i].u, dest);
mcs[i].done = 1;
mcs[i].u->move_points -= 1;
orders++;
}
sum += mcs[i].done;
}
}
if (step == MAXSOLVESTEPS) { printf("army: max steps reached\n"); }
if (orders > 0) return 0;
else return 1;
}
int army_move (infos *info, army *ar, map *m) {
for (int i=0; i<ar->uslen; i++) {
ar->us[i].move_points += info_unit_get_speed(info, &ar->us[i].info);
}
int iter = 0, finished = army_move_step(info, ar, m);
for (; iter<5 && !finished; iter++) {
finished = army_move_step(info, ar, m);
}
return iter;
}
int army_fire (infos *info, army *ar, map *m) {
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
int lw = u->info.levels[LEVEL_CHASSIS];
for (int j=0; j<info->chassis[u->info.chassis].slot_weapon[lw]; j++) {
u->cooldown[j] += 1;
}
}
struct dmg { unit *u; float dam; } dmgs[1024*8]; int dmgslen = 0;
unit *t[32];
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
if (u->hp <= 0) continue;
if (u->charge <= 0) continue;
int lw = u->info.levels[LEVEL_CHASSIS];
for (int j=0; j<info->chassis[u->info.chassis].slot_weapon[lw]; j++) {
if (u->info.weapons[j] == -1) continue;
if (u->cooldown[j] <= 0) continue;
float range = info_unit_get_range(info, &u->info, j);
unit_search(info, ar, m, u, t, range);
if (t[0]!=NULL) {
dmgs[dmgslen].u = t[0];
dmgs[dmgslen].dam = info_unit_get_damage_target(
info, &u->info, j, &t[0]->info);
dmgslen++;
u->cooldown[j] -= info_unit_get_cooldown(info, &u->info, j);
u->charge -= info_unit_get_charge_per_shot(info, &u->info, j);
if (u->charge < 0) u->charge = 0;
}
}
}
for (int i=0; i<dmgslen; i++) {
dmgs[i].u->hp -= dmgs[i].dam;
if (dmgs[i].u->hp <= 0) {
unit_dead(ar, m, dmgs[i].u);
}
}
return dmgslen;
}
void army_upkeep (infos *info, army *ar, map *m) {
// battery drain or recharge
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
if (u->hp <= 0) continue;
u->charge -= info_unit_get_upkeep(info, &u->info);
if (u->charge < 0) u->charge = 0;
}
}
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