/** * Copyright (C) 2002-2012 The FreeCol Team * * This file is part of FreeCol. * * FreeCol is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * FreeCol is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with FreeCol. If not, see <http://www.gnu.org/licenses/>. */ package net.sf.freecol.server.ai.mission; import java.util.List; import java.util.logging.Logger; import org.freecolandroid.xml.stream.XMLStreamException; import org.freecolandroid.xml.stream.XMLStreamReader; import org.freecolandroid.xml.stream.XMLStreamWriter; import net.sf.freecol.common.model.Colony; import net.sf.freecol.common.model.CombatModel; import net.sf.freecol.common.model.IndianSettlement; import net.sf.freecol.common.model.Location; import net.sf.freecol.common.model.Map.Direction; import net.sf.freecol.common.model.Settlement; import net.sf.freecol.common.model.Tile; import net.sf.freecol.common.model.Unit; import net.sf.freecol.common.model.Unit.UnitState; import net.sf.freecol.common.model.WorkLocation; import net.sf.freecol.common.networking.Connection; import net.sf.freecol.server.ai.AIMain; import net.sf.freecol.server.ai.AIMessage; import net.sf.freecol.server.ai.AIUnit; import net.sf.freecol.server.ai.mission.IdleAtColonyMission; import net.sf.freecol.server.ai.mission.WorkInsideColonyMission; import org.w3c.dom.Element; /** * Mission for defending a <code>Settlement</code>. * * TODO: This Mission should later use sub-missions for * eliminating threats etc. */ public class DefendSettlementMission extends Mission { private static final Logger logger = Logger.getLogger(DefendSettlementMission.class.getName()); /** The <code>Settlement</code> to be protected. */ private Settlement settlement; /** * Creates a mission for the given <code>AIUnit</code>. * * @param aiMain The main AI-object. * @param aiUnit The <code>AIUnit</code> this mission * is created for. * @param settlement The <code>Settlement</code> to defend. */ public DefendSettlementMission(AIMain aiMain, AIUnit aiUnit, Settlement settlement) { super(aiMain, aiUnit); this.settlement = settlement; } /** * Creates a new <code>DefendSettlementMission</code>. * * @param aiMain The main AI-object. * @param element An <code>Element</code> containing an * XML-representation of this object. */ public DefendSettlementMission(AIMain aiMain, Element element) { super(aiMain); readFromXMLElement(element); } /** * Creates a new <code>DefendSettlementMission</code> and reads * the given element. * * @param aiMain The main AI-object. * @param in The input stream containing the XML. * @throws XMLStreamException if a problem was encountered * during parsing. * @see net.sf.freecol.server.ai.AIObject#readFromXML */ public DefendSettlementMission(AIMain aiMain, XMLStreamReader in) throws XMLStreamException { super(aiMain); readFromXML(in); } /** * Gets the target settlement. * * @return The <code>Settlement</code> to be defended by * this <code>Mission</code>. */ public Settlement getSettlement() { return settlement; } // Fake Transportable interface /** * Gets the transport destination for units with this mission. * * @return The destination for this <code>Transportable</code>. */ public Location getTransportDestination() { return (settlement != null && shouldTakeTransportToTile(settlement.getTile())) ? settlement.getTile() : null; } /** * Returns the priority of getting the unit to the * transport destination. * * @return The priority. */ public int getTransportPriority() { return (getTransportDestination() == null) ? 0 : NORMAL_TRANSPORT_PRIORITY + 5; } // Mission interface /** * Checks if this mission is valid for the given unit. * * @param aiUnit The <code>AIUnit</code> to perform the mission. * @return True if this mission is still valid to perform. */ public static boolean isValid(AIUnit aiUnit) { return Mission.isValid(aiUnit) && aiUnit.getUnit().isDefensiveUnit() && aiUnit.getUnit().getOwner().getNumberOfSettlements() > 0; } /** * Checks if this mission is still valid to perform. * * @return True if this mission is still valid to perform. */ public boolean isValid() { return super.isValid() && getUnit().isDefensiveUnit() && settlement != null && !settlement.isDisposed() && settlement.getOwner() == getUnit().getOwner(); } /** * Performs this mission. * * @param connection The <code>Connection</code> to the server. */ public void doMission(Connection connection) { final Unit unit = getUnit(); if (unit == null || unit.isDisposed()) return; // Check target still makes sense. if (!isValid()) { logger.finest("AI defender has invalid settlement " + settlement + ": " + unit); return; } // Go home! if (travelToTarget("AI defender", settlement.getTile()) != Unit.MoveType.MOVE) return; // Check if the mission should change? // Change to supporting the settlement if the size is marginal. final AIMain aiMain = getAIMain(); final AIUnit aiUnit = getAIUnit(); Mission m = null; if (settlement instanceof Colony) { Colony colony = (Colony)settlement; if (unit.getLocation() instanceof WorkLocation || (unit.isPerson() && settlement.getUnitCount() <= 1)) { m = new WorkInsideColonyMission(aiMain, aiUnit, aiMain.getAIColony(colony)); } } else if (settlement instanceof IndianSettlement) { if (unit.isPerson() && settlement.getUnitCount() <= 1) { m = new IdleAtColonyMission(aiMain, aiUnit); } } if (m != null) { aiUnit.setMission(m); m.doMission(aiUnit.getConnection()); return; } // Anything more to do? if (unit.getState() == UnitState.FORTIFIED || unit.getState() == UnitState.FORTIFYING) { return; // No log, these happen indefinitely. } // Check if the settlement is badly defended. If so, try to fortify. int defenderCount = 0, fortifiedCount = 0; List<Unit> units = settlement.getUnitList(); units.addAll(settlement.getTile().getUnitList()); for (Unit u : units) { if (unit.isDefensiveUnit()) { defenderCount++; if (unit.getState() == UnitState.FORTIFIED) fortifiedCount++; } } if (defenderCount <= 2 || fortifiedCount <= 1) { String logMe; if (!unit.checkSetState(UnitState.FORTIFYING)) { logMe = "waiting to fortify at "; } else if (AIMessage.askChangeState(getAIUnit(), UnitState.FORTIFYING) && unit.getState() == UnitState.FORTIFYING) { logMe = "fortifying at "; } else { logMe = "fortify failed at "; } logger.finest("AI defender " + logMe + settlement.getName() + ": " + unit); return; } // The settlement is well enough defended. See if the unit // should attack a nearby hostile unit. Remember to prevent a // sole unit attacking because if it loses, the settlement // will collapse (and the combat model does not understand that). if (!unit.isOffensiveUnit()) return; CombatModel combatModel = unit.getGame().getCombatModel(); Unit bestTarget = null; float bestDifference = Float.MIN_VALUE; Direction bestDirection = null; for (Direction direction : Direction.getRandomDirections("defendSettlements", getAIRandom())) { Tile t = unit.getTile().getNeighbourOrNull(direction); if (t == null) continue; Unit defender = t.getFirstUnit(); if (defender != null && defender.getOwner().atWarWith(unit.getOwner()) && unit.getMoveType(direction).isAttack()) { Unit enemyUnit = t.getDefendingUnit(unit); float enemyAttack = combatModel.getOffencePower(enemyUnit, unit); float weAttack = combatModel.getOffencePower(unit, enemyUnit); float enemyDefend = combatModel.getDefencePower(unit, enemyUnit); float weDefend = combatModel.getDefencePower(enemyUnit, unit); float difference = weAttack / (weAttack + enemyDefend) - enemyAttack / (enemyAttack + weDefend); if (difference > bestDifference) { if (difference > 0 || weAttack > enemyDefend) { bestDifference = difference; bestTarget = enemyUnit; bestDirection = direction; } } } } // Attack if a target is available. Do not log if nothing happening. if (bestTarget != null) { logger.finest("AI defender attacking " + bestTarget + " from " + settlement.getName() + ": " + unit); AIMessage.askAttack(getAIUnit(), bestDirection); } } /** * Gets debugging information about this mission. This string is * a short representation of this object's state. * * @return The <code>String</code>: * "(x, y) ColonyName" * where <code>x</code> and <code>y</code> is the * coordinates of the settlement for this mission, * and <code>ColonyName</code> is the name * (if available). */ public String getDebuggingInfo() { return settlement.getTile().getPosition().toString() + " " + settlement.getName(); } // Serialization /** * Writes all of the <code>AIObject</code>s and other AI-related * information to an XML-stream. * * @param out The target stream. * @throws XMLStreamException if there are any problems writing * to the stream. */ protected void toXMLImpl(XMLStreamWriter out) throws XMLStreamException { if (isValid()) { toXML(out, getXMLElementTagName()); } } /** * {@inherit-doc} */ protected void writeAttributes(XMLStreamWriter out) throws XMLStreamException { super.writeAttributes(out); out.writeAttribute("settlement", settlement.getId()); } /** * {@inherit-doc} */ protected void readAttributes(XMLStreamReader in) throws XMLStreamException { super.readAttributes(in); settlement = (Settlement) getGame() .getFreeColGameObject(in.getAttributeValue(null, "settlement")); } /** * Returns the tag name of the root element representing this object. * * @return "defendSettlementMission". */ public static String getXMLElementTagName() { return "defendSettlementMission"; } }