/******************************************************************************* * Copyright (c) 2015 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ package jsettlers.ai.construction; import static jsettlers.common.buildings.EBuildingType.STONECUTTER; import jsettlers.ai.highlevel.AiPositions; import jsettlers.ai.highlevel.AiStatistics; import jsettlers.algorithms.construction.AbstractConstructionMarkableMap; import jsettlers.common.position.ShortPoint2D; /** * Assumptions: stones are placed as groups at the map, never alone without other stones * * Algorithm: find all possible construction points within the borders of the player - calculates a score based on the distance from the most near * stone of the possible construction position - takes the position with the best score (lowest distance to the most near stone) * * @author codingberlin */ public class BestStoneCutterConstructionPositionFinder implements IBestConstructionPositionFinder { public BestStoneCutterConstructionPositionFinder() { } public static class StoneCutterPositionRater implements AiPositions.PositionRater { private static final int BLOCKS_WORK_AREA_MALUS = 12; private static final int NEAR_OTHER_STONE_CUTTER_MALUS = 8; private final AbstractConstructionMarkableMap constructionMap; private final AiStatistics aiStatistics; private final byte playerId; private final AiPositions objects; public StoneCutterPositionRater( AbstractConstructionMarkableMap constructionMap, AiStatistics aiStatistics, byte playerId, AiPositions stones) { this.constructionMap = constructionMap; this.aiStatistics = aiStatistics; this.playerId = playerId; this.objects = stones; } @Override public int rate(int x, int y, int currentBestRating) { if (!constructionMap.canConstructAt((short) x, (short) y, STONECUTTER, playerId)) { return RATE_INVALID; } else { int score = 0; ShortPoint2D p = new ShortPoint2D(x, y); if (aiStatistics.blocksWorkingAreaOfOtherBuilding(p, playerId, STONECUTTER)) { score += BLOCKS_WORK_AREA_MALUS; } if (score >= currentBestRating) { return RATE_INVALID; } short workradius = STONECUTTER.getWorkRadius(); for (ShortPoint2D otherStoneCutterPositions : aiStatistics.getBuildingPositionsOfTypeForPlayer(STONECUTTER, playerId)) { if (otherStoneCutterPositions.getOnGridDistTo(p) <= workradius) { score += NEAR_OTHER_STONE_CUTTER_MALUS; break; } } if (score >= currentBestRating) { return RATE_INVALID; } // ShortPoint2D nearestStonePosition = objects.getNearestPoint(p, Math.min(workradius, currentBestRating - score), null); ShortPoint2D nearestStonePosition = objects.getNearestPoint(p, workradius, null); if (nearestStonePosition == null) { return RATE_INVALID; } int treeDistance = nearestStonePosition.getOnGridDistTo(p); if (treeDistance >= workradius) { return RATE_INVALID; } score += treeDistance; return score; } } } @Override public ShortPoint2D findBestConstructionPosition(AiStatistics aiStatistics, AbstractConstructionMarkableMap constructionMap, byte playerId) { AiPositions stones = aiStatistics.getStonesForPlayer(playerId); if (stones.size() == 0) { return null; } AiPositions.PositionRater rater = new StoneCutterPositionRater(constructionMap, aiStatistics, playerId, stones); return aiStatistics.getLandForPlayer(playerId).getBestRatedPoint(rater); } }