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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);
}
}