/******************************************************************************* * 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 java.util.ArrayList; import java.util.List; import jsettlers.ai.highlevel.AiStatistics; import jsettlers.algorithms.construction.AbstractConstructionMarkableMap; import jsettlers.common.buildings.EBuildingType; import jsettlers.common.position.ShortPoint2D; /** * Algorithm: find all possible construction points within the land of the player - calculates a score and take the position with the best score - * score is affected by the distance to needed buildings (eg. lumberjacks for sawmills) - score is affected by the effort to flattern * * @author codingberlin */ public class NearRequiredBuildingConstructionPositionFinder implements IBestConstructionPositionFinder { EBuildingType buildingType; EBuildingType neededBuildingType; public NearRequiredBuildingConstructionPositionFinder(EBuildingType ownBuildingType, EBuildingType neededBuildingType) { this.buildingType = ownBuildingType; this.neededBuildingType = neededBuildingType; } @Override public ShortPoint2D findBestConstructionPosition(AiStatistics aiStatistics, AbstractConstructionMarkableMap constructionMap, byte playerId) { List<ShortPoint2D> neededBuildings = aiStatistics.getBuildingPositionsOfTypeForPlayer(neededBuildingType, playerId); List<ScoredConstructionPosition> scoredConstructionPositions = new ArrayList<ScoredConstructionPosition>(); for (ShortPoint2D point : aiStatistics.getLandForPlayer(playerId)) { if (constructionMap.canConstructAt(point.x, point.y, buildingType, playerId) && !aiStatistics.blocksWorkingAreaOfOtherBuilding(point, playerId, buildingType)) { ShortPoint2D nearestNeededBuilding = AiStatistics.detectNearestPointFromList(point, neededBuildings); int nearestNeededBuildingDistance = 0; if (nearestNeededBuilding != null) { nearestNeededBuildingDistance = point.getOnGridDistTo(nearestNeededBuilding); } byte flatternEffort = aiStatistics.getFlatternEffortAtPositionForBuilding(point, buildingType); scoredConstructionPositions.add(new ScoredConstructionPosition(point, nearestNeededBuildingDistance + flatternEffort)); } } return ScoredConstructionPosition.detectPositionWithLowestScore(scoredConstructionPositions); } }