/******************************************************************************* * Copyright (c) 2016 - 2017 * * 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.highlevel; import static jsettlers.ai.highlevel.AiBuildingConstants.COAL_MINE_TO_IRONORE_MINE_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.COAL_MINE_TO_SMITH_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.FARM_TO_BAKER_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.FARM_TO_MILL_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.FARM_TO_PIG_FARM_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.FARM_TO_SLAUGHTER_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.FARM_TO_WATERWORKS_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.LUMBERJACK_TO_FORESTER_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.LUMBERJACK_TO_SAWMILL_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.LUMBERJACK_TO_STONE_CUTTER_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.WEAPON_SMITH_TO_BARRACKS_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.WEAPON_SMITH_TO_FARM_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.WEAPON_SMITH_TO_FISHER_HUT_RATIO; import static jsettlers.ai.highlevel.AiBuildingConstants.WEAPON_SMITH_TO_LUMBERJACK_RATIO; import static jsettlers.common.buildings.EBuildingType.FISHER; import java.util.BitSet; import jsettlers.algorithms.distances.DistancesCalculationAlgorithm; import jsettlers.common.buildings.EBuildingType; import jsettlers.common.landscape.EResourceType; import jsettlers.logic.map.grid.landscape.LandscapeGrid; import jsettlers.logic.map.grid.partition.PartitionsGrid; /** * This class calculates information about the map for the AI. At the moment it calculates how many buildings of a building type can be build on the * map by each player. In a nutshell it divides the landscape and resources of the map by the number of possible players. Then it determines the * maximal possible iron mines and coal mines. Depending of mines to smiths ratio it calculates the maximal number of possible smiths. Then it * calculates the needed amount of food building by preferring fisher huts over farms. At least it calculates how many lumberjacks and stone cutters * are needed to build this economy including the necessary living houses to levy soldiers. Now it checks if the calculated buildings have enough * space to be build on the map. If not it reduces the number of smiths unless it hits a threshold. Then it reduces the number of gold smith, * winegrowers and big temples to a minimum set of this buildings. If again this are too much buildings. It keeps reducing smiths. * * @author codingberlin */ public class AiMapInformation { public static final int GRASS_INDEX = EResourceType.VALUES.length; private static final double FISH_TO_FISHER_HUTS_RATIO = 80F / 1F; private static final double COAL_TO_COAL_MINES_RATIO = 100F / 1F; private static final double IRONORE_TO_IRON_MINES_RATIO = 100F / 1F; private static final float GRASS_TO_LUMBERJACK_RATIO = 1360F; private static final int MIN_SMITHS_BEFORE_WINE_AND_GOLD_REDUCTION = 10; private static final int MIN_WINE_GROWER_BEFORE_GOLD_REDUCTION = 2; private static final int MIN_LUMBERJACK_COUNT = 3; private static final int MAX_FISHERS = 10; // max 10 fisher to prevent AI from building only fishermen which on the one hand looks very unnatural and on the other hand is unproductive in // the late game caused by over fishing. public long[][] resourceAndGrassCount; public final BitSet wasFishNearByAtGameStart; public AiMapInformation(PartitionsGrid partitionsGrid, LandscapeGrid landscapeGrid) { resourceAndGrassCount = new long[partitionsGrid.getNumberOfPlayers() + 1][EResourceType.VALUES.length + 1]; wasFishNearByAtGameStart = calculateIsFishNearBy(partitionsGrid, landscapeGrid); } private BitSet calculateIsFishNearBy(PartitionsGrid partitionsGrid, LandscapeGrid landscapeGrid) { return DistancesCalculationAlgorithm.calculatePositionsInDistance(partitionsGrid.getWidth(), partitionsGrid.getHeight(), (x, y) -> landscapeGrid.getResourceTypeAt(x, y) == EResourceType.FISH && landscapeGrid.getResourceAmountAt(x, y) > 0, FISHER.getWorkRadius()); } public void clear() { for (int i = 0; i < resourceAndGrassCount.length; i++) { for (int ii = 0; ii < resourceAndGrassCount[i].length; ii++) { resourceAndGrassCount[i][ii] = 0; } } } public int[] getBuildingCounts(byte playerId) { int numberOfPlayers = resourceAndGrassCount.length - 1; int neverland = resourceAndGrassCount.length - 1; long playersAndNeverlandFish = Math.round(resourceAndGrassCount[neverland][EResourceType.FISH.ordinal] / numberOfPlayers) + resourceAndGrassCount[playerId][EResourceType.FISH.ordinal]; long playersAndNeverlandCoal = Math.round(resourceAndGrassCount[neverland][EResourceType.COAL.ordinal] / numberOfPlayers) + resourceAndGrassCount[playerId][EResourceType.COAL.ordinal]; long playersAndNeverlandIronOre = Math.round(resourceAndGrassCount[neverland][EResourceType.IRONORE.ordinal] / numberOfPlayers) + resourceAndGrassCount[playerId][EResourceType.IRONORE.ordinal]; long playersAndNeverlandGold = Math.round(resourceAndGrassCount[neverland][EResourceType.GOLDORE.ordinal] / numberOfPlayers) + resourceAndGrassCount[playerId][EResourceType.GOLDORE.ordinal]; long playersAndNeverlandGras = Math.round(resourceAndGrassCount[neverland][GRASS_INDEX] / numberOfPlayers) + resourceAndGrassCount[playerId][GRASS_INDEX]; int maxFishermen = Math.max(1, (int) Math.min(MAX_FISHERS, Math.ceil(playersAndNeverlandFish / FISH_TO_FISHER_HUTS_RATIO))); int maxCoalMines = (int) Math.ceil(playersAndNeverlandCoal / COAL_TO_COAL_MINES_RATIO); int maxIronMines = (int) Math.ceil(playersAndNeverlandIronOre / IRONORE_TO_IRON_MINES_RATIO); int maxGoldMelts = playersAndNeverlandGold > 0 ? 2 : 0; if (maxIronMines > maxCoalMines / COAL_MINE_TO_IRONORE_MINE_RATIO + 1) maxIronMines = (int) Math.ceil(maxCoalMines / COAL_MINE_TO_IRONORE_MINE_RATIO + 1); if (maxCoalMines > maxIronMines * COAL_MINE_TO_IRONORE_MINE_RATIO + 1) maxCoalMines = (int) Math.ceil(maxIronMines * COAL_MINE_TO_IRONORE_MINE_RATIO + 1); int maxSmiths = (int) Math.floor((float) maxCoalMines / COAL_MINE_TO_SMITH_RATIO); return calculateBuildingCounts(maxSmiths, maxFishermen, maxGoldMelts, 3, 1, playersAndNeverlandGras); } private int[] calculateBuildingCounts( int numberOfWeaponSmiths, int maxFishermen, int maxGoldMelts, int maxWineGrower, int maxBigTemples, long grasTiles) { int[] buildingCounts = new int[EBuildingType.NUMBER_OF_BUILDINGS]; for (int i = 0; i < buildingCounts.length; i++) { buildingCounts[i] = 0; } buildingCounts[EBuildingType.COALMINE.ordinal] = numberOfWeaponSmiths; buildingCounts[EBuildingType.IRONMINE.ordinal] = (int) Math.round(numberOfWeaponSmiths / COAL_MINE_TO_IRONORE_MINE_RATIO + 1); buildingCounts[EBuildingType.IRONMELT.ordinal] = numberOfWeaponSmiths; buildingCounts[EBuildingType.WEAPONSMITH.ordinal] = numberOfWeaponSmiths; buildingCounts[EBuildingType.BARRACK.ordinal] = (int) Math.ceil((double) numberOfWeaponSmiths / WEAPON_SMITH_TO_BARRACKS_RATIO); buildingCounts[EBuildingType.TOOLSMITH.ordinal] = 1; int numberOfFisher = Math.min((int) (numberOfWeaponSmiths / WEAPON_SMITH_TO_FISHER_HUT_RATIO), maxFishermen); buildingCounts[EBuildingType.FISHER.ordinal] = numberOfFisher; int numberOfRemainingWeaponSmiths = Math.max(0, numberOfWeaponSmiths - (int) (numberOfFisher * WEAPON_SMITH_TO_FISHER_HUT_RATIO)); int numberOfFarms = (int) Math.ceil(numberOfRemainingWeaponSmiths / WEAPON_SMITH_TO_FARM_RATIO); buildingCounts[EBuildingType.FARM.ordinal] = numberOfFarms; buildingCounts[EBuildingType.BAKER.ordinal] = (int) Math.ceil(numberOfFarms / FARM_TO_BAKER_RATIO); buildingCounts[EBuildingType.MILL.ordinal] = (int) Math.ceil(numberOfFarms / FARM_TO_MILL_RATIO); buildingCounts[EBuildingType.WATERWORKS.ordinal] = (int) Math.ceil(numberOfFarms / FARM_TO_WATERWORKS_RATIO); buildingCounts[EBuildingType.SLAUGHTERHOUSE.ordinal] = (int) Math.ceil(numberOfFarms / FARM_TO_SLAUGHTER_RATIO); buildingCounts[EBuildingType.PIG_FARM.ordinal] = (int) Math.ceil(numberOfFarms / FARM_TO_PIG_FARM_RATIO); int lumberJacksForWeaponSmiths = Math.max(8, (int) (numberOfWeaponSmiths / WEAPON_SMITH_TO_LUMBERJACK_RATIO)); int maxLumberJacksForMap = Math.round((float) grasTiles / GRASS_TO_LUMBERJACK_RATIO); int numberOfLumberJacks = Math.max(MIN_LUMBERJACK_COUNT, Math.min(maxLumberJacksForMap, lumberJacksForWeaponSmiths)); buildingCounts[EBuildingType.LUMBERJACK.ordinal] = numberOfLumberJacks; buildingCounts[EBuildingType.FORESTER.ordinal] = Math.max((int) (numberOfLumberJacks / LUMBERJACK_TO_FORESTER_RATIO), 1); buildingCounts[EBuildingType.SAWMILL.ordinal] = Math.max((int) (numberOfLumberJacks / LUMBERJACK_TO_SAWMILL_RATIO), 1); buildingCounts[EBuildingType.STONECUTTER.ordinal] = Math.max((int) (numberOfLumberJacks / LUMBERJACK_TO_STONE_CUTTER_RATIO), 1); if (maxGoldMelts > 0) { buildingCounts[EBuildingType.GOLDMELT.ordinal] = maxGoldMelts; buildingCounts[EBuildingType.GOLDMINE.ordinal] = 1; } if (maxBigTemples > 0) { buildingCounts[EBuildingType.BIG_TEMPLE.ordinal] = maxBigTemples; } if (maxWineGrower > 0) { buildingCounts[EBuildingType.WINEGROWER.ordinal] = maxWineGrower; buildingCounts[EBuildingType.TEMPLE.ordinal] = maxWineGrower; } if (isEnoughSpace(buildingCounts, grasTiles)) { return buildingCounts; } else if (numberOfWeaponSmiths > MIN_SMITHS_BEFORE_WINE_AND_GOLD_REDUCTION) { return calculateBuildingCounts(numberOfWeaponSmiths - 1, maxFishermen, maxGoldMelts, maxWineGrower, maxBigTemples, grasTiles); } else if (maxWineGrower > MIN_WINE_GROWER_BEFORE_GOLD_REDUCTION) { return calculateBuildingCounts(numberOfWeaponSmiths, maxFishermen, maxGoldMelts, maxWineGrower - 1, maxBigTemples, grasTiles); } else if (maxGoldMelts > 1) { return calculateBuildingCounts(numberOfWeaponSmiths, maxFishermen, maxGoldMelts - 1, maxWineGrower, maxBigTemples, grasTiles); } else if (maxWineGrower > 1) { return calculateBuildingCounts(numberOfWeaponSmiths, maxFishermen, maxGoldMelts, maxWineGrower - 1, maxBigTemples, grasTiles); } else if (maxBigTemples == 1) { return calculateBuildingCounts(numberOfWeaponSmiths, maxFishermen, maxGoldMelts, maxWineGrower, 0, grasTiles); } else { return calculateBuildingCounts(numberOfWeaponSmiths - 1, maxFishermen, maxGoldMelts, maxWineGrower, 0, grasTiles); } } private boolean isEnoughSpace(int[] buildingCounts, long grasTiles) { long grasTilesWithoutBuffer = Math.round(grasTiles / 3F); for (int i = 0; i < buildingCounts.length; i++) { EBuildingType buildingType = EBuildingType.VALUES[i]; if (!buildingType.isMine()) { grasTilesWithoutBuffer -= EBuildingType.VALUES[i].getProtectedTiles().length * buildingCounts[i]; if (grasTilesWithoutBuffer < 0) { return false; } } } return true; } public long getRemainingGrassTiles(AiStatistics aiStatistics, byte playerId) { long remainingGrass = resourceAndGrassCount[playerId][GRASS_INDEX]; for (EBuildingType buildingType : EBuildingType.VALUES) { if (!buildingType.isMine()) { remainingGrass -= buildingType.getProtectedTiles().length * aiStatistics.getTotalNumberOfBuildingTypeForPlayer(buildingType, playerId); } } return remainingGrass; } public long getGrassTilesOf(byte playerId) { return resourceAndGrassCount[playerId][GRASS_INDEX]; } }