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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];
}
}