/** * Copyright (C) 2002-2012 The FreeCol Team * * This file is part of FreeCol. * * FreeCol is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * FreeCol is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with FreeCol. If not, see <http://www.gnu.org/licenses/>. */ package net.sf.freecol.server.ai.mission; import java.util.logging.Logger; import javax.xml.stream.XMLStreamException; import javax.xml.stream.XMLStreamReader; import javax.xml.stream.XMLStreamWriter; import net.sf.freecol.common.model.Ability; import net.sf.freecol.common.model.Colony; import net.sf.freecol.common.model.CombatModel; import net.sf.freecol.common.model.FreeColGameObject; import net.sf.freecol.common.model.IndianSettlement; import net.sf.freecol.common.model.Location; import net.sf.freecol.common.model.Map.Direction; import net.sf.freecol.common.model.PathNode; import net.sf.freecol.common.model.Player; import net.sf.freecol.common.model.Settlement; import net.sf.freecol.common.model.Tension; import net.sf.freecol.common.model.Tile; import net.sf.freecol.common.model.Unit; import net.sf.freecol.common.model.pathfinding.CostDeciders; import net.sf.freecol.common.model.pathfinding.GoalDecider; import net.sf.freecol.server.ai.AIMain; import net.sf.freecol.server.ai.AIMessage; import net.sf.freecol.server.ai.AIUnit; /** * Mission for attacking a specific target, be it a Unit or a Settlement. */ public class UnitSeekAndDestroyMission extends Mission { private static final Logger logger = Logger.getLogger(UnitSeekAndDestroyMission.class.getName()); private static final String tag = "AI seek+destroyer"; /** * The object we are trying to destroy. This can be a * either <code>Settlement</code> or a <code>Unit</code>. */ private Location target; /** * Creates a mission for the given <code>AIUnit</code>. * * @param aiMain The main AI-object. * @param aiUnit The <code>AIUnit</code> this mission * is created for. * @param target The object we are trying to destroy. This can be either a * <code>Settlement</code> or a <code>Unit</code>. */ public UnitSeekAndDestroyMission(AIMain aiMain, AIUnit aiUnit, Location target) { super(aiMain, aiUnit); if (!(target instanceof Unit || target instanceof Settlement)) { throw new IllegalArgumentException("Invalid seek+destroy target: " + target); } this.target = target; logger.finest(tag + " begins with target " + target + ": " + this); uninitialized = false; } /** * Creates a new <code>UnitSeekAndDestroyMission</code> and reads * the given element. * * @param aiMain The main AI-object. * @param in The input stream containing the XML. * @throws XMLStreamException if a problem was encountered * during parsing. * @see net.sf.freecol.server.ai.AIObject#readFromXML */ public UnitSeekAndDestroyMission(AIMain aiMain, XMLStreamReader in) throws XMLStreamException { super(aiMain); readFromXML(in); uninitialized = getAIUnit() == null; } /** * Sets a new mission target. * * @param target The new target <code>Location</code>. */ public void setTarget(Location target) { removeTransportable("retargeted"); this.target = target; } /** * Extract a valid target for this mission from a path. * * @param aiUnit The <code>AIUnit</code> to perform the mission. * @param path A <code>PathNode</code> to extract a target from. * @return A target for this mission, or null if none found. */ public static Location extractTarget(AIUnit aiUnit, PathNode path) { final Location loc = (path == null) ? null : path.getLastNode().getLocation(); Tile t; Unit u; return (loc == null || aiUnit == null || aiUnit.getUnit() == null) ? null : (invalidReason(aiUnit, loc.getSettlement()) == null) ? loc.getSettlement() : ((t = loc.getTile()) != null && invalidReason(aiUnit, u = t.getDefendingUnit(aiUnit.getUnit())) == null) ? u : null; } /** * Gets a <code>GoalDecider</code> for finding the best colony * <code>Tile</code>, optionally falling back to the nearest colony. * * @param aiUnit The <code>AIUnit</code> that is searching. * @param deferOK Not used in this mission. * @return A suitable <code>GoalDecider</code>. */ private static GoalDecider getGoalDecider(final AIUnit aiUnit, boolean deferOK) { return new GoalDecider() { private PathNode bestPath = null; private int bestValue = 0; public PathNode getGoal() { return bestPath; } public boolean hasSubGoals() { return true; } public boolean check(Unit u, PathNode path) { int value = scorePath(aiUnit, path); if (bestValue < value) { bestValue = value; bestPath = path; return true; } return false; } }; } /** * Scores a potential attack on a settlement. * * Do not cheat and look inside the settlement. * Just use visible facts about it. * * TODO: if we are the REF and there is a significant Tory * population inside, assume traitors have briefed us. * * @param aiUnit The <code>AIUnit</code> to do the mission. * @param path The <code>PathNode</code> to take to the settlement. * @param settlement The <code>Settlement</code> to attack. * @return A score of the desirability of the mission. */ private static int scoreSettlementPath(AIUnit aiUnit, PathNode path, Settlement settlement) { if (invalidSettlementReason(aiUnit, settlement) != null) { return Integer.MIN_VALUE; } final Unit unit = aiUnit.getUnit(); final CombatModel combatModel = unit.getGame().getCombatModel(); int value = 1020; value -= path.getTotalTurns() * 100; final float off = combatModel.getOffencePower(unit, settlement); value += off * 50; if (settlement instanceof Colony) { // Favour high population (more loot:-). Colony colony = (Colony) settlement; value += 50 * colony.getUnitCount(); if (colony.hasStockade()) { // Avoid fortifications. value -= 200 * colony.getStockade().getLevel(); } } else if (settlement instanceof IndianSettlement) { // Favour the most hostile settlements IndianSettlement is = (IndianSettlement) settlement; Tension tension = is.getAlarm(unit.getOwner()); if (tension != null) value += tension.getValue() / 2; } return value; } /** * Scores a potential attack on a unit. * * @param aiUnit The <code>AIUnit</code> to do the mission. * @param path The <code>PathNode</code> to take to the settlement. * @param defender The <code>Unit</code> to attack. * @return A score of the desirability of the mission. */ private static int scoreUnitPath(AIUnit aiUnit, PathNode path, Unit defender) { if (invalidUnitReason(aiUnit, defender) != null) { return Integer.MIN_VALUE; } final Unit unit = aiUnit.getUnit(); final Tile tile = path.getLastNode().getTile(); final int turns = path.getTotalTurns(); final CombatModel combatModel = unit.getGame().getCombatModel(); final float off = combatModel.getOffencePower(unit, defender); final float def = combatModel.getDefencePower(unit, defender); if (tile == null || off <= 0) return Integer.MIN_VALUE; int value = 1020 - turns * 100; value += 100 * (off - def); // Add a big bonus for treasure trains on the tile. // Do not cheat and look at the value. for (Unit u : tile.getUnitList()) { if (u.canCarryTreasure() && u.getTreasureAmount() > 0) { value += 1000; break; } } if (defender.isNaval()) { if (tile.isLand()) value += 500; // Easy win } else { if (defender.hasAbility(Ability.EXPERT_SOLDIER) && !defender.isArmed()) value += 100; } return value; } /** * Evaluate a potential seek and destroy mission for a given unit * to a given tile. * * @param aiUnit The <code>AIUnit</code> to do the mission. * @param path A <code>PathNode</code> to take to the target. * @return A score for the proposed mission. */ public static int scorePath(AIUnit aiUnit, PathNode path) { Location loc = extractTarget(aiUnit, path); return (loc instanceof Settlement) ? scoreSettlementPath(aiUnit, path, (Settlement)loc) : (loc instanceof Unit) ? scoreUnitPath(aiUnit, path, (Unit)loc) : Integer.MIN_VALUE; } /** * Finds a suitable seek-and-destroy target path for an AI unit. * * @param aiUnit The <code>AIUnit</code> to find a target for. * @param range An upper bound on the number of moves. * @return A path to the target, or null if none found. */ public static PathNode findTargetPath(AIUnit aiUnit, int range) { if (invalidAIUnitReason(aiUnit) != null) return null; final Unit unit = aiUnit.getUnit(); final Tile startTile = unit.getPathStartTile(); if (startTile == null) return null; // Can the unit legally reach a valid target from where it // currently is? return unit.search(startTile, getGoalDecider(aiUnit, false), CostDeciders.avoidIllegal(), range, unit.getCarrier()); } /** * Finds a suitable seek-and-destroy target for an AI unit. * * @param aiUnit The <code>AIUnit</code> to find a target for. * @param range An upper bound on the number of moves. * @return A suitable target, or null if none found. */ public static Location findTarget(AIUnit aiUnit, int range) { PathNode path = findTargetPath(aiUnit, range); return (path != null) ? extractTarget(aiUnit, path) : null; } // Fake Transportable interface /** * Gets the transport destination for units with this mission. * * @return The destination for this <code>Transportable</code>. */ @Override public Location getTransportDestination() { return (getTarget() == null || !shouldTakeTransportToTile(getTarget().getTile())) ? null : getTarget(); } // Mission interface /** * Gets the target of this mission. * * @return The mission target. */ public Location getTarget() { return target; } /** * Why would a UnitSeekAndDestroyMission be invalid with the given unit. * * @param aiUnit The <code>AIUnit</code> to test. * @return A reason why the mission would be invalid, or null if * none found. */ private static String invalidMissionReason(AIUnit aiUnit) { String reason = invalidAIUnitReason(aiUnit); return (reason != null) ? reason : (!aiUnit.getUnit().isOffensiveUnit()) ? Mission.UNITNOTOFFENSIVE : (aiUnit.getUnit().hasAbility("model.ability.scoutIndianSettlement")) ? "scouts-should-not-seek-and-destroy" : null; } /** * Why would a UnitSeekAndDestroyMission be invalid with the given unit * and settlement. * * @param aiUnit The <code>AIUnit</code> to seek-and-destroy with. * @param settlement The <code>Settlement</code> to test. * @return A reason why the mission would be invalid, or null if * none found. */ private static String invalidSettlementReason(AIUnit aiUnit, Settlement settlement) { String reason = invalidTargetReason(settlement); if (reason != null) return reason; final Unit unit = aiUnit.getUnit(); return (unit.isNaval()) ? "unit-is-naval" : (settlement.getOwner() == unit.getOwner()) ? Mission.TARGETOWNERSHIP : invalidAttackReason(aiUnit, settlement.getOwner()); } /** * Why would a UnitSeekAndDestroyMission be invalid with the given unit * and target unit. * * @param aiUnit The <code>AIUnit</code> to seek-and-destroy with. * @param unit The target <code>Unit</code> to test. * @return A reason why the mission would be invalid, or null if * none found. */ private static String invalidUnitReason(AIUnit aiUnit, Unit unit) { String reason = invalidTargetReason(unit); if (reason != null) return reason; final Tile tile = unit.getTile(); return (tile == null) ? "target-not-on-map" : (aiUnit.getUnit().getOwner() == unit.getOwner()) ? Mission.TARGETOWNERSHIP : (tile.getSettlement() != null) ? "target-in-settlement" : (!aiUnit.getUnit().isTileAccessible(tile)) ? "target-incompatible" : invalidAttackReason(aiUnit, unit.getOwner()); } /** * Why is this mission invalid? * * @return A reason for mission invalidity, or null if none found. */ public String invalidReason() { return invalidReason(getAIUnit(), getTarget()); } /** * Why would this mission be invalid with the given AI unit? * * @param aiUnit The <code>AIUnit</code> to check. * @return A reason for mission invalidity, or null if none found. */ public static String invalidReason(AIUnit aiUnit) { return invalidMissionReason(aiUnit); } /** * Why would this mission be invalid with the given AI unit and location? * * @param aiUnit The <code>AIUnit</code> to check. * @param loc The <code>Location</code> to check. * @return A reason for invalidity, or null if none found. */ public static String invalidReason(AIUnit aiUnit, Location loc) { String reason = invalidMissionReason(aiUnit); return (reason != null) ? reason : (loc instanceof Settlement) ? invalidSettlementReason(aiUnit, (Settlement)loc) : (loc instanceof Unit) ? invalidUnitReason(aiUnit, (Unit)loc) : Mission.TARGETINVALID; } // Not a one-time mission, omit isOneTime(). /** * Performs the mission. * * Check for a target-of-opportunity within one turn and hit that * if possible. Otherwise, just continue on towards the real * target. */ @Override public void doMission() { String reason = invalidReason(); if (isTargetReason(reason)) { setTarget(null); } else if (reason != null) { logger.finest(tag + " broken(" + reason + "): " + this); return; } // Is there a target-of-opportunity? final AIUnit aiUnit = getAIUnit(); final Unit unit = getUnit(); Location nearbyTarget = findTarget(aiUnit, 1); if (nearbyTarget != null) { if (getTarget() == null) { logger.finest(tag + " retargeted " + nearbyTarget + ": " + this); setTarget(nearbyTarget); nearbyTarget = null; } else if (nearbyTarget == target) { nearbyTarget = null; } else { logger.finest(tag + " found target-of-opportunity " + nearbyTarget + ": " + this); } } else if (reason != null) { logger.finest(tag + " " + reason + ": " + this); return; } // Go to the target. Location currentTarget = (nearbyTarget != null) ? nearbyTarget : getTarget(); // Note avoiding other targets by choice of cost decider. Unit.MoveType mt = travelToTarget(tag, currentTarget, CostDeciders.avoidSettlementsAndBlockingUnits()); switch (mt) { case MOVE_NO_MOVES: case MOVE_ILLEGAL: break; case ATTACK_UNIT: case ATTACK_SETTLEMENT: Tile unitTile = unit.getTile(); Settlement settlement = unitTile.getSettlement(); if (settlement != null && settlement.getUnitCount() < 2) { // Do not risk attacking out of a settlement that // might collapse. Defend instead. aiUnit.setMission(new DefendSettlementMission(getAIMain(), aiUnit, settlement)); return; } Direction dirn = unitTile.getDirection(currentTarget.getTile()); if (dirn == null) { throw new IllegalStateException("No direction " + unitTile + " to " + currentTarget.getTile()); } logger.finest(tag + " attacking " + currentTarget + ": " + this); AIMessage.askAttack(aiUnit, dirn); break; default: logger.finest(tag + " unexpected move type: " + mt + ": " + this); break; } } // Serialization /** * Writes all of the <code>AIObject</code>s and other AI-related * information to an XML-stream. * * @param out The target stream. * @throws XMLStreamException if there are any problems writing to the * stream. */ protected void toXMLImpl(XMLStreamWriter out) throws XMLStreamException { toXML(out, getXMLElementTagName()); } /** * {@inheritDoc} */ @Override protected void writeAttributes(XMLStreamWriter out) throws XMLStreamException { super.writeAttributes(out); if (target != null) { writeAttribute(out, "target", (FreeColGameObject)target); } } /** * {@inheritDoc} */ @Override protected void readAttributes(XMLStreamReader in) throws XMLStreamException { super.readAttributes(in); String str = in.getAttributeValue(null, "target"); target = (str == null) ? null : getGame().getFreeColLocation(str); } /** * Returns the tag name of the root element representing this object. * * @return "unitSeekAndDestroyMission". */ public static String getXMLElementTagName() { return "unitSeekAndDestroyMission"; } }