/* * Copyright (c) 2003-onwards Shaven Puppy Ltd * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'Shaven Puppy' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package worm.brains; import java.util.ArrayList; import worm.Entity; import worm.Worm; import worm.entities.Building; import worm.entities.Factory; import worm.entities.Turret; import worm.weapons.WeaponFeature.WeaponInstance; /** * The Tactical Brain tries to destroy turrets, then reactors, then the nearest building * @author Cas */ public class TacticalBrainFeature extends BrainFeature { private static final long serialVersionUID = 1L; private float baseFactor; private float factoryFactor; private float turretFactor; private float heavyTurretFactor; /** * C'tor */ public TacticalBrainFeature() { } /** * C'tor * @param name */ public TacticalBrainFeature(String name) { super(name); } @Override public Entity findTarget(Entity entity) { ArrayList<Building> buildings = Worm.getGameState().getBuildings(); int n = buildings.size(); if (n == 0) { // No buildings left! return null; } Building closest = null; float closestDist = Float.MAX_VALUE; float mapY = entity.getY(); float mapX = entity.getX(); for (int i = 0; i < n; i ++) { Building newTarget = buildings.get(i); if (newTarget.isActive() && !newTarget.isCloaked() && newTarget.isAttackableByGidrahs()) { float factor; if (newTarget.isApparentlyValuable()) { factor = baseFactor; } else if (newTarget instanceof Factory) { if (((Factory) newTarget).isShutdown()) { continue; } else { factor = factoryFactor; } } else if (newTarget instanceof Turret) { WeaponInstance weapon = ((Turret) newTarget).getWeapon(); if (weapon != null && weapon.getFeature().isHeavyWeapon()) { factor = heavyTurretFactor; } else { factor = turretFactor; } } else { continue; } float dist = newTarget.getDistanceTo(mapX, mapY) * factor; if (dist < closestDist) { closestDist = dist; closest = newTarget; } } } if (closest != null) { // We found a turret, factory, decoy or base return closest; } // Just go for the nearest building return SmartBrainFeature.getInstance().findTarget(entity); } }