/*
* 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);
}
}