/* * 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.entities; import java.io.Serializable; import worm.GameMap; import worm.Tile; import worm.Worm; import worm.WormGameState; import worm.features.GidrahFeature; import worm.path.Topology; import com.shavenpuppy.jglib.util.FPMath; import com.shavenpuppy.jglib.util.IntList; /** * Topology that can be used to navigate the GameMap */ class GidrahGameMapTopology implements Topology, Serializable { private static final long serialVersionUID = 1L; private static final float DIAGONAL_FACTOR = 1.4142135623730950488016887242097f; private static final int CLUMP_DISTANCE_THRESHOLD = 5 * 5; // Only worry about clumping when < 5 squares away final GidrahMovement movement; final GidrahFeature gidrahFeature; final Gidrah gidrah; final WormGameState gameState; final GameMap map; final boolean diagonal; final int width, height; /** * C'tor * @param movement */ GidrahGameMapTopology(GidrahMovement movement) { this.movement = movement; this.diagonal = movement.isDiagonal(); this.gameState = Worm.getGameState(); this.map = gameState.getMap(); this.gidrah = movement.getGidrah(); this.gidrahFeature = gidrah.getFeature(); this.width = map.getWidth(); this.height = map.getHeight(); } @Override public int getWidth() { return width; } @Override public int getHeight() { return height; } @Override public int getCost(int from, int to) { if (from == to) { return 0; } // Bias gidrahs away from turrets int sx = getX(from); int sy = getY(from); int tx = getX(to); int ty = getY(to); boolean wraith = gidrahFeature.isWraith(); boolean angry = gidrahFeature.isAngry(); float bias = SPEED_SCALE * (wraith ? 0.0f : Math.max(0.0f, map.getDanger(tx, ty) - gidrahFeature.getArmour())) * gidrahFeature.getBrain().getAvoidanceFactor() * (angry ? 0.75f : 1.0f) * (1.0f - movement.getSpeedupRamp()); int cost = wraith ? NORMAL_COST : map.getCost(tx, ty); int difficulty = wraith ? 0 : map.getDifficulty(tx, ty); int steps = Math.abs(tx - sx) + Math.abs(ty - sy); int tileX = gidrah.getTileX(); int tileY = gidrah.getTileY(); int basicDistance = (tileX - tx) * (tileX - tx) + (tileY - ty) * (tileY - ty); // Prevent clumping nearby if (cost == NORMAL_COST || cost == BOG_COST) { if (!wraith && basicDistance < CLUMP_DISTANCE_THRESHOLD) { int occupiedCount = 0; if (map.isOccupied(tx, ty)) { occupiedCount ++; } if (map.isOccupied(tx + 1, ty)) { occupiedCount ++; } if (map.isOccupied(tx, ty + 1)) { occupiedCount ++; } if (map.isOccupied(tx - 1, ty)) { occupiedCount ++; } if (map.isOccupied(tx, ty - 1)) { occupiedCount ++; } if (map.isOccupied(tx + 1, ty + 1)) { occupiedCount ++; } if (map.isOccupied(tx - 1, ty - 1)) { occupiedCount ++; } if (map.isOccupied(tx - 1, ty + 1)) { occupiedCount ++; } if (map.isOccupied(tx + 1, ty - 1)) { occupiedCount ++; } if (occupiedCount >= 4) { cost += FPMath.ONE; } } } else { // Roads mean we worry much less about danger or difficulty bias *= 0.25f; difficulty >>= 1; } if (map.isAttacking(tx, ty)) { cost += FPMath.FOUR; } if (diagonal) { if (steps == 2) { // Diagonal return FPMath.fpValue(bias) + cost + FPMath.fpValue(difficulty); } else { assert steps == 1; return (int) (cost * DIAGONAL_FACTOR + FPMath.fpValue(DIAGONAL_FACTOR * bias) + FPMath.fpValue(difficulty * DIAGONAL_FACTOR)) * 5; // Really discourage horiz/vert movement with x5 multiplier to cost } } else { if (steps == 1) { return FPMath.fpValue(bias) + cost + FPMath.fpValue(difficulty); } else { assert steps == 2; // Diagonal return (int) (cost * DIAGONAL_FACTOR) + FPMath.fpValue(DIAGONAL_FACTOR * bias) + FPMath.fpValue(difficulty * DIAGONAL_FACTOR); } } } public float getSpeed(int tx, int ty) { if (gidrahFeature.isBoss() || gidrahFeature.isWraith()) { return 1.0f; } return FPMath.floatValue(map.getCost(tx, ty)) * SPEED_SCALE_FACTOR; } @Override public int getDistance(int from, int to) { int fromX = getX(from); int fromY = getY(from); int toX = getX(to); int toY = getY(to); // Use actual distance int dx = fromX - toX; int dy = fromY - toY; return FPMath.fpValue(Math.sqrt(dx * dx + dy * dy)); } @Override public void getNeighbours(int node, int parent, IntList dest) { dest.clear(); int x = getX(node); int y = getY(node); int n = pack(x, y + 1); if (n != parent && canMove(x, y, x, y + 1)) { dest.add(n); } n = pack(x, y - 1); if (n != parent && canMove(x, y, x, y - 1)) { dest.add(n); } n = pack(x + 1, y); if (n != parent && canMove(x, y, x + 1, y)) { dest.add(n); } n = pack(x - 1, y); if (n != parent && canMove(x, y, x - 1, y)) { dest.add(n); } // Diagonal moves n = pack(x + 1, y + 1); if (n != parent && canMove(x, y, x + 1, y + 1)) { dest.add(n); } n = pack(x - 1, y + 1); if (n != parent && canMove(x, y, x - 1, y + 1)) { dest.add(n); } n = pack(x + 1, y - 1); if (n != parent && canMove(x, y, x + 1, y - 1)) { dest.add(n); } n = pack(x - 1, y - 1); if (n != parent && canMove(x, y, x - 1, y - 1)) { dest.add(n); } } /** * Can we make a move from s to t? (s and t must be adjacent) * @param sx * @param sy * @param tx * @param ty * @return true if this move is valid */ boolean canMove(int sx, int sy, int tx, int ty) { int dx = Math.abs(sx - tx); int dy = Math.abs(sy - ty); if (dx > 1 || dy > 1 || dx == 0 && dy == 0) { return false; } // Check destination tile is free if (isImpassable(tx, ty)) { return false; } // // Diagonal: only allow move if it's the final target square, or a diagonal // if (diagonal) { // if (dx == 1 && dy == 1) { // return true; // } // // Entity target = gidrah.getTarget(); // if (target == null) { // return false; // } // if (tx != target.getTileX() || ty != target.getTileY()) { // return false; // } // // } return true; } /** * Determines whether the specified map location is impassable by the gidrah * @param x * @param y * @return */ boolean isImpassable(int x, int y) { if (x < 0 || y < 0 || x >= width || y >= height) { return true; } // If this square is directly next to the gidrah, we can't pass into a square reserved by another thing, unless // we're a gidlet if (!gidrahFeature.isGidlet()) { if (map.isAttacking(x, y)) { // This square is being attacked by another gidrah, so we shall avoid it too return true; } int absDX = Math.abs(x - gidrah.getTileX()); int absDY = Math.abs(y - gidrah.getTileY()); if (absDX <= 1 && absDY <= 1) { if (map.isOccupied(x, y)) { return true; } } } // Otherwise we just check the tiles at all levels of the game map. for (int z = 0; z < GameMap.LAYERS; z ++) { Tile t = map.getTile(x, y, z); if (t != null && (t.isImpassable() || t.isSolid())) { //System.out.println("Tile "+t+" at "+x+", "+y+", "+z+" is impassable"); return true; } } return false; } static int pack(int x, int y) { return x & 0xFFFF | y << 16; } static int getX(int state) { if ((state & 0xFFFF) <= 0x7FFF) { return state & 0x7FFF; } else { return state & 0xFFFF | 0xFFFF0000; } } static int getY(int state) { return state >> 16; } }