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CvAIOperation.h
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/* -------------------------------------------------------------------------------------------------------
© 1991-2012 Take-Two Interactive Software and its subsidiaries. Developed by Firaxis Games.
Sid Meier's Civilization V, Civ, Civilization, 2K Games, Firaxis Games, Take-Two Interactive Software
and their respective logos are all trademarks of Take-Two interactive Software, Inc.
All other marks and trademarks are the property of their respective owners.
All rights reserved.
------------------------------------------------------------------------------------------------------- */
#pragma once
// CvAIOperation.h
#ifndef CIV5_OPERATION_H
#define CIV5_OPERATION_H
class CvArmyAI;
// it is important to add a new entry whenever a new (subclassed) operation is added to the list
enum AIOperationTypes
{
INVALID_AI_OPERATION = -1,
AI_OPERATION_CITY_CLOSE_DEFENSE,
AI_OPERATION_RAPID_RESPONSE,
AI_OPERATION_BASIC_CITY_ATTACK,
AI_OPERATION_DESTROY_BARBARIAN_CAMP,
AI_OPERATION_FOUND_CITY,
AI_OPERATION_PILLAGE_ENEMY,
AI_OPERATION_SNEAK_CITY_ATTACK,
AI_OPERATION_SMALL_CITY_ATTACK,
AI_OPERATION_MERCHANT_DELEGATION,
AI_OPERATION_NAVAL_BOMBARDMENT,
AI_OPERATION_NAVAL_SUPERIORITY,
AI_OPERATION_COLONIZE,
AI_OPERATION_QUICK_COLONIZE,
AI_OPERATION_NAVAL_ATTACK,
AI_OPERATION_NAVAL_SNEAK_ATTACK,
AI_OPERATION_CITY_STATE_ATTACK,
AI_OPERATION_CITY_STATE_NAVAL_ATTACK,
AI_OPERATION_NUKE_ATTACK,
AI_OPERATION_NOT_SO_QUICK_COLONIZE,
NUM_AI_OPERATIONS,
};
enum AIOperationState
{
INVALID_AI_OPERATION_STATE = -1,
AI_OPERATION_STATE_ABORTED,
AI_OPERATION_STATE_RECRUITING_UNITS,
AI_OPERATION_STATE_GATHERING_FORCES,
AI_OPERATION_STATE_MOVING_TO_TARGET,
AI_OPERATION_STATE_AT_TARGET,
AI_OPERATION_STATE_SUCCESSFUL_FINISH,
};
enum AIOperationMovementType
{
INVALID_AI_OPERATION_MOVE_TYPE = -1,
AI_OPERATION_MOVETYPE_SINGLE_HEX,
AI_OPERATION_MOVETYPE_ENEMY_TERRITORY,
AI_OPERATION_MOVETYPE_NAVAL_ESCORT,
AI_OPERATION_MOVETYPE_FREEFORM_NAVAL,
AI_OPERATION_MOVETYPE_REBASE,
AI_OPERATION_MOVETYPE_STATIC,
};
enum AIOperationAbortReason
{
NO_ABORT_REASON = -1,
AI_ABORT_SUCCESS,
AI_ABORT_NO_TARGET,
AI_ABORT_REPEAT_TARGET,
AI_ABORT_LOST_TARGET,
AI_ABORT_TARGET_ALREADY_CAPTURED,
AI_ABORT_NO_ROOM_DEPLOY,
AI_ABORT_HALF_STRENGTH,
AI_ABORT_NO_MUSTER,
AI_ABORT_LOST_CIVILIAN,
AI_ABORT_ESCORT_DIED,
AI_ABORT_NO_NUKES,
AI_ABORT_KILLED,
};
FDataStream & operator<<(FDataStream &, const AIOperationState &);
FDataStream & operator>>(FDataStream &, AIOperationState &);
struct OperationSlot
{
OperationSlot()
{
m_iOperationID = -1;
m_iArmyID = FFreeList::INVALID_INDEX;
m_iSlotID = -1;
}
bool operator==(const OperationSlot& other) const
{
return (other.m_iArmyID == m_iArmyID && other.m_iSlotID == m_iSlotID && other.m_iOperationID == m_iOperationID);
}
bool IsValid() const
{
return (m_iArmyID != FFreeList::INVALID_INDEX && m_iSlotID != -1 && m_iOperationID != -1);
}
void Invalidate()
{
m_iOperationID = -1;
m_iArmyID = FFreeList::INVALID_INDEX;
m_iSlotID = -1;
}
int m_iOperationID;
int m_iArmyID;
int m_iSlotID;
};
FDataStream & operator<<(FDataStream &, const OperationSlot &);
FDataStream & operator>>(FDataStream &, OperationSlot &);
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperation
//! \brief Operational maneuvers performed by the AI
//
//! Key Attributes:
//! - Based class: behavior is inherited from this class for each individual maneuver
//! - AI operations are launched by some player strategies
//! - Each operations manages one or more armies (multiple armies in an operation not yet tested)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperation
{
public:
CvAIOperation();
virtual ~CvAIOperation();
// simple factory method to create new subclassed operations - use it instead of the constructor, please (I'm not going to force the issue as this is a very simple facotry)
static CvAIOperation* CreateOperation(AIOperationTypes eAIOperationType, PlayerTypes ePlayer);
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Uninit();
virtual void Reset();
virtual int GetOperationType() const { return INVALID_AI_OPERATION; }
virtual bool CanTacticalAIInterruptOperation() const { return false; }
virtual bool NeedToCheckPathToTarget() const { return true; }
virtual int GetMaximumRecruitTurns() const;
virtual MultiunitFormationTypes GetFormation() const {return NO_MUFORMATION; }
virtual AIOperationMovementType GetMoveType() const { return m_eMoveType; }
int GetLastTurnMoved() const {return m_iLastTurnMoved;};
void SetLastTurnMoved(int iValue) {m_iLastTurnMoved = iValue;};
int GetID() const;
void SetID(int iID);
inline PlayerTypes GetOwner() const
{
return m_eOwner;
}
void SetOwner(PlayerTypes ePlayer);
PlayerTypes GetEnemy() const;
void SetEnemy(PlayerTypes eEnemy);
int GetDefaultArea() const;
void SetDefaultArea(int iDefaultArea);
virtual bool IsAllNavalOperation() const {return false;};
virtual bool IsMixedLandNavalOperation() const {return false;};
CvPlot *GetTargetPlot() const;
void SetTargetPlot(CvPlot *pTarget);
CvPlot *GetMusterPlot() const;
void SetMusterPlot(CvPlot *pTarget);
CvPlot *GetStartCityPlot() const;
void SetStartCityPlot(CvPlot *pTarget);
virtual int GetGatherTolerance(CvArmyAI *pArmy, CvPlot *pPlot) const;
virtual CvCity *GetOperationStartCity() const;
int GetFirstArmyID();
virtual bool CheckOnTarget();
virtual bool ArmyInPosition(CvArmyAI *pArmy);
virtual bool ArmyMoved(CvArmyAI *pArmy) {return false;};
virtual int PercentFromMusterPointToTarget();
virtual bool ShouldAbort();
virtual void SetToAbort(AIOperationAbortReason eReason);
virtual void Kill();
virtual void DoTurn();
virtual bool DoDelayedDeath();
virtual void BuildListOfUnitsWeStillNeedToBuild();
unsigned int GetNumUnitsNeededToBeBuilt() { return m_viListOfUnitsWeStillNeedToBuild.size(); }
virtual OperationSlot PeekAtNextUnitToBuild(int iAreaID);
virtual OperationSlot CommitToBuildNextUnit(int iAreaID, int iTurns, CvCity *pCity);
virtual bool UncommitToBuild(OperationSlot thisOperationSlot);
virtual bool FinishedBuilding(OperationSlot thisOperationSlot);
virtual bool GrabUnitsFromTheReserves(CvPlot *pMusterPlot, CvPlot *pTargetPlot);
bool DeleteArmyAI(int iID);
virtual void UnitWasRemoved(int iArmyID, int iSlotID);
virtual CvPlot *ComputeCenterOfMassForTurn(CvArmyAI *pArmy) const;
bool HasOneMoreSlotToFill() const;
bool BuyFinalUnit();
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
void LogOperationStart();
void LogOperationStatus();
void LogOperationSpecialMessage(const CvString& strMsg);
void LogOperationEnd();
protected:
CvString GetLogFileName(CvString& playerName) const;
virtual CvString GetOperationName() const { return CvString("INVALID_AI_OPERATION"); }
virtual CvPlot *SelectInitialMusterPoint(CvArmyAI* pThisArmy);
virtual bool FindBestFitReserveUnit(OperationSlot thisOperationSlot, CvPlot *pMusterPlot, CvPlot *pTargetPlot, bool *bRequired);
std::vector<int> m_viArmyIDs;
std::vector<OperationSlot> m_viListOfUnitsWeStillNeedToBuild;
std::vector<OperationSlot> m_viListOfUnitsCitiesHaveCommittedToBuild;
int m_iID;
AIOperationState m_eCurrentState;
AIOperationAbortReason m_eAbortReason;
int m_iDefaultArea;
int m_iLastTurnMoved;
PlayerTypes m_eOwner;
PlayerTypes m_eEnemy;
bool m_bShouldReplaceLossesWithReinforcements;
AIOperationMovementType m_eMoveType;
// Coordinates of start city
int m_iStartCityX;
int m_iStartCityY;
// Coordinates of muster plot
int m_iMusterX;
int m_iMusterY;
// Coordinates of target plot
int m_iTargetX;
int m_iTargetY;
};
FDataStream & operator<<(FDataStream &, const AIOperationMovementType &);
FDataStream & operator>>(FDataStream &, AIOperationMovementType &);
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIEnemyTerritoryOperation
//! \brief Base class for operations that involve large collection of forces
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#define SAFE_ESTIMATE_MAX_PATH_LEN 200
class CvAIEnemyTerritoryOperation : public CvAIOperation
{
public:
CvAIEnemyTerritoryOperation();
virtual ~CvAIEnemyTerritoryOperation();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual int GetDeployRange() const;
virtual int GetMaximumRecruitTurns() const;
protected:
virtual CvPlot *FindBestTarget() = 0;
virtual CvPlot *SelectInitialMusterPoint(CvArmyAI* pThisArmy);
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationBasicCityAttack
//! \brief Attack a city with a small force
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationBasicCityAttack : public CvAIEnemyTerritoryOperation
{
public:
CvAIOperationBasicCityAttack();
virtual ~CvAIOperationBasicCityAttack();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_BASIC_CITY_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_BASIC_CITY_ATTACK"); }
virtual bool NeedToCheckPathToTarget() const { return false; }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_BASIC_CITY_ATTACK_FORCE; }
virtual bool ShouldAbort();
virtual bool ArmyInPosition(CvArmyAI *pArmy);
protected:
virtual CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationSneakCityAttack
//! \brief Same as Basic City attack except allowed when not at war
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationSneakCityAttack : public CvAIOperationBasicCityAttack
{
public:
CvAIOperationSneakCityAttack();
virtual int GetOperationType() const { return AI_OPERATION_SNEAK_CITY_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_SNEAK_CITY_ATTACK"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_BASIC_CITY_ATTACK_FORCE; }
};
class CvAIOperationQuickSneakCityAttack : public CvAIOperationSneakCityAttack
{
public:
CvAIOperationQuickSneakCityAttack();
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_EARLY_RUSH; }
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationSmallCityAttack
//! \brief Same as Basic City attack except allowed when not at war
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationSmallCityAttack : public CvAIOperationBasicCityAttack
{
public:
CvAIOperationSmallCityAttack();
virtual int GetOperationType() const { return AI_OPERATION_SMALL_CITY_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_SMALL_CITY_ATTACK"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_SMALL_CITY_ATTACK_FORCE; }
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationCityStateAttack
//! \brief Same as Basic City attack except a smaller formation
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationCityStateAttack : public CvAIOperationBasicCityAttack
{
public:
CvAIOperationCityStateAttack();
virtual int GetOperationType() const { return AI_OPERATION_CITY_STATE_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_CITY_STATE_ATTACK"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_CITY_STATE_ATTACK_FORCE; }
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationDestroyBarbarianCamp
//! \brief Send out a squad of units to take out a barbarian camp
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationDestroyBarbarianCamp : public CvAIEnemyTerritoryOperation
{
public:
CvAIOperationDestroyBarbarianCamp();
virtual ~CvAIOperationDestroyBarbarianCamp();
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_DESTROY_BARBARIAN_CAMP; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_DESTROY_BARBARIAN_CAMP"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_ANTI_BARBARIAN_TEAM; }
virtual int GetDeployRange() const;
virtual bool ShouldAbort();
virtual bool ArmyInPosition(CvArmyAI *pArmy);
protected:
virtual CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationPillageEnemy
//! \brief Create a fast strike team to harass the enemy
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationPillageEnemy : public CvAIEnemyTerritoryOperation
{
public:
CvAIOperationPillageEnemy();
virtual ~CvAIOperationPillageEnemy();
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_PILLAGE_ENEMY; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_PILLAGE_ENEMY"); }
virtual bool NeedToCheckPathToTarget() const { return false; }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_FAST_PILLAGERS; }
virtual int GetDeployRange() const;
virtual bool ArmyInPosition(CvArmyAI *pArmy);
virtual bool ArmyMoved(CvArmyAI *pArmy);
protected:
virtual CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIEscortedOperation
//! \brief Base class for operations that are one military unit and one civilian
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIEscortedOperation : public CvAIOperation
{
public:
CvAIEscortedOperation();
virtual ~CvAIEscortedOperation();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual void UnitWasRemoved(int iArmyID, int iSlotID);
virtual CvUnit *FindBestCivilian();
virtual CvPlot *FindBestTarget(CvUnit *pUnit, bool bOnlySafePaths) = 0;
bool RetargetCivilian(CvUnit *pCivilian, CvArmyAI *pArmy);
protected:
bool m_bEscorted;
UnitAITypes m_eCivilianType;
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationFoundCity
//! \brief Find a place to utilize a new settler
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationFoundCity : public CvAIEscortedOperation
{
public:
CvAIOperationFoundCity();
virtual ~CvAIOperationFoundCity();
virtual int GetOperationType() const { return AI_OPERATION_FOUND_CITY; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_FOUND_CITY"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_SETTLER_ESCORT; }
virtual bool ArmyInPosition(CvArmyAI *pArmy);
private:
virtual CvPlot *FindBestTarget(CvUnit *pUnit, bool bOnlySafePaths);
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationQuickColonize
//! \brief Send a settler alone to a nearby island
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationQuickColonize : public CvAIOperationFoundCity
{
public:
CvAIOperationQuickColonize();
virtual ~CvAIOperationQuickColonize();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual int GetOperationType() const { return AI_OPERATION_QUICK_COLONIZE; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_QUICK_COLONIZE"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_QUICK_COLONY_SETTLER; }
virtual CvUnit *FindBestCivilian();
private:
CvPlot *FindBestTarget(CvUnit *pUnit, bool bOnlySafePaths);
};
class CvAIOperationNotSoQuickColonize : public CvAIOperationQuickColonize
{
public:
CvAIOperationNotSoQuickColonize();
virtual ~CvAIOperationNotSoQuickColonize();
virtual int GetOperationType() const { return AI_OPERATION_NOT_SO_QUICK_COLONIZE; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_NOT_SO_QUICK_COLONIZE"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_SETTLER_ESCORT; }
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationMerchantDelegation
//! \brief Send a merchant to a city state
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationMerchantDelegation : public CvAIEscortedOperation
{
public:
CvAIOperationMerchantDelegation();
virtual ~CvAIOperationMerchantDelegation();
virtual int GetOperationType() const { return AI_OPERATION_MERCHANT_DELEGATION; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_MERCHANT_DELEGATION"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_MERCHANT_ESCORT; }
virtual bool ArmyInPosition(CvArmyAI *pArmy);
private:
CvPlot *FindBestTarget(CvUnit *pUnit, bool bOnlySafePaths);
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAINavalOperation
//! \brief Send out a squadron of naval units to bomb enemy forces on the coast
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAINavalOperation : public CvAIEnemyTerritoryOperation
{
public:
CvAINavalOperation();
virtual ~CvAINavalOperation();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL) = 0;
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_NAVAL_SQUADRON; }
virtual int GetDeployRange() const;
virtual CvCity *GetOperationStartCity() const;
virtual bool IsAllNavalOperation() const {return true;};
virtual bool ArmyInPosition(CvArmyAI *pArmy) = 0;
protected:
virtual CvPlot *SelectInitialMusterPoint(CvArmyAI* pThisArmy);
virtual CvUnit *FindInitialUnit();
virtual CvPlot *FindBestTarget() = 0;
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationNavalBombardment
//! \brief Send out a squadron of naval units to bomb enemy forces on the coast
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationNavalBombardment : public CvAINavalOperation
{
public:
CvAIOperationNavalBombardment();
virtual ~CvAIOperationNavalBombardment();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_NAVAL_BOMBARDMENT; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_NAVAL_BOMBARDMENT"); }
virtual bool ArmyInPosition(CvArmyAI *pArmy);
protected:
virtual CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationNavalSuperiority
//! \brief Send out a squadron of naval units to rule the seas
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationNavalSuperiority : public CvAINavalOperation
{
public:
CvAIOperationNavalSuperiority();
virtual ~CvAIOperationNavalSuperiority();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_NAVAL_SUPERIORITY; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_NAVAL_SUPERIORITY"); }
virtual bool CanTacticalAIInterruptOperation() const { return true; }
virtual bool ArmyInPosition(CvArmyAI *pArmy);
protected:
virtual CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationCityCloseDefense
//! \brief Defend a specific city
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationCityCloseDefense : public CvAIOperation
{
public:
CvAIOperationCityCloseDefense();
virtual ~CvAIOperationCityCloseDefense();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_CITY_CLOSE_DEFENSE; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_CITY_CLOSE_DEFENSE"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_CLOSE_CITY_DEFENSE; }
private:
CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationRapidResponse
//! \brief Mobile force that can defend where threatened
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationRapidResponse : public CvAIOperation
{
public:
CvAIOperationRapidResponse();
virtual ~CvAIOperationRapidResponse();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_RAPID_RESPONSE; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_RAPID_RESPONSE"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_RAPID_RESPONSE_FORCE; }
virtual bool ArmyInPosition(CvArmyAI *pArmy);
virtual bool ArmyMoved(CvArmyAI *pArmy);
private:
bool RetargetDefensiveArmy(CvArmyAI *pArmy);
CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAINavalEscortedOperation
//! \brief Base class for operations that require a naval escort for land units
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAINavalEscortedOperation : public CvAIOperation
{
public:
CvAINavalEscortedOperation();
virtual ~CvAINavalEscortedOperation();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_COLONIZE; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_COLONIZE"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_COLONIZATION_PARTY; }
virtual CvCity *GetOperationStartCity() const;
virtual bool IsMixedLandNavalOperation() const {return true;};
virtual bool IsCivilianRequired() const {return true;};
virtual bool ArmyInPosition(CvArmyAI *pArmy);
virtual CvUnit *FindBestCivilian();
virtual void UnitWasRemoved(int iArmyID, int iSlotID);
bool RetargetCivilian(CvUnit *pCivilian, CvArmyAI *pArmy);
protected:
CvPlot *FindBestTarget(CvUnit *pUnit);
UnitAITypes m_eCivilianType;
int m_iInitialAreaID;
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationNavalAttack
//! \brief Attack a city from the sea
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationNavalAttack : public CvAINavalEscortedOperation
{
public:
CvAIOperationNavalAttack();
virtual ~CvAIOperationNavalAttack();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_NAVAL_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_NAVAL_ATTACK"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_NAVAL_INVASION; }
virtual CvCity *GetOperationStartCity() const;
virtual bool IsCivilianRequired() const {return false;};
virtual bool ArmyInPosition(CvArmyAI *pArmy);
virtual void UnitWasRemoved(int iArmyID, int iSlotID);
protected:
virtual CvPlot *FindBestTarget();
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationNavalSneakAttack
//! \brief Same as basic naval attack except allowed when not at war
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationNavalSneakAttack : public CvAIOperationNavalAttack
{
public:
CvAIOperationNavalSneakAttack();
virtual int GetOperationType() const { return AI_OPERATION_NAVAL_SNEAK_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_NAVAL_SNEAK_ATTACK"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_NAVAL_INVASION; }
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationNavalCityStateAttack
//! \brief Same as basic naval attack except allowed when not at war
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationNavalCityStateAttack : public CvAIOperationNavalAttack
{
public:
CvAIOperationNavalCityStateAttack();
virtual int GetOperationType() const { return AI_OPERATION_CITY_STATE_NAVAL_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_CITY_STATE_NAVAL_ATTACK"); }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_CITY_STATE_INVASION; }
};
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// CLASS: CvAIOperationNukeAttack
//! \brief When you care enough to send the very best
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
class CvAIOperationNukeAttack : public CvAIOperation
{
public:
CvAIOperationNukeAttack();
virtual ~CvAIOperationNukeAttack();
virtual void Init(int iID, PlayerTypes eOwner, PlayerTypes eEnemy, int iDefaultArea = -1, CvCity *pTarget = NULL, CvCity *pMuster = NULL);
virtual void Read(FDataStream& kStream);
virtual void Write(FDataStream& kStream) const;
virtual int GetOperationType() const { return AI_OPERATION_NUKE_ATTACK; }
virtual CvString GetOperationName() const { return CvString("AI_OPERATION_NUKE_ATTACK"); }
virtual bool NeedToCheckPathToTarget() const { return false; }
virtual MultiunitFormationTypes GetFormation() const {return MUFORMATION_NUKE_ATTACK; }
virtual int GetDeployRange() const { return 10; }
virtual bool FindBestFitReserveUnit(OperationSlot thisOperationSlot, CvPlot *pMusterPlot, CvPlot *pTargetPlot, bool *bRequired);
virtual CvCity *GetOperationStartCity() const;
virtual bool ArmyInPosition(CvArmyAI *pArmy);
protected:
virtual CvPlot *FindBestTarget();
int m_iBestUnitID;
};
namespace OperationalAIHelpers
{
int GetGatherRangeForXUnits(int iTotalUnits);
}
#endif