private void updateIntel() { player_attack_units_threat = 0; // First, blank the intel rating for (int y = 0; y < map_height; y++) { for (int x = 0; x < map_width; x++) { threats_intel[x][y] = 0; targets_intel[x][y] = 0; allied_intel[x][y] = 0; } } // Now update the threat of each square ThreadSafeArrayList sprites = main.sprites; Sprite sprite; for (int i = 0; i < sprites.size(); i++) { sprite = (Sprite) sprites.get(i); if (sprite != null) { if (sprite instanceof GameUnit) { GameUnit gu = (GameUnit) sprite; if (gu.threat_value != 0) { if (gu.side != this.side) { if (gu instanceof UnitBomber || gu instanceof UnitTank) { player_attack_units_threat += gu.threat_value; } } int mapx = sprite.getMapX(); int mapy = sprite.getMapY(); // Update intel based on unit's view range int RANGE_SQ = (GameUnit.SHOT_RANGE / MapData .SQUARE_SIZE); // / 2; DONT HALVE IT SINCE THE AI WILL BULD MONES NEXT TO // SILOS! // Halve it since it's the dist between our // enemies and squares owned by us for (int y2 = mapy - RANGE_SQ; y2 <= mapy + RANGE_SQ; y2++) { for (int x2 = mapx - RANGE_SQ; x2 <= mapx + RANGE_SQ; x2++) { double dist = Functions.distance(mapx, mapy, x2, y2); if (dist <= RANGE_SQ) { try { if (gu instanceof UnitMiningPlatform == false) { if (gu.side != this.side) { threats_intel[x2][y2] += gu.threat_value; } else { allied_intel[x2][y2] += gu.threat_value; } } else if (gu instanceof UnitMiningPlatform) { if (gu.side != this.side) { targets_intel[x2][y2] += gu.threat_value; } } } catch (java.lang.ArrayIndexOutOfBoundsException ex) { // Do nothing } } } } // Update targets // Update intel based on unit's view range /*int TARGET_RANGE_SQ = (UnitStats.BOMBER_VIEW_RANGE / MapData.SQUARE_SIZE); for(int y2=mapy-TARGET_RANGE_SQ ; y2<=mapy+TARGET_RANGE_SQ ; y2++) { for(int x2=mapx-TARGET_RANGE_SQ ; x2<=mapx+TARGET_RANGE_SQ ; x2++) { double dist = Functions.distance(mapx, mapy, x2, y2); if (dist <= TARGET_RANGE_SQ) { try { if (gu instanceof UnitMiningPlatform) { if (gu.side != this.side) { targets_intel[x2][y2] += gu.threat_value; } } } catch (java.lang.ArrayIndexOutOfBoundsException ex) { // Do nothing } } } }*/ } } } } // Get the top threat square int highest_threat = -1; int highest_target = -1; int highest_resources = -1; for (int y = 0; y < map_height; y++) { for (int x = 0; x < map_width; x++) { if (main.getMapData().map[x][y].owner == side) { // This is where we are going to build something, so it must be our square if (threats_intel[x][y] - allied_intel[x][y] > highest_threat) { if (main.isAreaClearForNewUnit(x * MapData.SQUARE_SIZE, y * MapData.SQUARE_SIZE, -1)) { highest_threat = threats_intel[x][y] - allied_intel[x][y]; top_threat_location.x = x; top_threat_location.y = y; } } if (targets_intel[x][y] > highest_target) { if (main.isAreaClearForNewUnit(x * MapData.SQUARE_SIZE, y * MapData.SQUARE_SIZE, -1)) { highest_target = targets_intel[x][y]; top_target_location.x = x; top_target_location.y = y; } } if (threats_intel[x][y] == 0) { // Don't build near an enemy! int minerals = (int) main.getMapData().map[x][y].minerals; if (minerals >= highest_resources) { // Needs to be ">=" otherwise the AI spreads itself all over // the map (was: Needs to be ">" so that if there's no // resources in starting squares, it moves up-left) // if (main.getMapData().map[x][y].owner == side) { if (main.isAreaClearForNewUnit( x * MapData.SQUARE_SIZE, y * MapData.SQUARE_SIZE, -1)) { highest_resources = minerals; best_mine_location.x = x; best_mine_location.y = y; } // } } } } } } max_map_threat = 0; if (top_threat_location.x >= 0) { max_map_threat = this.threats_intel[top_threat_location.x][top_threat_location.y] - this.allied_intel[top_threat_location.x][top_threat_location.y]; } max_map_target = 0; if (top_target_location.x >= 0) { max_map_target = this.targets_intel[top_target_location.x][top_target_location.y]; } // Get the best mine location /*int highest_resources = -1; for (int y = 0 ; y<map_height ; y++) { for (int x = 0 ; x<map_width ; x++) { if (threats_intel[x][y] == 0) { // Don't build near an enemy! int minerals = (int)main.getMapData().map[x][y].minerals; if (minerals >= highest_resources) { // Needs to be ">=" otherwise the AI spreads itself all over the map (was: Needs to be ">" so that if there's no resources in starting squares, it moves up-left) if (main.getMapData().map[x][y].owner == side) { if (main.isAreaClearForNewUnit(x * MapData.SQUARE_SIZE, y * MapData.SQUARE_SIZE, -1)) { highest_resources = minerals; best_mine_location.x = x; best_mine_location.y = y; } } } } } } prev_highest_resources = highest_resources;*/ }