CPU player AI to build and send a tank task force to the middle of the map

This commit is contained in:
devZoGok
2023-12-21 18:46:42 +02:00
parent 4e59cdcd75
commit 94cb94aa57
8 changed files with 136 additions and 88 deletions
+1 -1
View File
@@ -5,7 +5,7 @@ impassibleNodeValue = 65535,
numPlayers = 1,
numSpawnPoints = 1,
spawnPoints = {
{x = 0.000000, y = 0.000000, z = 0.000000},
{x = -50.000000, y = 0.000000, z = -50.000000},
},
players = {
{
+59 -27
View File
@@ -1,22 +1,59 @@
function Player:selectTaskForce()
taskForce = self:getSelectedUnitsByClass(UnitClass.TANK)
return #taskForce > 5
end
Player.sizeTaskForce = 5
Player.trainingStarted = false
Player.taskForceSent = false
Player.buildOrdered = false
function Player:issueMoveOrder()
return false
end
function Player:sendTaskForce()
if self.taskForceSent then
return true
end
function Player:selectLandFactory()
return false
self:deselectUnits()
taskForce = {}
for i = 1, self:getNumUnits() do
if self:getUnit(i - 1):getUnitClass() == UnitClass.TANK then
taskForce[i] = self:getUnit(i - 1)
taskForce[i]:toggleSelection(true)
end
end
if #taskForce >= self.sizeTaskForce then
print('Sending...')
self.taskForceSent = true
self:issueOrder(2, Vector3:new(0, 0, 0), {Target:new(nil, Vector3:new(0, 0, 0))}, false)
return true
else
return false
end
end
function Player:trainTaskForce()
return false
end
if self.trainingStarted then
return true
end
function Player:selectLandCell()
return true
landFactory = nil
for i = 1, self:getNumUnits() do
if self:getUnit(i - 1):getUnitClass() == UnitClass.LAND_FACTORY then
landFactory = self:getUnit(i - 1):toFactory()
break
end
end
if landFactory ~= nil then
print('Training...')
for i = 0, self.sizeTaskForce do
landFactory:appendToQueue(UnitClass.TANK)
end
self.trainingStarted = true
return true
else
return false
end
end
function Player:selectEngi()
@@ -31,6 +68,10 @@ function Player:selectEngi()
end
function Player:issueBuildOrder()
if self.buildOrdered then
return true
end
for i = 1, self:getNumUnits() do
if self:getUnit(i - 1):getUnitClass() == UnitClass.LAND_FACTORY then
return true
@@ -41,30 +82,21 @@ function Player:issueBuildOrder()
structure = GameObjectFactory.createUnit(self, 8, spawnPoint, Quaternion:new(1, 0, 0, 0), 0)
self:addUnit(structure)
targets = {Target:new(structure, Vector3:new(0, 0, 0))}
self:issueOrder(1, Vector3:new(0, 0, 0), targets, false)
self:issueOrder(1, Vector3:new(0, 0, 0), {Target:new(structure, Vector3:new(0, 0, 0))}, false)
self.buildOrdered = true
return true
end
Player.behaviour = {
type = BTNodeType.SELECTOR,
children = {
{type = BTNodeType.FUNCTION, func = 'sendTaskForce'},
{type = BTNodeType.FUNCTION, func = 'trainTaskForce'},
{
type = BTNodeType.SEQUENCE, children = {
{type = BTNodeType.FUNCTION, func = 'selectTaskForce'},
{type = BTNodeType.FUNCTION, func = 'issueMoveOrder'},
},
type = BTNodeType.SEQUENCE, children = {
{type = BTNodeType.FUNCTION, func = 'selectLandFactory'},
{type = BTNodeType.FUNCTION, func = 'trainTaskForce'}
},
type = BTNodeType.SEQUENCE, children = {
{type = BTNodeType.FUNCTION, func = 'selectLandCell'},
{type = BTNodeType.FUNCTION, func = 'selectEngi'},
{type = BTNodeType.FUNCTION, func = 'issueBuildOrder'}
{type = BTNodeType.FUNCTION, func = 'issueBuildOrder'},
}
}
--[[
]]--
}
}
+1
View File
@@ -19,6 +19,7 @@ namespace battleship{
~Factory(){}
void update();
void appendToQueue(int);
inline std::vector<int> getQueue(){return unitQueue;}
private:
const int MAX_LEN_QUEUE = 10;
int trainingStatus = 0, rateOfTraining = 50;
+62 -52
View File
@@ -11,6 +11,10 @@
#include "guiAppState.h"
#include "defConfigs.h"
#include "player.h"
#include "factory.h"
#include "transport.h"
#include "engineer.h"
#include "pointDefense.h"
#include "resourceDeposit.h"
using namespace std;
@@ -27,59 +31,70 @@ namespace battleship{
return gameManager;
}
void GameManager::registerOrderMembers(){
void GameManager::registerMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Order> orderType = SOL_LUA_STATE.new_usertype<Order>("Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>());
orderType["type"] = &Order::type;
orderType["direction"] = &Order::direction;
orderType["targets"] = &Order::targets;
sol::usertype<Order::Target> targetType = SOL_LUA_STATE.new_usertype<Order::Target>("Target", sol::constructors<Order::Target(), Order::Target(Unit*, Vector3)>());
targetType["unit"] = &Order::Target::unit;
targetType["pos"] = &Order::Target::pos;
}
SOL_LUA_STATE.new_usertype<Order>(
"Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>(),
"type", &Order::type,
"direction", &Order::direction,
"targets", &Order::targets
);
void GameManager::registerGameObjectFactoryMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<GameObjectFactory> gmObjFacType = SOL_LUA_STATE.new_usertype<GameObjectFactory>("GameObjectFactory");
gmObjFacType["createUnit"] = &GameObjectFactory::createUnit;
gmObjFacType["createResourceDeposit"] = &GameObjectFactory::createResourceDeposit;
}
SOL_LUA_STATE.new_usertype<Order::Target>(
"Target", sol::constructors<Order::Target(), Order::Target(Unit*, Vector3)>(),
"unit", &Order::Target::unit,
"pos", &Order::Target::pos
);
void GameManager::registerUnitMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Unit> unitType = SOL_LUA_STATE.new_usertype<Unit>("Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>());
unitType["getUnitClass"] = &Unit::getUnitClass;
}
SOL_LUA_STATE.new_usertype<GameObjectFactory>(
"GameObjectFactory",
"createUnit", &GameObjectFactory::createUnit,
"createResourceDeposit", &GameObjectFactory::createResourceDeposit
);
void GameManager::registerPlayerMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Player> playerType = SOL_LUA_STATE.new_usertype<Player>("Player", sol::constructors<Player(int, int, int, bool, Vector3)>());
playerType["addUnit"] = &Player::addUnit;
playerType["getUnit"] = &Player::getUnit;
playerType["getNumUnits"] = &Player::getNumberOfUnits;
playerType["issueOrder"] = &Player::issueOrder;
playerType["selectUnits"] = &Player::selectUnits;
playerType["deselectUnits"] = &Player::deselectUnits;
playerType["getSpawnPoint"] = &Player::getSpawnPoint;
playerType["getSelectedUnitsByClass"] = &Player::getSelectedUnitsByClass;
}
SOL_LUA_STATE.new_usertype<Unit>(
"Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>(),
"toggleSelection", &Unit::toggleSelection,
"getUnitClass", &Unit::getUnitClass,
"toEngineer", &Unit::toEngineer,
"toPointDefense", &Unit::toPointDefense,
"toTransport", &Unit::toTransport,
"toFactory", &Unit::toFactory
);
void GameManager::registerVectorMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Vector3> vec3Type = SOL_LUA_STATE.new_usertype<Vector3>("Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>());
vec3Type["x"] = &Vector3::x;
vec3Type["y"] = &Vector3::y;
vec3Type["z"] = &Vector3::z;
}
SOL_LUA_STATE.new_usertype<Factory>(
"Factory", sol::constructors<Factory(Player*, int, Vector3, Quaternion, int)>(),
"appendToQueue", &Factory::appendToQueue,
"getQueue", &Factory::getQueue
);
void GameManager::registerQuaternionMembers(){
sol::state_view SOL_LUA_STATE = generateView();
sol::usertype<Quaternion> quatType = SOL_LUA_STATE.new_usertype<Quaternion>("Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float)>());
quatType["w"] = &Quaternion::w;
quatType["x"] = &Quaternion::x;
quatType["y"] = &Quaternion::y;
quatType["z"] = &Quaternion::z;
SOL_LUA_STATE.new_usertype<Player>(
"Player", sol::constructors<Player(int, int, int, bool, Vector3)>(),
"addUnit", &Player::addUnit,
"getUnit", &Player::getUnit,
"getNumUnits", &Player::getNumberOfUnits,
"issueOrder", &Player::issueOrder,
"selectUnits", &Player::selectUnits,
"deselectUnits", &Player::deselectUnits,
"getSpawnPoint", &Player::getSpawnPoint,
"getSelectedUnitsByClass", &Player::getSelectedUnitsByClass
);
SOL_LUA_STATE.new_usertype<Vector3>(
"Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>(),
"x", &Vector3::x,
"y", &Vector3::y,
"z", &Vector3::z
);
SOL_LUA_STATE.new_usertype<Quaternion>(
"Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float)>(),
"w", &Quaternion::w,
"x", &Quaternion::x,
"y", &Quaternion::y,
"z", &Quaternion::z
);
}
void GameManager::initLua(string gameDir){
@@ -97,12 +112,7 @@ namespace battleship{
}
void GameManager::start(string gameDir) {
registerVectorMembers();
registerQuaternionMembers();
registerOrderMembers();
registerGameObjectFactoryMembers();
registerUnitMembers();
registerPlayerMembers();
registerMembers();
initLua(gameDir);
Root *root = Root::getSingleton();
+1 -6
View File
@@ -29,12 +29,7 @@ namespace battleship{
private:
GameManager(){}
~GameManager(){}
void registerOrderMembers();
void registerVectorMembers();
void registerQuaternionMembers();
void registerGameObjectFactoryMembers();
void registerUnitMembers();
void registerPlayerMembers();
void registerMembers();
void initLua(std::string);
gameBase::StateManager *stateManager = nullptr;
+1 -1
View File
@@ -37,7 +37,7 @@ namespace battleship{
int numPlayers = map->getNumSpawnPoints();
for(int i = 0; i < numPlayers; i++){
Player *player = new Player(0, 0, i);
Player *player = new Player(0, 0, i, true, map->getSpawnPoint(i));
map->loadPlayerGameObjects(player);
Game::getSingleton()->addPlayer(player);
}
+8
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@@ -28,6 +28,10 @@ namespace battleship{
class Player;
class Unit;
class Vehicle;
class Factory;
class Transport;
class PointDefense;
class Engineer;
struct Order {
enum class TYPE {ATTACK, BUILD, MOVE, GARRISON, EJECT, PATROL, LAUNCH};
@@ -74,6 +78,10 @@ namespace battleship{
std::vector<Projectile*> getProjectiles();
virtual void addOrder(Order);
virtual void reinit();
inline Engineer* toEngineer(){return (Engineer*)this;}
inline Transport* toTransport(){return (Transport*)this;}
inline Factory* toFactory(){return (Factory*)this;}
inline PointDefense* toPointDefense(){return (PointDefense*)this;}
inline int getNumGarrisonSlots(){return garrisonSlots.size();}
inline const std::vector<GarrisonSlot>& getGarrisonSlots(){return garrisonSlots;}
inline vb01::Vector3* getPosPtr() {return &pos;}
+3 -1
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@@ -49,7 +49,9 @@ namespace battleship{
void Vehicle::addOrder(Order order){
if(order.type != Order::TYPE::EJECT){
preparePathpoints(order.targets[0].pos);
Order::Target targ = order.targets[0];
Vector3 targPos = (targ.unit ? targ.unit->getPos() : targ.pos);
preparePathpoints(targPos);
if(!pathPoints.empty())
orders.push_back(order);