mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
redone CPU player behaviour
This commit is contained in:
+189
-139
@@ -2,105 +2,43 @@ Player.numStartEngis = 3
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Player.baseDir = nil
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Player.numDefWarMechs = 1
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Player.behaviour = {}
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Player.pointDefenseTrans = {}
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Player.unitClassMappings = {
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{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH}, --WAR_MECH = 0,
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{UnitId.ACS_TANK, UnitId.AINC_TANK, UnitId.ER_TANK}, --TANK = 1,
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{UnitId.ACS_ARTILLERY, UnitId.AINC_ARTILLERY, UnitId.ER_ARTILLERY}, --ARTILLERY = 2,
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{UnitId.ACS_ROBO_ENGINEER, UnitId.AINC_ROBO_ENGINEER, UnitId.ER_ROBO_ENGINEER}, --ENGINEER = 3,
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{UnitId.ACS_CYBORG_ENGINEER, UnitId.AINC_CYBORG_ENGINEER, UnitId.ER_CYBORG_ENGINEER}, --ENGINEER = 3,
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{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH}, --TRANSPORT = 4,
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{UnitId.ACS_CARGO_SHIP, UnitId.AINC_CARGO_SHIP, UnitId.ER_CARGO_SHIP}, --RESOURCE_ROVER = 5,
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{UnitId.ACS_CRUISER, UnitId.AINC_CRUISER, UnitId.ER_CRUISER}, --CRUISER = 6,
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{UnitId.ACS_ANTI_SUB_CRUISER, UnitId.AINC_ANTI_SUB_CRUISER, UnitId.ER_ANTI_SUB_CRUISER}, --CRUISER = 6,
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{nil, nil, nil}, --CARRIER = 8,
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{UnitId.ACS_SUBMARINE, UnitId.AINC_SUBMARINE, UnitId.ER_SUBMARINE}, --SUBMARINE = 9,
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{UnitId.ACS_MISSILE_SUBMARINE, UnitId.AINC_MISSILE_SUBMARINE, UnitId.ER_MISSILE_SUBMARINE}, --SUBMARINE = 9,
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{UnitId.ACS_ICEBREAKER, UnitId.AINC_ICEBREAKER, UnitId.ER_ICEBREAKER}, --ICEBREAKER = 10,
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{nil, UnitId.FREEZER, nil}, --FREEZER = 11,
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{nil, UnitId.EMP_BOAT, nil}, --EMP_BOAT = 12,
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{UnitId.ACS_LAND_FACTORY, UnitId.AINC_LAND_FACTORY, UnitId.ER_LAND_FACTORY}, --LAND_FACTORY = 13,
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{UnitId.ACS_NAVAL_FACTORY, UnitId.AINC_NAVAL_FACTORY, UnitId.ER_NAVAL_FACTORY}, --NAVAL_FACTORY = 14,
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{UnitId.ACS_TRADE_CENTER, UnitId.AINC_TRADE_CENTER, UnitId.ER_TRADE_CENTER}, --TRADE_CENTER = 15,
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{UnitId.ACS_LAB, UnitId.AINC_LAB, UnitId.ER_LAB}, --LAB = 16,
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{UnitId.POINT_DEFENSE, UnitId.POINT_DEFENSE, UnitId.POINT_DEFENSE}, --POINT_DEFENSE = 17,
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{UnitId.EXTRACTOR, UnitId.EXTRACTOR, UnitId.EXTRACTOR}, --EXTRACTOR = 18,
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{UnitId.ACS_REFINERY, UnitId.AINC_REFINERY, UnitId.ER_REFINERY}, --REFINERY = 19,
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--{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH}, --ICE_SHEET = 20,
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}
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Player.taskForceData = {
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{class = UnitClass.WAR_MECH, buildId = 0, numUnits = 2},
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{class = UnitClass.TANK, buildId = 1, numUnits = 1},
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{class = UnitClass.ARTILLERY, buildId = 2, numUnits = 1}
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{class = UnitClass.MECH, numUnits = 2},
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{class = UnitClass.TANK, numUnits = 1},
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{class = UnitClass.ARTILLERY, numUnits = 1}
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}
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Player.taskForces = {}
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function Player:getBuildableUnitIdFromClass(unit, unitClass)
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buildableUnits = unit:getBuildableUnits()
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for i = 1, #buildableUnits do
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if buildableUnits[i].buildable and units[buildableUnits[i].id + 1].unitClass == unitClass then
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return i
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end
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end
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return -1
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end
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function Player:getFactionUnitIdFromClass(unitClass)
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faction = self:getFaction()
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if unitClass == UnitClass.LAND_FACTORY then
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if faction == 0 then
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return UnitId.AINC_LAND_FACTORY
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elseif faction == 1 then
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return UnitId.ER_LAND_FACTORY
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elseif faction == 2 then
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return UnitId.ACS_LAND_FACTORY
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end
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elseif unitClass == UnitClass.REFINERY then
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if faction == 0 then
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return UnitId.AINC_REFINERY
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elseif faction == 1 then
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return UnitId.ER_REFINERY
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elseif faction == 2 then
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return UnitId.ACS_REFINERY
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end
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elseif unitClass == UnitClass.LAB then
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if faction == 0 then
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return UnitId.AINC_LAB
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elseif faction == 1 then
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return UnitId.ER_LAB
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elseif faction == 2 then
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return UnitId.ACS_LAB
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end
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elseif unitClass == UnitClass.ENGINEER then
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if faction == 0 then
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return UnitId.AINC_ROBO_ENGINEER
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elseif faction == 1 then
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return UnitId.ER_ROBO_ENGINEER
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elseif faction == 2 then
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return UnitId.ACS_ROBO_ENGINEER
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end
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elseif unitClass == UnitClass.MECH then
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if faction == 0 then
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return UnitId.AINC_MECH
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elseif faction == 1 then
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return UnitId.ER_MECH
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elseif faction == 2 then
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return UnitId.ACS_MECH
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end
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elseif unitClass == UnitClass.TANK then
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if faction == 0 then
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return UnitId.AINC_TANK
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elseif faction == 1 then
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return UnitId.ER_TANK
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elseif faction == 2 then
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return UnitId.ACS_TANK
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end
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elseif unitClass == UnitClass.ARTILLERY then
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if faction == 0 then
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return UnitId.AINC_ARTILLERY
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elseif faction == 1 then
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return UnitId.ER_ARTILLERY
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elseif faction == 2 then
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return UnitId.ACS_ARTILLERY
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end
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end
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return -1
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end
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--TODO simplify building construction
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function Player:buildFort(arguments)
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forts = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)
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if #forts > 0 then
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return forts[1]:toStructure():getBuildStatus() == 100 and BTNodeResult.SUCCESS or BTNodeResult.RUNNING
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end
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engis = self:getUnitsByClass(UnitClass.ENGINEER, 1)
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if #engis == 0 then return BTNodeResult.FAILURE end
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self:deselectUnits()
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self:selectUnits({engis[1]})
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function Player:initBaseDir()
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map = Map.getSingleton()
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sp = map:getSpawnPoint(self:getSpawnPointId())
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minDistId = nil
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@@ -118,31 +56,48 @@ function Player:buildFort(arguments)
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end
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self.baseDir = map:getSpawnPoint(minDistId):subtr(sp):norm()
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right = (self.baseDir:getAngleBetween(Vector3:new(1, 0, 0)) > 1.57)
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angle = self.baseDir:getAngleBetween(Vector3:new(0, 0, 1)) * (right and -1 or 1)
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fort = GameObjectFactory.createUnit(self, self:getFactionUnitIdFromClass(UnitClass.LAND_FACTORY), sp, Quaternion:new(angle, Vector3:new(0, 1, 0)), 0)
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self:addUnit(fort)
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self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(fort:toGameObject(), Vector3:new(0, 0, 0))}, false)
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return BTNodeResult.RUNNING
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end
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function Player:trainEngineers(arguments)
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fort = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:toFactory()
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engineers = self:getUnitsByClass(UnitClass.ENGINEER, -1)
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engineerDiffNum = self.numStartEngis - #engineers
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queueDiff = engineerDiffNum - #fort:getQueue()
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function Player:initPdSpots()
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numPd = 6
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radius = 40
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map = Map.getSingleton()
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mapSize = map:getMapSize()
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engiBuildId = self:getBuildableUnitIdFromClass(fort, UnitClass.ENGINEER)
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for i = 1, numPd do
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angle = (i - 1) * 2 * math.pi / numPd
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rotDir = Quaternion:new(angle, Vector3:new(0, 1, 0)):multVec(self.baseDir)
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pdPos = map:getSpawnPoint(self:getSpawnPointId()):add(rotDir:norm():mult(radius))
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for i = 1, queueDiff do fort:appendToQueue(engiBuildId) end
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if math.abs(pdPos.x) < .5 * mapSize.x and math.abs(pdPos.z) < .5 * mapSize.z then
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self.pointDefenseTrans[#self.pointDefenseTrans + 1] = {pos = pdPos, angle = angle}
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end
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end
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engisStartNumBuilt = (#self:getUnitsByClass(UnitClass.ENGINEER, -1) == self.numStartEngis)
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return (engisStartNumBuilt and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
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print('num pd pos: ' .. #self.pointDefenseTrans)
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end
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function Player:init()
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self:initBaseDir()
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self:initPdSpots()
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end
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function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
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if not engineer then return BTNodeResult.FAILURE end
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self:deselectUnits()
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self:selectUnits({engineer})
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building = GameObjectFactory.createUnit(self, buildingId, buildPos, Quaternion:new(buildAngle, Vector3:new(0, 1, 0)), 0)
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self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(building:toGameObject(), Vector3:new(0, 0, 0))}, false)
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end
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function Player:findSuitableSpot()
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return Vector3:new(0, 0, 0)
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end
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function Player:findIdleEngineer()
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engineers = self:getUnitsByClass(UnitClass.ENGINEER, -1)
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engineers = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
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for i = 1, #engineers do
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if engineers[i]:getNumOrders() == 0 then return engineers[i] end
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@@ -151,55 +106,127 @@ function Player:findIdleEngineer()
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return nil
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end
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function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
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if not engineer then return BTNodeResult.FAILURE end
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function Player:getBuildableUnitSlotId(buildingUnit, buildableUnitId)
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for i = 1, #buildingUnit:getBuildableUnits() do
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bu = buildingUnit:getBuildableUnit(i - 1)
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unitClass = units[buildingId + 1].unitClass
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if #self:getUnitsByClass(unitClass, 1) == 0 then
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self:deselectUnits()
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self:selectUnits({engineer})
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building = GameObjectFactory.createUnit(self, buildingId, buildPos, Quaternion:new(1, 0, 0, 0), 0)
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self:addUnit(building)
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self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(building:toGameObject(), Vector3:new(0, 0, 0))}, false)
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if bu.buildable and bu.id == buildableUnitId then
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print('returning ' .. i - 1)
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return i - 1
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end
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end
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building = self:getUnitsByClass(unitClass, 1)[1]
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return (building:toStructure():getBuildStatus() == 100 and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
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print('returning nil')
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return nil
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end
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--TODO simplify building construction
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function Player:buildLandFactory(arguments)
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factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
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if factory then
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return factory:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING
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end
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engis = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, 1)
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if #engis == 0 then return BTNodeResult.FAILURE end
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self:deselectUnits()
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self:selectUnits({engis[1]})
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right = (self.baseDir:getAngleBetween(Vector3:new(1, 0, 0)) > .5 * math.pi)
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angle = self.baseDir:getAngleBetween(Vector3:new(0, 0, 1)) * (right and -1 or 1)
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rot = Quaternion:new(angle, Vector3:new(0, 1, 0))
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factId = self.unitClassMappings[UnitClass.LAND_FACTORY + 1][self:getFaction() + 1]
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sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
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self:buildStructure(self:findIdleEngineer(), factId, sp, angle)
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return BTNodeResult.RUNNING
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end
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function Player:trainEngineers(arguments)
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factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:toFactory()
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engineers = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
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engineerDiffNum = self.numStartEngis - #engineers
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queueDiff = engineerDiffNum - #factory:getQueue()
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engiBuildId = self.unitClassMappings[UnitClass.CYBORG_ENGINEER + 1][self:getFaction() + 1]
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for i = 1, queueDiff do
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factory:appendToQueue(self:getBuildableUnitSlotId(factory, engiBuildId))
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end
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engisStartNumBuilt = (#self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1) == self.numStartEngis)
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return (engisStartNumBuilt and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
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end
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function Player:buildRefinery(arguments)
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refinery = self:getUnitsByClass(UnitClass.REFINERY, 1)[1]
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if refinery then
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print('cpu player: ')
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print(self)
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print('ref1: ')
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print(refinery)
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print('ref2: ')
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print(refinery:toStructure())
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return (refinery:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
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end
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buildPos = Map.getSingleton():getSpawnPoint(self:getSpawnPointId()):add(self.baseDir:mult(20))
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return self:buildStructure(self:findIdleEngineer(), self:getFactionUnitIdFromClass(UnitClass.REFINERY), buildPos, -.1)
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factId = self.unitClassMappings[UnitClass.REFINERY + 1][self:getFaction() + 1]
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self:buildStructure(self:findIdleEngineer(), factId, buildPos, -.0)
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return BTNodeResult.RUNNING
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end
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-- TODO optimize deposit position check
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function Player:buildExtractor(arguments)
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deposits = {}
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extractor = self:getUnitsByClass(UnitClass.EXTRACTOR, -1)[1]
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if extractor then
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return (extractor:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
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end
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visibleDeposits = {}
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players = Game.getSingleton():getPlayers(true)
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for i = 1, #players do
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deps = players[i]:getResourceDeposits()
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table.move(deps, 1, #deps, #deposits + 1, deposits)
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deposits = players[i]:getResourceDeposits()
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for j = 1, #deposits do
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for k = 1, #self:getUnits() do
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unit = self:getUnit(k - 1)
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if unit:getPos():getDistanceFrom(deposits[j]:getPos()) <= unit:getLineOfSight() and not deposits[j]:getExtractor() then
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visibleDeposits[#visibleDeposits + 1] = deposits[i]
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goto continue
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end
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end
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::continue::
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end
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end
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if #deposits == 0 then return BTNodeResult.FAILURE end
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if #visibleDeposits == 0 then return BTNodeResult.FAILURE end
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depPos = deposits[1]:getPos()
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depPos = visibleDeposits[1]:getPos()
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spawnPoint = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
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for i = 1, #deposits do
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if deposits[i]:getPos():getDistanceFrom(spawnPoint) < depPos:getDistanceFrom(spawnPoint) then
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for i = 1, #visibleDeposits do
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if visibleDeposits[i]:getPos():getDistanceFrom(spawnPoint) < depPos:getDistanceFrom(spawnPoint) then
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depPos = deposits[i]:getPos()
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end
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end
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return self:buildStructure(self:findIdleEngineer(), UnitId.EXTRACTOR, depPos, 0)
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self:buildStructure(self:findIdleEngineer(), UnitId.EXTRACTOR, depPos, 0)
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return BTNodeResult.RUNNING
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end
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function Player:buildHarvester(arguments)
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if self:getUnitsByClass(UnitClass.RESOURCE_ROVER, 1)[1] then
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if #self:getUnitsByClass(UnitClass.RESOURCE_ROVER, 1) > 0 then
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return BTNodeResult.SUCCESS
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end
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@@ -207,8 +234,11 @@ function Player:buildHarvester(arguments)
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if not factory then return BTNodeResult.FAILURE end
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factory = factory:toFactory()
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roverSlotId = self.unitClassMappings[UnitClass.RESOURCE_ROVER + 1][self:getFaction() + 1]
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if #factory:getQueue() == 0 then factory:appendToQueue(3) end
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if #factory:getQueue() == 0 then
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factory:appendToQueue(self:getBuildableUnitSlotId(factory, roverSlotId))
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end
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return BTNodeResult.RUNNING
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end
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@@ -232,7 +262,7 @@ function Player:startHarvesting()
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return BTNodeResult.SUCCESS
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end
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function Player:buildTaskForces(arguments)
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function Player:buildLandDefForce(arguments)
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landFactory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
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if not landFactory then return BTNodeResult.FAILURE end
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@@ -252,15 +282,22 @@ function Player:buildTaskForces(arguments)
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end
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end
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if enoughUnits then return BTNodeResult.SUCCESS end
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print('about to...')
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if enoughUnits then
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print('here it comes...')
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return BTNodeResult.SUCCESS
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end
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else
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return BTNodeResult.RUNNING
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end
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if #landFactory:getQueue() > 0 then return BTNodeResult.RUNNING end
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for i = 1, numAttackableSpawnPoints do
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for j = 1, #self.taskForceData do
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for k = 1, self.taskForceData[j].numUnits do
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landFactory:appendToQueue(self.taskForceData[j].buildId)
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print('queueing...')
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unitId = self.unitClassMappings[self.taskForceData[j].class + 1][self:getFaction() + 1]
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slotId = self:getBuildableUnitSlotId(landFactory, unitId)
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landFactory:appendToQueue(slotId)
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end
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end
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end
|
||||
@@ -268,6 +305,17 @@ function Player:buildTaskForces(arguments)
|
||||
return BTNodeResult.RUNNING
|
||||
end
|
||||
|
||||
function Player:buildPointDefenseRing(arguments)
|
||||
pointDefs = self:getUnitsByClass(UnitClass.POINT_DEFENSE, -1)
|
||||
if #pointDefs == #self.pointDefenseTrans then return BTNodeResult.SUCCESS end
|
||||
|
||||
pdId = self.unitClassMappings[UnitClass.POINT_DEFENSE + 1][self:getFaction() + 1]
|
||||
pdTrans = self.pointDefenseTrans[#pointDefs + 1]
|
||||
self:buildStructure(self:findIdleEngineer(), pdId, pdTrans.pos, pdTrans.angle)
|
||||
|
||||
return BTNodeResult.RUNNING
|
||||
end
|
||||
|
||||
function Player:formTaskForce(arguments)
|
||||
if self.taskForces[arguments.tfId] then return BTNodeResult.SUCCESS end
|
||||
|
||||
@@ -358,6 +406,7 @@ function Player:attackSpawnPoint(arguments)
|
||||
return BTNodeResult.RUNNING
|
||||
end
|
||||
|
||||
--[[
|
||||
function Player:generateTaskforceActions()
|
||||
numSpawnPoints = Map.getSingleton():getNumSpawnPoints()
|
||||
actionsTable = {}
|
||||
@@ -382,3 +431,4 @@ function Player:generateTaskforceActions()
|
||||
|
||||
return actionsTable
|
||||
end
|
||||
]]--
|
||||
|
||||
@@ -1,28 +1,62 @@
|
||||
for i = 1, #game.players do
|
||||
game.players[i].behaviour = {
|
||||
for i = 1, #game.cpuPlayers do
|
||||
game.cpuPlayers[i]:init()
|
||||
|
||||
game.cpuPlayers[i].behaviour = {
|
||||
type = BTNodeType.SEQUENCE,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'buildFort'},
|
||||
{type = BTNodeType.FUNCTION, func = 'buildLandFactory'},
|
||||
{type = BTNodeType.FUNCTION, func = 'trainEngineers'},
|
||||
{
|
||||
type = BTNodeType.PARALLEL,
|
||||
children = {
|
||||
{
|
||||
type = BTNodeType.SEQUENCE,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'buildHarvester'},
|
||||
}
|
||||
},
|
||||
{type = BTNodeType.FUNCTION, func = 'buildRefinery'},
|
||||
{
|
||||
type = BTNodeType.SEQUENCE,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'buildExtractor'},
|
||||
{type = BTNodeType.FUNCTION, func = 'startHarvesting'},
|
||||
{type = BTNodeType.FUNCTION, func = 'buildHarvester'},
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
type = BTNodeType.SEQUENCE,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'buildLandDefForce'},
|
||||
{type = BTNodeType.FUNCTION, func = 'buildPointDefenseRing'}
|
||||
}
|
||||
},
|
||||
--[[
|
||||
]]--
|
||||
--[[
|
||||
{
|
||||
type = BTNodeType.SELECTOR,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'hasLandRouteToAllSpawnPoints'},
|
||||
{
|
||||
type = BTNodeType.SEQUENCE,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'buildNavalFactory'},
|
||||
{type = BTNodeType.FUNCTION, func = 'buildNavalForce'}
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
{
|
||||
type = BTNodeType.SELECTOR,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'hasLandRouteToSpawnPoint'},
|
||||
{
|
||||
type = BTNodeType.SEQUENCE,
|
||||
children = {
|
||||
{type = BTNodeType.FUNCTION, func = 'boardTransports'},
|
||||
{type = BTNodeType.FUNCTION, func = 'moveTransports'}
|
||||
{type = BTNodeType.FUNCTION, func = 'unloadTransports'}
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
{type = BTNodeType.FUNCTION, func = 'occupySpawnpoint'},
|
||||
{
|
||||
type = BTNodeType.PARALLEL,
|
||||
children = {
|
||||
@@ -30,11 +64,10 @@ for i = 1, #game.players do
|
||||
{
|
||||
type = BTNodeType.PARALLEL,
|
||||
numMinSuccesses = 2,
|
||||
children = game.players[i]:generateTaskforceActions()
|
||||
children = game.cpuPlayers[i]:generateTaskforceActions()
|
||||
},
|
||||
}
|
||||
},
|
||||
--[[
|
||||
]]--
|
||||
}
|
||||
}
|
||||
|
||||
@@ -73,26 +73,29 @@ UnitId = {
|
||||
}
|
||||
WeaponClass = {DAMAGE = 0, FREEZE = 1}
|
||||
UnitClass = {
|
||||
WAR_MECH = 0,
|
||||
MECH = 0,
|
||||
TANK = 1,
|
||||
ARTILLERY = 2,
|
||||
ENGINEER = 3,
|
||||
TRANSPORT = 4,
|
||||
RESOURCE_ROVER = 5,
|
||||
CRUISER = 6,
|
||||
CARRIER = 7,
|
||||
SUBMARINE = 8,
|
||||
ICEBREAKER = 9,
|
||||
FREEZER = 10,
|
||||
EMP_BOAT = 11,
|
||||
LAND_FACTORY = 12,
|
||||
NAVAL_FACTORY = 13,
|
||||
TRADE_CENTER = 14,
|
||||
LAB = 15,
|
||||
POINT_DEFENSE = 16,
|
||||
EXTRACTOR = 17,
|
||||
REFINERY = 18,
|
||||
ICE_SHEET = 19,
|
||||
ROBO_ENGINEER = 3,
|
||||
CYBORG_ENGINEER = 4,
|
||||
TRANSPORT = 5,
|
||||
RESOURCE_ROVER = 6,
|
||||
CRUISER = 7,
|
||||
ANTI_SUB_CRUISER = 8,
|
||||
CARRIER = 9,
|
||||
SUBMARINE = 10,
|
||||
MISSILE_SUBMARINE = 11,
|
||||
ICEBREAKER = 12,
|
||||
FREEZER = 13,
|
||||
EMP_BOAT = 14,
|
||||
LAND_FACTORY = 15,
|
||||
NAVAL_FACTORY = 16,
|
||||
TRADE_CENTER = 17,
|
||||
LAB = 18,
|
||||
POINT_DEFENSE = 19,
|
||||
EXTRACTOR = 20,
|
||||
REFINERY = 21,
|
||||
ICE_SHEET = 22,
|
||||
}
|
||||
UnitType = {UNDERWATER = 0, SEA_LEVEL = 1, HOVER = 2, LAND = 3, AIR = 4}
|
||||
|
||||
@@ -169,7 +172,7 @@ units = {
|
||||
},
|
||||
}
|
||||
},
|
||||
unitClass = UnitClass.WAR_MECH,
|
||||
unitClass = UnitClass.MECH,
|
||||
unitType = UnitType.LAND,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -242,7 +245,7 @@ units = {
|
||||
},
|
||||
}
|
||||
},
|
||||
unitClass = UnitClass.WAR_MECH,
|
||||
unitClass = UnitClass.MECH,
|
||||
unitType = UnitType.LAND,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -314,7 +317,7 @@ units = {
|
||||
},
|
||||
}
|
||||
},
|
||||
unitClass = UnitClass.WAR_MECH,
|
||||
unitClass = UnitClass.MECH,
|
||||
unitType = UnitType.LAND,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -699,7 +702,7 @@ units = {
|
||||
{id = UnitId.POINT_DEFENSE, buildable = true, trigger = 80},
|
||||
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
|
||||
},
|
||||
unitClass = UnitClass.ENGINEER,
|
||||
unitClass = UnitClass.ROBO_ENGINEER,
|
||||
unitType = UnitType.HOVER,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -744,7 +747,7 @@ units = {
|
||||
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
|
||||
},
|
||||
abilityButtons = {{buttonType = ButtonType.ORDER, name = 'Hack', orderType = OrderType.HACK}},
|
||||
unitClass = UnitClass.ENGINEER,
|
||||
unitClass = UnitClass.CYBORG_ENGINEER,
|
||||
unitType = UnitType.HOVER,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -780,7 +783,7 @@ units = {
|
||||
{id = UnitId.POINT_DEFENSE, buildable = true, trigger = 80},
|
||||
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
|
||||
},
|
||||
unitClass = UnitClass.ENGINEER,
|
||||
unitClass = UnitClass.ROBO_ENGINEER,
|
||||
unitType = UnitType.HOVER,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -825,7 +828,7 @@ units = {
|
||||
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
|
||||
},
|
||||
abilityButtons = {{buttonType = ButtonType.ORDER, name = 'Hack', orderType = OrderType.HACK}},
|
||||
unitClass = UnitClass.ENGINEER,
|
||||
unitClass = UnitClass.CYBORG_ENGINEER,
|
||||
unitType = UnitType.HOVER,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -861,7 +864,7 @@ units = {
|
||||
{id = UnitId.POINT_DEFENSE, buildable = true, trigger = 80},
|
||||
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
|
||||
},
|
||||
unitClass = UnitClass.ENGINEER,
|
||||
unitClass = UnitClass.ROBO_ENGINEER,
|
||||
unitType = UnitType.HOVER,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -906,7 +909,7 @@ units = {
|
||||
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
|
||||
},
|
||||
abilityButtons = {{buttonType = ButtonType.ORDER, name = 'Hack', orderType = OrderType.HACK}},
|
||||
unitClass = UnitClass.ENGINEER,
|
||||
unitClass = UnitClass.CYBORG_ENGINEER,
|
||||
unitType = UnitType.HOVER,
|
||||
armor = {ArmorType.MECHANIC},
|
||||
maxUnevenness = .5,
|
||||
@@ -1219,7 +1222,7 @@ units = {
|
||||
armor = {ArmorType.CAST},
|
||||
maxUnevenness = .5,
|
||||
alignToSurface = true,
|
||||
capacity = 3000,
|
||||
capacity = 1000,
|
||||
loadRate = 1,
|
||||
loadSpeed = 5,
|
||||
isVehicle = true,
|
||||
@@ -1673,7 +1676,7 @@ units = {
|
||||
hitFx = {}
|
||||
},
|
||||
},
|
||||
unitClass = UnitClass.CRUISER,
|
||||
unitClass = UnitClass.ANTI_SUB_CRUISER,
|
||||
unitType = UnitType.SEA_LEVEL,
|
||||
armor = {ArmorType.STEEL},
|
||||
isVehicle = true,
|
||||
@@ -1803,7 +1806,7 @@ units = {
|
||||
},
|
||||
},
|
||||
},
|
||||
unitClass = UnitClass.CRUISER,
|
||||
unitClass = UnitClass.ANTI_SUB_CRUISER,
|
||||
unitType = UnitType.SEA_LEVEL,
|
||||
armor = {ArmorType.STEEL},
|
||||
isVehicle = true,
|
||||
@@ -1963,7 +1966,7 @@ units = {
|
||||
},
|
||||
},
|
||||
},
|
||||
unitClass = UnitClass.CRUISER,
|
||||
unitClass = UnitClass.ANTI_SUB_CRUISER,
|
||||
unitType = UnitType.SEA_LEVEL,
|
||||
armor = {ArmorType.STEEL},
|
||||
isVehicle = true,
|
||||
@@ -2016,7 +2019,7 @@ units = {
|
||||
projectile = {id = ProjectileId.CRUISE_MISSILE, pos = {x = 0, y = 15, z = -3.5}, rot = {w = .707, x = -.707, y = 0, z = 0}}
|
||||
},
|
||||
},
|
||||
unitClass = UnitClass.SUBMARINE,
|
||||
unitClass = UnitClass.MISSILE_SUBMARINE,
|
||||
unitType = UnitType.UNDERWATER,
|
||||
isVehicle = true,
|
||||
health = 500,
|
||||
@@ -2068,7 +2071,7 @@ units = {
|
||||
projectile = {id = ProjectileId.CRUISE_MISSILE, pos = {x = 0, y = 15, z = -3.5}, rot = {w = .707, x = -.707, y = 0, z = 0}}
|
||||
},
|
||||
},
|
||||
unitClass = UnitClass.SUBMARINE,
|
||||
unitClass = UnitClass.MISSILE_SUBMARINE,
|
||||
unitType = UnitType.UNDERWATER,
|
||||
isVehicle = true,
|
||||
health = 500,
|
||||
@@ -2120,7 +2123,7 @@ units = {
|
||||
projectile = {id = ProjectileId.CRUISE_MISSILE, pos = {x = 0, y = 15, z = -3.5}, rot = {w = .707, x = -.707, y = 0, z = 0}}
|
||||
},
|
||||
},
|
||||
unitClass = UnitClass.SUBMARINE,
|
||||
unitClass = UnitClass.MISSILE_SUBMARINE,
|
||||
unitType = UnitType.UNDERWATER,
|
||||
isVehicle = true,
|
||||
health = 500,
|
||||
|
||||
+3
-4
@@ -252,7 +252,7 @@ namespace battleship{
|
||||
orderPossible = (roverSelected && transferResource);
|
||||
}
|
||||
else if(cursorState == CursorState::HACK)
|
||||
orderPossible = (!ownGameObj && gameObjUnit && mainPlayer->getSelectedUnit(0)->getUnitClass() == UnitClass::ENGINEER);
|
||||
orderPossible = (!ownGameObj && gameObjUnit && mainPlayer->getSelectedUnit(0)->getUnitClass() == UnitClass::CYBORG_ENGINEER);
|
||||
else if(controlPressed)
|
||||
cursorState = CursorState::ATTACK;
|
||||
else
|
||||
@@ -285,7 +285,6 @@ namespace battleship{
|
||||
|
||||
void ActiveGameState::update() {
|
||||
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
||||
guiManager->getText("depth")->setText(L"Depth: " + to_wstring(depth));
|
||||
guiManager->getText("refineds")->setText(to_wstring(mainPlayer->getResource(ResourceType::REFINEDS)));
|
||||
guiManager->getText("wealth")->setText(to_wstring(mainPlayer->getResource(ResourceType::WEALTH)));
|
||||
guiManager->getText("research")->setText(to_wstring(mainPlayer->getResource(ResourceType::RESEARCH)));
|
||||
@@ -723,7 +722,8 @@ namespace battleship{
|
||||
Order::TYPE type;
|
||||
|
||||
switch(selectedUnits[0]->getUnitClass()){
|
||||
case UnitClass::ENGINEER:
|
||||
case UnitClass::ROBO_ENGINEER:
|
||||
case UnitClass::CYBORG_ENGINEER:
|
||||
case UnitClass::FREEZER:
|
||||
type = Order::TYPE::BUILD;
|
||||
break;
|
||||
@@ -740,7 +740,6 @@ namespace battleship{
|
||||
|
||||
Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot());
|
||||
issueOrder(type, vector<Order::Target>{Order::Target(buildStruct, gmObjFr.getPos())}, shiftPressed);
|
||||
mainPlayer->addUnit(buildStruct);
|
||||
}
|
||||
|
||||
buildableStructSelected = false;
|
||||
|
||||
+1
-1
@@ -33,7 +33,7 @@ namespace battleship{
|
||||
|
||||
Vehicle::build(order);
|
||||
|
||||
if(targ->getUnitClass() == UnitClass::ICE_SHEET && ((Structure*)targ)->getBuildStatus() >= 100)
|
||||
if(targ->getUnitClass() == UnitClass::ICE_SHEET && ((Structure*)targ)->isComplete())
|
||||
removeOrder(0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,14 +43,14 @@ namespace battleship{
|
||||
}
|
||||
|
||||
void Game::update(){
|
||||
updateLuaPlayers(false);
|
||||
//updateLuaPlayers(false);
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
|
||||
for(int i = 0; i < players.size(); i++)
|
||||
if(players[i]->isCpuPlayer()){
|
||||
string plStr = "game.players[" + to_string(i + 1) + "]";
|
||||
SOL_LUA_VIEW.script("executeBtNode(" + plStr + ", " + plStr + ".behaviour)");
|
||||
}
|
||||
for(int i = 0; i < getCpuPlayers().size(); i++) {
|
||||
string plStr = "game.cpuPlayers[" + to_string(i + 1) + "]";
|
||||
SOL_LUA_VIEW.script("executeBtNode(" + plStr + ", " + plStr + ".behaviour)");
|
||||
//SOL_LUA_VIEW.script("tbl = " + plStr + ":getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)");
|
||||
}
|
||||
|
||||
int numPlayersWithUnits = 0;
|
||||
|
||||
@@ -76,18 +76,19 @@ namespace battleship{
|
||||
FxManager::getSingleton()->update();
|
||||
}
|
||||
|
||||
void Game::updateLuaPlayers(bool resetBehaviour){
|
||||
void Game::initLuaPlayers(bool resetBehaviour){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
vector<Player*> cpuPlayers = getCpuPlayers();
|
||||
|
||||
for(int i = 0; i < players.size(); i++)
|
||||
SOL_LUA_VIEW["game"]["players"][i + 1] = players[i];
|
||||
for(int i = 0; i < cpuPlayers.size(); i++)
|
||||
SOL_LUA_VIEW["game"]["cpuPlayers"][i + 1] = cpuPlayers[i];
|
||||
|
||||
if(resetBehaviour)
|
||||
SOL_LUA_VIEW.script_file(GameManager::getSingleton()->getPath() + "Scripts/Core/playerInit.lua");
|
||||
}
|
||||
|
||||
void Game::removeAllElements(){
|
||||
generateView().script("game.players = {}");
|
||||
generateView().script("game.cpuPlayers = {}");
|
||||
|
||||
while(!players.empty()){
|
||||
delete players[0];
|
||||
@@ -113,7 +114,7 @@ namespace battleship{
|
||||
for(string f : configData::scripts)
|
||||
SOL_LUA_VIEW.script_file(gm->getPath() + f);
|
||||
|
||||
updateLuaPlayers(true);
|
||||
initLuaPlayers();
|
||||
guiManager->readLuaScreenScript("inGame.lua", activeState->getGuiButtons());
|
||||
|
||||
string gop = SOL_LUA_VIEW["gameObjPrefix"], vfxp = SOL_LUA_VIEW["vfxPrefix"];
|
||||
@@ -233,4 +234,14 @@ namespace battleship{
|
||||
|
||||
return playersVec;
|
||||
}
|
||||
|
||||
vector<Player*> Game::getCpuPlayers(){
|
||||
vector<Player*> playersVec;
|
||||
|
||||
for(Player *pl : players)
|
||||
if(pl->isCpuPlayer())
|
||||
playersVec.push_back(pl);
|
||||
|
||||
return playersVec;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,13 +20,14 @@ namespace battleship{
|
||||
public:
|
||||
static Game* getSingleton();
|
||||
void update();
|
||||
void updateLuaPlayers(bool);
|
||||
void initLuaPlayers(bool = false);
|
||||
void togglePause();
|
||||
void removeAllElements();
|
||||
void initTechnologies();
|
||||
float calcAbilFromTech(Ability::Type, std::vector<int>, int, int);
|
||||
bool isUnitUnlocked(std::vector<int>, int);
|
||||
std::vector<Player*> getPlayers(bool = false);
|
||||
std::vector<Player*> getCpuPlayers();
|
||||
inline void setDebug(bool d){this->debug = d;}
|
||||
inline void addPlayer(Player *pl){players.push_back(pl);}
|
||||
inline bool isDebug(){return debug;}
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
#include "guiAppState.h"
|
||||
#include "defConfigs.h"
|
||||
#include "player.h"
|
||||
#include "extractor.h"
|
||||
#include "factory.h"
|
||||
#include "engineer.h"
|
||||
#include "destructable.h"
|
||||
@@ -85,6 +86,7 @@ namespace battleship{
|
||||
SOL_LUA_STATE.new_usertype<Structure>(
|
||||
"Structure", sol::constructors<Structure(Player*, int, Vector3, Quaternion, int)>(),
|
||||
"getPos", &GameObject::getPos,
|
||||
"isComplete", &Structure::isComplete,
|
||||
"getBuildStatus", &Structure::getBuildStatus
|
||||
);
|
||||
|
||||
@@ -124,8 +126,13 @@ namespace battleship{
|
||||
"getUnitsByClass", &Player::getUnitsByClass
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Extractor>(
|
||||
"Extractor", sol::constructors<Extractor(Player*, int, Vector3, Quaternion, int, ResourceDeposit*, Unit::State)>()
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<ResourceDeposit>(
|
||||
"ResourceDeposit", sol::constructors<ResourceDeposit(Player*, int, Vector3, Quaternion, int)>(),
|
||||
"getExtractor", &ResourceDeposit::getExtractor,
|
||||
"getPos", &GameObject::getPos
|
||||
);
|
||||
|
||||
@@ -161,6 +168,7 @@ namespace battleship{
|
||||
SOL_LUA_STATE.new_usertype<Map>(
|
||||
"Map",
|
||||
"getSingleton", &Map::getSingleton,
|
||||
"getMapSize", &Map::getMapSize,
|
||||
"getSpawnPoint", &Map::getSpawnPoint,
|
||||
"getNumSpawnPoints", &Map::getNumSpawnPoints
|
||||
);
|
||||
|
||||
@@ -34,11 +34,13 @@ namespace battleship{
|
||||
|
||||
if(vehicle)
|
||||
switch((UnitClass)unitClass){
|
||||
case UnitClass::ENGINEER:
|
||||
case UnitClass::ROBO_ENGINEER:
|
||||
case UnitClass::CYBORG_ENGINEER:
|
||||
return new Engineer(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
case UnitClass::RESOURCE_ROVER:
|
||||
return new ResourceRover(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
case UnitClass::SUBMARINE:
|
||||
case UnitClass::MISSILE_SUBMARINE:
|
||||
return new Submarine(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
case UnitClass::FREEZER:
|
||||
return new Freezer(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
@@ -47,7 +49,6 @@ namespace battleship{
|
||||
}
|
||||
else
|
||||
switch((UnitClass)unitClass){
|
||||
case UnitClass::FORT:
|
||||
case UnitClass::LAND_FACTORY:
|
||||
case UnitClass::NAVAL_FACTORY:
|
||||
return new Factory(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
|
||||
|
||||
+1
-1
@@ -74,7 +74,7 @@ namespace battleship{
|
||||
activeState = new ActiveGameState(guiState, playerId);
|
||||
stateManager->attachAppState(activeState);
|
||||
|
||||
Game::getSingleton()->updateLuaPlayers(true);
|
||||
Game::getSingleton()->initLuaPlayers(true);
|
||||
Map::Minimap::getSingleton()->updateImage();
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -31,7 +31,7 @@ namespace battleship{
|
||||
vector<Player*> selectingPlayers = getSelectingPlayers();
|
||||
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
|
||||
|
||||
if(buildStatus < 100)
|
||||
if(!isComplete())
|
||||
destructable->displayStats(buildStatusForeground, buildStatusBackground, buildStatus, 100, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
|
||||
else{
|
||||
buildStatusBackground->setVisible(false);
|
||||
|
||||
@@ -413,7 +413,7 @@ namespace battleship{
|
||||
return destructTarg && !getWeaponsByOrder(Order::TYPE::ATTACK).empty();
|
||||
}
|
||||
case Order::TYPE::BUILD:
|
||||
return (unitClass == UnitClass::ENGINEER || unitClass == UnitClass::FREEZER);
|
||||
return (unitClass == UnitClass::ROBO_ENGINEER || unitClass == UnitClass::CYBORG_ENGINEER || unitClass == UnitClass::FREEZER);
|
||||
case Order::TYPE::PATROL:
|
||||
case Order::TYPE::MOVE:
|
||||
return vehicle;
|
||||
@@ -465,6 +465,9 @@ namespace battleship{
|
||||
}
|
||||
|
||||
orders.push_back(order);
|
||||
|
||||
if(order.type == Order::TYPE::BUILD && order.targets[0].unit)
|
||||
player->addUnit((Unit*)order.targets[0].unit);
|
||||
}
|
||||
|
||||
void Unit::halt() {
|
||||
|
||||
@@ -67,15 +67,18 @@ namespace battleship{
|
||||
enum class Corner {FRONT_LEFT, FRONT_RIGHT, REAR_LEFT, REAR_RIGHT};
|
||||
enum class UnitType {UNDERWATER, SEA_LEVEL, HOVER, LAND, AIR, NONE = -1};
|
||||
enum class UnitClass {
|
||||
WAR_MECH,
|
||||
MECH,
|
||||
TANK,
|
||||
ARTILLERY,
|
||||
ENGINEER,
|
||||
ROBO_ENGINEER,
|
||||
CYBORG_ENGINEER,
|
||||
TRANSPORT,
|
||||
RESOURCE_ROVER,
|
||||
CRUISER,
|
||||
ANTI_SUB_CRUISER,
|
||||
CARRIER,
|
||||
SUBMARINE,
|
||||
MISSILE_SUBMARINE,
|
||||
ICEBREAKER,
|
||||
FREEZER,
|
||||
EMP_BOAT,
|
||||
@@ -86,7 +89,6 @@ namespace battleship{
|
||||
POINT_DEFENSE,
|
||||
EXTRACTOR,
|
||||
REFINERY,
|
||||
FORT,
|
||||
ICE_SHEET
|
||||
};
|
||||
|
||||
|
||||
+2
-2
@@ -470,12 +470,12 @@ namespace battleship{
|
||||
sol::table targTable = generateView()["units"][structure->getId()];
|
||||
int costRate = (int)targTable["cost"] / 100, buildRate = (int)targTable["buildTime"] / 100;
|
||||
|
||||
if(structure->getBuildStatus() < 100 && player->getResource(ResourceType::REFINEDS) >= costRate && getTime() - lastBuildTime > buildRate){
|
||||
if(!structure->isComplete() && player->getResource(ResourceType::REFINEDS) >= costRate && getTime() - lastBuildTime > buildRate){
|
||||
structure->incrementBuildStatus();
|
||||
player->updateResource(ResourceType::REFINEDS, -costRate, true);
|
||||
lastBuildTime = getTime();
|
||||
}
|
||||
else if(structure->getBuildStatus() >= 100){
|
||||
else if(structure->isComplete()){
|
||||
removeOrder(0);
|
||||
player->incStructuresBuilt();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user