implemented CPU player building a land factory

This commit is contained in:
devZoGok
2023-12-16 17:26:12 +02:00
parent eee806b3b8
commit 4e59cdcd75
13 changed files with 167 additions and 37 deletions
+5 -2
View File
@@ -24,7 +24,10 @@ resourceDeposits = {
{id = 0, pos = {x = -5.240124, y = 0.000004, z = 11.061106}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
{id = 0, pos = {x = -5.381660, y = 0.000004, z = 11.083004}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
},
numUnits = 0,
numUnits = 1,
units = {
{id = 3, pos = {x = -50.000000, y = 0.000000, z = -50.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
}
}
},
numCells = 289,
@@ -323,4 +326,4 @@ skybox = "Skybox1",
terrain = {model = "222.xml", albedo = "222.jpg"},
waterbodies = {
}
}
}
+5
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@@ -0,0 +1,5 @@
AbilityType = {SPEED = 0}
ablilities = {
{type = AbilityType.SPEED, ammount = .2, units = {UnitClass.WAR_MECH}}
}
+57 -13
View File
@@ -1,26 +1,70 @@
function Player:foo1()
print('foo 1')
function Player:selectTaskForce()
taskForce = self:getSelectedUnitsByClass(UnitClass.TANK)
return #taskForce > 5
end
function Player:issueMoveOrder()
return false
end
function Player:selectLandFactory()
return false
end
function Player:trainTaskForce()
return false
end
function Player:selectLandCell()
return true
end
function Player:foo2()
print('foo 2')
return true
function Player:selectEngi()
taskForce = self:getSelectedUnitsByClass(UnitClass.ENGINEER)
if #taskForce == 0 then
self:selectUnits({self:getUnit(0)})
end
taskForce = self:getSelectedUnitsByClass(UnitClass.ENGINEER)
return #taskForce > 0
end
function Player:foo3()
print('foo 3')
return true
end
function Player:issueBuildOrder()
for i = 1, self:getNumUnits() do
if self:getUnit(i - 1):getUnitClass() == UnitClass.LAND_FACTORY then
return true
end
end
function Player:foo4()
print('foo 4')
spawnPoint = self:getSpawnPoint()
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)
return true
end
Player.behaviour = {
type = BTNodeType.SEQUENCE,
type = BTNodeType.SELECTOR,
children = {
{type = BTNodeType.FUNCTION, func = Player.foo3}
{
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'}
}
}
--[[
]]--
}
}
@@ -1,3 +1,4 @@
--TYPE = {ATTACK = 0, BUILD = 1, MOVE = 2, GARRISON = 3, EJECT = 4, PATROL = 5, LAUNCH = 6};
UnitClass = {WAR_MECH = 0, TANK = 1, ARTILLERY = 2, ENGINEER = 3, TRANSPORT = 4, CARGO_SHIP = 5, CARRIER = 6, SUBMARINE = 7, LAND_FACTORY = 8, NAVAL_FACTORY = 9, MARKET = 10, LAB = 11, POINT_DEFENSE = 12}
UnitType = {UNDERWATER = 0, SEA_LEVEL = 1, HOVER = 2, LAND = 3, AIR = 4}
@@ -0,0 +1,10 @@
technologies = {
{
name = '',
cost = 10,
icon = '',
description = '',
abilities = {0},
units = {}
}
}
+4 -3
View File
@@ -1,11 +1,12 @@
BTNodeType = {SELECTOR = 0, SEQUENCE = 1, FUNCTION = 2}
function executeBtNode(btNode)
function executeBtNode(agent, btNode)
for i = 1, #btNode.children do
if btNode.children[i].type == BTNodeType.FUNCTION then
res = btNode.children[i].func()
func = btNode.children[i].func
res = agent[func](agent)
else
res = executeBtNode(btNode.children[i])
res = executeBtNode(agent, btNode.children[i])
end
if btNode.type == BTNodeType.SELECTOR then
+5 -3
View File
@@ -1,3 +1,5 @@
Structure = {}
function Structure:new{Unit:new()}
Structure.behaviour = {
type = BTNodeType.SEQUENCE,
children = {
}
}
+5 -8
View File
@@ -1,8 +1,5 @@
Unit = {}
function Unit:new(un)
unit = un or {}
self.__index = index
setmetatable(unit, self)
return unit
end
Unit.behaviour = {
type = BTNodeType.SEQUENCE,
children = {
}
}
+5 -3
View File
@@ -1,3 +1,5 @@
Vehicle = {}
function Vehicle:new{Unit:new()}
Vehicle.behaviour = {
type = BTNodeType.SEQUENCE,
children = {
}
}
+5 -3
View File
@@ -34,11 +34,13 @@ namespace battleship{
SOL_LUA_VIEW.script("game.players = {}");
for(int i = 0; i < players.size(); i++)
SOL_LUA_VIEW["game"]["players"][i + 1] = *players[i];
SOL_LUA_VIEW["game"]["players"][i + 1] = players[i];
for(int i = 0; i < players.size(); i++)
if(players[i]->isCpuPlayer())
SOL_LUA_VIEW.script("executeBtNode(game.players[" + to_string(i + 1) + "].behaviour)");
if(players[i]->isCpuPlayer()){
string plStr = "game.players[" + to_string(i + 1) + "]";
SOL_LUA_VIEW.script("executeBtNode(" + plStr + ", " + plStr + ".behaviour)");
}
}
void Game::update(){
+57
View File
@@ -7,9 +7,11 @@
#include <root.h>
#include "gameManager.h"
#include "gameObjectFactory.h"
#include "guiAppState.h"
#include "defConfigs.h"
#include "player.h"
#include "resourceDeposit.h"
using namespace std;
using namespace vb01;
@@ -25,9 +27,59 @@ namespace battleship{
return gameManager;
}
void GameManager::registerOrderMembers(){
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
void GameManager::initLua(string gameDir){
@@ -45,6 +97,11 @@ namespace battleship{
}
void GameManager::start(string gameDir) {
registerVectorMembers();
registerQuaternionMembers();
registerOrderMembers();
registerGameObjectFactoryMembers();
registerUnitMembers();
registerPlayerMembers();
initLua(gameDir);
+5
View File
@@ -29,6 +29,11 @@ namespace battleship{
private:
GameManager(){}
~GameManager(){}
void registerOrderMembers();
void registerVectorMembers();
void registerQuaternionMembers();
void registerGameObjectFactoryMembers();
void registerUnitMembers();
void registerPlayerMembers();
void initLua(std::string);
+3 -2
View File
@@ -33,16 +33,17 @@ namespace battleship{
string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
Map *map = Map::getSingleton();
map->load(mapName);
Game::getSingleton()->addPlayer(new Player(0, 0, 0));
int numPlayers = map->getNumSpawnPoints();
for(int i = 0; i < numPlayers; i++){
Player *player = new Player(0, 0, i + 1, false);
Player *player = new Player(0, 0, i);
map->loadPlayerGameObjects(player);
Game::getSingleton()->addPlayer(player);
}
Game::getSingleton()->addPlayer(new Player(0, 0, 0, false));
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
stateManager->attachAppState(new InGameAppState(difficulties, factions));