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
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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 = {
}
}