redone CPU player behaviour

This commit is contained in:
devZoGok
2026-03-15 15:21:11 +02:00
parent f37aa9ba34
commit a3b6dbc93c
14 changed files with 323 additions and 212 deletions
+189 -139
View File
@@ -2,105 +2,43 @@ Player.numStartEngis = 3
Player.baseDir = nil
Player.numDefWarMechs = 1
Player.behaviour = {}
Player.pointDefenseTrans = {}
Player.unitClassMappings = {
{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH}, --WAR_MECH = 0,
{UnitId.ACS_TANK, UnitId.AINC_TANK, UnitId.ER_TANK}, --TANK = 1,
{UnitId.ACS_ARTILLERY, UnitId.AINC_ARTILLERY, UnitId.ER_ARTILLERY}, --ARTILLERY = 2,
{UnitId.ACS_ROBO_ENGINEER, UnitId.AINC_ROBO_ENGINEER, UnitId.ER_ROBO_ENGINEER}, --ENGINEER = 3,
{UnitId.ACS_CYBORG_ENGINEER, UnitId.AINC_CYBORG_ENGINEER, UnitId.ER_CYBORG_ENGINEER}, --ENGINEER = 3,
{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH}, --TRANSPORT = 4,
{UnitId.ACS_CARGO_SHIP, UnitId.AINC_CARGO_SHIP, UnitId.ER_CARGO_SHIP}, --RESOURCE_ROVER = 5,
{UnitId.ACS_CRUISER, UnitId.AINC_CRUISER, UnitId.ER_CRUISER}, --CRUISER = 6,
{UnitId.ACS_ANTI_SUB_CRUISER, UnitId.AINC_ANTI_SUB_CRUISER, UnitId.ER_ANTI_SUB_CRUISER}, --CRUISER = 6,
{nil, nil, nil}, --CARRIER = 8,
{UnitId.ACS_SUBMARINE, UnitId.AINC_SUBMARINE, UnitId.ER_SUBMARINE}, --SUBMARINE = 9,
{UnitId.ACS_MISSILE_SUBMARINE, UnitId.AINC_MISSILE_SUBMARINE, UnitId.ER_MISSILE_SUBMARINE}, --SUBMARINE = 9,
{UnitId.ACS_ICEBREAKER, UnitId.AINC_ICEBREAKER, UnitId.ER_ICEBREAKER}, --ICEBREAKER = 10,
{nil, UnitId.FREEZER, nil}, --FREEZER = 11,
{nil, UnitId.EMP_BOAT, nil}, --EMP_BOAT = 12,
{UnitId.ACS_LAND_FACTORY, UnitId.AINC_LAND_FACTORY, UnitId.ER_LAND_FACTORY}, --LAND_FACTORY = 13,
{UnitId.ACS_NAVAL_FACTORY, UnitId.AINC_NAVAL_FACTORY, UnitId.ER_NAVAL_FACTORY}, --NAVAL_FACTORY = 14,
{UnitId.ACS_TRADE_CENTER, UnitId.AINC_TRADE_CENTER, UnitId.ER_TRADE_CENTER}, --TRADE_CENTER = 15,
{UnitId.ACS_LAB, UnitId.AINC_LAB, UnitId.ER_LAB}, --LAB = 16,
{UnitId.POINT_DEFENSE, UnitId.POINT_DEFENSE, UnitId.POINT_DEFENSE}, --POINT_DEFENSE = 17,
{UnitId.EXTRACTOR, UnitId.EXTRACTOR, UnitId.EXTRACTOR}, --EXTRACTOR = 18,
{UnitId.ACS_REFINERY, UnitId.AINC_REFINERY, UnitId.ER_REFINERY}, --REFINERY = 19,
--{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH}, --ICE_SHEET = 20,
}
Player.taskForceData = {
{class = UnitClass.WAR_MECH, buildId = 0, numUnits = 2},
{class = UnitClass.TANK, buildId = 1, numUnits = 1},
{class = UnitClass.ARTILLERY, buildId = 2, numUnits = 1}
{class = UnitClass.MECH, numUnits = 2},
{class = UnitClass.TANK, numUnits = 1},
{class = UnitClass.ARTILLERY, numUnits = 1}
}
Player.taskForces = {}
function Player:getBuildableUnitIdFromClass(unit, unitClass)
buildableUnits = unit:getBuildableUnits()
for i = 1, #buildableUnits do
if buildableUnits[i].buildable and units[buildableUnits[i].id + 1].unitClass == unitClass then
return i
end
end
return -1
end
function Player:getFactionUnitIdFromClass(unitClass)
faction = self:getFaction()
if unitClass == UnitClass.LAND_FACTORY then
if faction == 0 then
return UnitId.AINC_LAND_FACTORY
elseif faction == 1 then
return UnitId.ER_LAND_FACTORY
elseif faction == 2 then
return UnitId.ACS_LAND_FACTORY
end
elseif unitClass == UnitClass.REFINERY then
if faction == 0 then
return UnitId.AINC_REFINERY
elseif faction == 1 then
return UnitId.ER_REFINERY
elseif faction == 2 then
return UnitId.ACS_REFINERY
end
elseif unitClass == UnitClass.LAB then
if faction == 0 then
return UnitId.AINC_LAB
elseif faction == 1 then
return UnitId.ER_LAB
elseif faction == 2 then
return UnitId.ACS_LAB
end
elseif unitClass == UnitClass.ENGINEER then
if faction == 0 then
return UnitId.AINC_ROBO_ENGINEER
elseif faction == 1 then
return UnitId.ER_ROBO_ENGINEER
elseif faction == 2 then
return UnitId.ACS_ROBO_ENGINEER
end
elseif unitClass == UnitClass.MECH then
if faction == 0 then
return UnitId.AINC_MECH
elseif faction == 1 then
return UnitId.ER_MECH
elseif faction == 2 then
return UnitId.ACS_MECH
end
elseif unitClass == UnitClass.TANK then
if faction == 0 then
return UnitId.AINC_TANK
elseif faction == 1 then
return UnitId.ER_TANK
elseif faction == 2 then
return UnitId.ACS_TANK
end
elseif unitClass == UnitClass.ARTILLERY then
if faction == 0 then
return UnitId.AINC_ARTILLERY
elseif faction == 1 then
return UnitId.ER_ARTILLERY
elseif faction == 2 then
return UnitId.ACS_ARTILLERY
end
end
return -1
end
--TODO simplify building construction
function Player:buildFort(arguments)
forts = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)
if #forts > 0 then
return forts[1]:toStructure():getBuildStatus() == 100 and BTNodeResult.SUCCESS or BTNodeResult.RUNNING
end
engis = self:getUnitsByClass(UnitClass.ENGINEER, 1)
if #engis == 0 then return BTNodeResult.FAILURE end
self:deselectUnits()
self:selectUnits({engis[1]})
function Player:initBaseDir()
map = Map.getSingleton()
sp = map:getSpawnPoint(self:getSpawnPointId())
minDistId = nil
@@ -118,31 +56,48 @@ function Player:buildFort(arguments)
end
self.baseDir = map:getSpawnPoint(minDistId):subtr(sp):norm()
right = (self.baseDir:getAngleBetween(Vector3:new(1, 0, 0)) > 1.57)
angle = self.baseDir:getAngleBetween(Vector3:new(0, 0, 1)) * (right and -1 or 1)
fort = GameObjectFactory.createUnit(self, self:getFactionUnitIdFromClass(UnitClass.LAND_FACTORY), sp, Quaternion:new(angle, Vector3:new(0, 1, 0)), 0)
self:addUnit(fort)
self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(fort:toGameObject(), Vector3:new(0, 0, 0))}, false)
return BTNodeResult.RUNNING
end
function Player:trainEngineers(arguments)
fort = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:toFactory()
engineers = self:getUnitsByClass(UnitClass.ENGINEER, -1)
engineerDiffNum = self.numStartEngis - #engineers
queueDiff = engineerDiffNum - #fort:getQueue()
function Player:initPdSpots()
numPd = 6
radius = 40
map = Map.getSingleton()
mapSize = map:getMapSize()
engiBuildId = self:getBuildableUnitIdFromClass(fort, UnitClass.ENGINEER)
for i = 1, numPd do
angle = (i - 1) * 2 * math.pi / numPd
rotDir = Quaternion:new(angle, Vector3:new(0, 1, 0)):multVec(self.baseDir)
pdPos = map:getSpawnPoint(self:getSpawnPointId()):add(rotDir:norm():mult(radius))
for i = 1, queueDiff do fort:appendToQueue(engiBuildId) end
if math.abs(pdPos.x) < .5 * mapSize.x and math.abs(pdPos.z) < .5 * mapSize.z then
self.pointDefenseTrans[#self.pointDefenseTrans + 1] = {pos = pdPos, angle = angle}
end
end
engisStartNumBuilt = (#self:getUnitsByClass(UnitClass.ENGINEER, -1) == self.numStartEngis)
return (engisStartNumBuilt and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
print('num pd pos: ' .. #self.pointDefenseTrans)
end
function Player:init()
self:initBaseDir()
self:initPdSpots()
end
function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
if not engineer then return BTNodeResult.FAILURE end
self:deselectUnits()
self:selectUnits({engineer})
building = GameObjectFactory.createUnit(self, buildingId, buildPos, Quaternion:new(buildAngle, Vector3:new(0, 1, 0)), 0)
self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(building:toGameObject(), Vector3:new(0, 0, 0))}, false)
end
function Player:findSuitableSpot()
return Vector3:new(0, 0, 0)
end
function Player:findIdleEngineer()
engineers = self:getUnitsByClass(UnitClass.ENGINEER, -1)
engineers = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
for i = 1, #engineers do
if engineers[i]:getNumOrders() == 0 then return engineers[i] end
@@ -151,55 +106,127 @@ function Player:findIdleEngineer()
return nil
end
function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
if not engineer then return BTNodeResult.FAILURE end
function Player:getBuildableUnitSlotId(buildingUnit, buildableUnitId)
for i = 1, #buildingUnit:getBuildableUnits() do
bu = buildingUnit:getBuildableUnit(i - 1)
unitClass = units[buildingId + 1].unitClass
if #self:getUnitsByClass(unitClass, 1) == 0 then
self:deselectUnits()
self:selectUnits({engineer})
building = GameObjectFactory.createUnit(self, buildingId, buildPos, Quaternion:new(1, 0, 0, 0), 0)
self:addUnit(building)
self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(building:toGameObject(), Vector3:new(0, 0, 0))}, false)
if bu.buildable and bu.id == buildableUnitId then
print('returning ' .. i - 1)
return i - 1
end
end
building = self:getUnitsByClass(unitClass, 1)[1]
return (building:toStructure():getBuildStatus() == 100 and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
print('returning nil')
return nil
end
--TODO simplify building construction
function Player:buildLandFactory(arguments)
factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
if factory then
return factory:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING
end
engis = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, 1)
if #engis == 0 then return BTNodeResult.FAILURE end
self:deselectUnits()
self:selectUnits({engis[1]})
right = (self.baseDir:getAngleBetween(Vector3:new(1, 0, 0)) > .5 * math.pi)
angle = self.baseDir:getAngleBetween(Vector3:new(0, 0, 1)) * (right and -1 or 1)
rot = Quaternion:new(angle, Vector3:new(0, 1, 0))
factId = self.unitClassMappings[UnitClass.LAND_FACTORY + 1][self:getFaction() + 1]
sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
self:buildStructure(self:findIdleEngineer(), factId, sp, angle)
return BTNodeResult.RUNNING
end
function Player:trainEngineers(arguments)
factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:toFactory()
engineers = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
engineerDiffNum = self.numStartEngis - #engineers
queueDiff = engineerDiffNum - #factory:getQueue()
engiBuildId = self.unitClassMappings[UnitClass.CYBORG_ENGINEER + 1][self:getFaction() + 1]
for i = 1, queueDiff do
factory:appendToQueue(self:getBuildableUnitSlotId(factory, engiBuildId))
end
engisStartNumBuilt = (#self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1) == self.numStartEngis)
return (engisStartNumBuilt and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
function Player:buildRefinery(arguments)
refinery = self:getUnitsByClass(UnitClass.REFINERY, 1)[1]
if refinery then
print('cpu player: ')
print(self)
print('ref1: ')
print(refinery)
print('ref2: ')
print(refinery:toStructure())
return (refinery:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
buildPos = Map.getSingleton():getSpawnPoint(self:getSpawnPointId()):add(self.baseDir:mult(20))
return self:buildStructure(self:findIdleEngineer(), self:getFactionUnitIdFromClass(UnitClass.REFINERY), buildPos, -.1)
factId = self.unitClassMappings[UnitClass.REFINERY + 1][self:getFaction() + 1]
self:buildStructure(self:findIdleEngineer(), factId, buildPos, -.0)
return BTNodeResult.RUNNING
end
-- TODO optimize deposit position check
function Player:buildExtractor(arguments)
deposits = {}
extractor = self:getUnitsByClass(UnitClass.EXTRACTOR, -1)[1]
if extractor then
return (extractor:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
visibleDeposits = {}
players = Game.getSingleton():getPlayers(true)
for i = 1, #players do
deps = players[i]:getResourceDeposits()
table.move(deps, 1, #deps, #deposits + 1, deposits)
deposits = players[i]:getResourceDeposits()
for j = 1, #deposits do
for k = 1, #self:getUnits() do
unit = self:getUnit(k - 1)
if unit:getPos():getDistanceFrom(deposits[j]:getPos()) <= unit:getLineOfSight() and not deposits[j]:getExtractor() then
visibleDeposits[#visibleDeposits + 1] = deposits[i]
goto continue
end
end
::continue::
end
end
if #deposits == 0 then return BTNodeResult.FAILURE end
if #visibleDeposits == 0 then return BTNodeResult.FAILURE end
depPos = deposits[1]:getPos()
depPos = visibleDeposits[1]:getPos()
spawnPoint = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
for i = 1, #deposits do
if deposits[i]:getPos():getDistanceFrom(spawnPoint) < depPos:getDistanceFrom(spawnPoint) then
for i = 1, #visibleDeposits do
if visibleDeposits[i]:getPos():getDistanceFrom(spawnPoint) < depPos:getDistanceFrom(spawnPoint) then
depPos = deposits[i]:getPos()
end
end
return self:buildStructure(self:findIdleEngineer(), UnitId.EXTRACTOR, depPos, 0)
self:buildStructure(self:findIdleEngineer(), UnitId.EXTRACTOR, depPos, 0)
return BTNodeResult.RUNNING
end
function Player:buildHarvester(arguments)
if self:getUnitsByClass(UnitClass.RESOURCE_ROVER, 1)[1] then
if #self:getUnitsByClass(UnitClass.RESOURCE_ROVER, 1) > 0 then
return BTNodeResult.SUCCESS
end
@@ -207,8 +234,11 @@ function Player:buildHarvester(arguments)
if not factory then return BTNodeResult.FAILURE end
factory = factory:toFactory()
roverSlotId = self.unitClassMappings[UnitClass.RESOURCE_ROVER + 1][self:getFaction() + 1]
if #factory:getQueue() == 0 then factory:appendToQueue(3) end
if #factory:getQueue() == 0 then
factory:appendToQueue(self:getBuildableUnitSlotId(factory, roverSlotId))
end
return BTNodeResult.RUNNING
end
@@ -232,7 +262,7 @@ function Player:startHarvesting()
return BTNodeResult.SUCCESS
end
function Player:buildTaskForces(arguments)
function Player:buildLandDefForce(arguments)
landFactory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
if not landFactory then return BTNodeResult.FAILURE end
@@ -252,15 +282,22 @@ function Player:buildTaskForces(arguments)
end
end
if enoughUnits then return BTNodeResult.SUCCESS end
print('about to...')
if enoughUnits then
print('here it comes...')
return BTNodeResult.SUCCESS
end
else
return BTNodeResult.RUNNING
end
if #landFactory:getQueue() > 0 then return BTNodeResult.RUNNING end
for i = 1, numAttackableSpawnPoints do
for j = 1, #self.taskForceData do
for k = 1, self.taskForceData[j].numUnits do
landFactory:appendToQueue(self.taskForceData[j].buildId)
print('queueing...')
unitId = self.unitClassMappings[self.taskForceData[j].class + 1][self:getFaction() + 1]
slotId = self:getBuildableUnitSlotId(landFactory, unitId)
landFactory:appendToQueue(slotId)
end
end
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
]]--
+45 -12
View File
@@ -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()
},
}
},
--[[
]]--
}
}
+37 -34
View File
@@ -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
View File
@@ -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
View File
@@ -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);
}
}
+22 -11
View File
@@ -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;
}
}
+2 -1
View File
@@ -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;}
+8
View File
@@ -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
);
+3 -2
View File
@@ -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
View File
@@ -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
View File
@@ -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);
+4 -1
View File
@@ -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() {
+5 -3
View File
@@ -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
View File
@@ -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();
}