Files
PlanetFleet/Assets/Scripts/Core/player.lua
T

825 lines
25 KiB
Lua

Player.baseQuat = nil
Player.baseRadius = 180
Player.numDefWarMechs = 1
Player.behaviour = {}
Player.pointDefenseTrans = {}
Player.spawnPointData = {}
Player.navalFactoryCellId = nil
Player.navalRallyPoint = nil
Player.suitableBuildingPosIds = nil
Player.unitClassMappings = {
{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH},
{UnitId.ACS_TANK, UnitId.AINC_TANK, UnitId.ER_TANK},
{UnitId.ACS_ARTILLERY, UnitId.AINC_ARTILLERY, UnitId.ER_ARTILLERY},
{UnitId.ACS_ROBO_ENGINEER, UnitId.AINC_ROBO_ENGINEER, UnitId.ER_ROBO_ENGINEER},
{UnitId.ACS_CYBORG_ENGINEER, UnitId.AINC_CYBORG_ENGINEER, UnitId.ER_CYBORG_ENGINEER},
{UnitId.ACS_TRANSPORT, UnitId.AINC_TRANSPORT, UnitId.ER_TRANSPORT},
{UnitId.ACS_CARGO_SHIP, UnitId.AINC_CARGO_SHIP, UnitId.ER_CARGO_SHIP},
{UnitId.ACS_ASSAULT_CRUISER, UnitId.AINC_ASSAULT_CRUISER, UnitId.ER_ASSAULT_CRUISER},
{UnitId.ACS_ANTI_SUB_CRUISER, UnitId.AINC_ANTI_SUB_CRUISER, UnitId.ER_ANTI_SUB_CRUISER},
{nil, nil, nil},
{UnitId.ACS_SUBMARINE, UnitId.AINC_SUBMARINE, UnitId.ER_SUBMARINE},
{UnitId.ACS_MISSILE_SUBMARINE, UnitId.AINC_MISSILE_SUBMARINE, UnitId.ER_MISSILE_SUBMARINE},
{UnitId.ACS_ICEBREAKER, UnitId.AINC_ICEBREAKER, UnitId.ER_ICEBREAKER},
{nil, UnitId.FREEZER, nil},
{nil, UnitId.EMP_BOAT, nil},
{UnitId.ACS_LAND_FACTORY, UnitId.AINC_LAND_FACTORY, UnitId.ER_LAND_FACTORY},
{UnitId.ACS_NAVAL_FACTORY, UnitId.AINC_NAVAL_FACTORY, UnitId.ER_NAVAL_FACTORY},
{UnitId.ACS_TRADE_CENTER, UnitId.AINC_TRADE_CENTER, UnitId.ER_TRADE_CENTER},
{UnitId.ACS_LAB, UnitId.AINC_LAB, UnitId.ER_LAB},
{UnitId.POINT_DEFENSE, UnitId.POINT_DEFENSE, UnitId.POINT_DEFENSE},
{UnitId.EXTRACTOR, UnitId.EXTRACTOR, UnitId.EXTRACTOR},
{UnitId.ACS_REFINERY, UnitId.AINC_REFINERY, UnitId.ER_REFINERY},
}
Player.landTaskForceData = {
{class = UnitClass.MECH, numUnits = 3},
{class = UnitClass.TANK, numUnits = 2},
{class = UnitClass.ARTILLERY, numUnits = 1}
}
Player.navalTaskForceData = {
{class = UnitClass.TRANSPORT, numUnits = 2},
--{class = UnitClass.CRUISER, numUnits = 2},
{class = UnitClass.ANTI_SUB_CRUISER, numUnits = 1}
}
Player.taskForces = {}
function Player:initBaseQuat()
map = Map.getSingleton()
sp = map:getSpawnPoint(self:getSpawnPointId())
minDistId = nil
for i = 0, map:getNumSpawnPoints() - 1 do
if i == self:getSpawnPointId() then goto continue end
if minDistId == nil then minDistId = i end
if map:getSpawnPoint(i):getDistanceFrom(sp) < map:getSpawnPoint(minDistId):getDistanceFrom(sp) then
minDistId = i
end
::continue::
end
dir = map:getSpawnPoint(minDistId):subtr(sp):norm()
left = (Vector3:new(1, 0, 0):getAngleBetween(dir) < .5 * math.pi)
angle = dir:getAngleBetween(Vector3:new(0, 0, 1)) * (left and 1 or -1)
self.baseQuat = Quaternion:new(angle, Vector3:new(0, 1, 0))
end
function Player:initPdSpots()
pdId = self.unitClassMappings[UnitClass.POINT_DEFENSE + 1][self:getFaction() + 1]
pdFrame = GameObjectFrame:new(pdId, 0, self, nil, Vector3:new(0, 0, 0), Quaternion:new(1, 0, 0, 0))
baseDir = self.baseQuat:multVec(Vector3:new(0, 0, 1))
frameCtrl = GameObjectFrameController.getSingleton()
numPd = 12
for i = 1, numPd do
angle = (i - 1) * 2 * math.pi / numPd
rotDir = Quaternion:new(angle, Vector3:new(0, 1, 0)):multVec(baseDir)
pdPos = Map.getSingleton():getSpawnPoint(self:getSpawnPointId()):add(rotDir:norm():mult(self.baseRadius))
pdFrame:placeAt(pdPos)
frameCtrl:checkPlacement(pdFrame)
if pdFrame.status == GameObjectFrameStatus.PLACEABLE then
self.pointDefenseTrans[#self.pointDefenseTrans + 1] = {pos = pdPos, angle = angle}
end
end
pdFrame:destroy()
end
--TODO replace this method with more robust checks to determine the possibility of building on a given spot
function Player:updatePdSpots()
pdId = self.unitClassMappings[UnitClass.POINT_DEFENSE + 1][self:getFaction() + 1]
pdFrame = GameObjectFrame:new(pdId, 0, self, nil, Vector3:new(0, 0, 0), Quaternion:new(1, 0, 0, 0))
gofCtrl = GameObjectFrameController.getSingleton()
delPdTrans = {}
for i = 1, #self.pointDefenseTrans do
pdFrame:placeAt(self.pointDefenseTrans[i].pos)
gofCtrl:checkPlacement(pdFrame)
if pdFrame.status ~= GameObjectFrameStatus.PLACEABLE then
table.insert(delPdTrans, i)
end
end
for i = #delPdTrans, 1, -1 do
table.remove(self.pointDefenseTrans, i)
end
pdFrame:destroy()
end
--TODO remove heuristics
function Player:landRouteToSpawnpoint_(mapPoint)
map = Map.getSingleton()
dest = map:getCellId(mapPoint, false)
source = map:getCellId(map:getSpawnPoint(self:getSpawnPointId()), false)
pf = Pathfinder.getSingleton()
cells = map:getCells()
heurs = pf:calcHeuristics(cells, dest)
path = pf:findPath(cells, heurs, source, dest, UnitType.HOVER)
embarkCellId = nil
disembarkCellId = nil
navalSupportCellId = nil
navalRallyCellId = nil
for i = 1, #path do
if map:getCell(path[i]).type == 1 then
navalRallyCellId = path[i]
embarkCellId = path[i - 1]
if not self.navalFactoryCellId then self.navalFactoryCellId = path[i] end
break;
end
end
for i = #path, 1, -1 do
if map:getCell(path[i]).type == 1 then
navalSupportCellId = path[i]
disembarkCellId = path[i + 1]
break;
end
end
if embarkCellId or disembarkCellId then
return {
reachable = false,
embarkCellId = embarkCellId,
navalRallyCellId = navalRallyCellId,
navalSupportCellId = navalSupportCellId,
disembarkCellId = disembarkCellId
}
else return {reachable = true} end
end
function Player:landRouteToSpawnpoint(arguments)
spId = self.taskForces[arguments.taskForceId].spawnPointId + 1
return self.spawnPointData[spId].reachable == true and BTNodeResult.SUCCESS or BTNodeResult.FAILURE
end
function Player:init()
self:initBaseQuat()
self:initPdSpots()
for i = 1, Map.getSingleton():getNumSpawnPoints() do
taskForce = {units = {}, moving = false, attacking = false, arrived = false, landed = false, spawnPointId = i - 1}
if i - 1 == self:getSpawnPointId() then
taskForce.arrived = true
taskForce.landed = true
self.spawnPointData[i] = {reachable = true}
end
self.taskForces[i] = taskForce
spawnPoint = Map.getSingleton():getSpawnPoint(i - 1)
self.spawnPointData[i] = self:landRouteToSpawnpoint_(spawnPoint)
end
end
function Player:findSuitableSpot(buildingId, idealPos, radius)
structFrame = GameObjectFrame:new(buildingId, 0, self, nil, idealPos, self.baseQuat)
diffY = 10
diffX = 10
numYPos = math.floor(2 * radius / diffY)
numXPos = math.floor(2 * radius / diffX)
baseDir = self.baseQuat:multVec(Vector3:new(0, 0, 1))
baseLeft = self.baseQuat:multVec(Vector3:new(1, 0, 0))
frameCtrl = GameObjectFrameController.getSingleton()
startX = 1
startY = 1
if not self.suitableBuildingPosIds then
frameCtrl:checkPlacement(structFrame)
if structFrame.status == GameObjectFrameStatus.PLACEABLE then
structFrame:destroy()
return idealPos
end
else
startX = self.suitableBuildingPosIds.x
startY = self.suitableBuildingPosIds.y
end
startPos = idealPos:add(baseDir:mult(self.baseRadius)):add(baseLeft:mult(self.baseRadius))
for i = startX, numXPos do
for j = startY, numYPos do
point = startPos:add(baseLeft:neg():mult((i - 1) * diffX)):add(baseDir:neg():mult((j - 1) * diffY))
structFrame:placeAt(point)
frameCtrl:checkPlacement(structFrame)
if structFrame.status == GameObjectFrameStatus.PLACEABLE then
self.suitableBuildingPosIds = nil
structFrame:destroy()
return point
elseif structFrame.status == GameObjectFrameStatus.BLOCKED_BY_FOG_OF_WAR then
engis = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
for i = 1, #engis do
if engis[i]:getNumOrders() > 0 and engis[i]:getOrder(0).targets[1].pos:getDistanceFrom(point) < engis[i]:getLineOfSight() then
structFrame:destroy()
return nil
end
end
idleEngi = self:findIdleEngineer()
if not idleEngi then
structFrame:destroy()
return nil
end
self:deselectUnits()
self:selectUnits({idleEngi})
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, point)}, false)
self.suitableBuildingPosIds = {x = i, y = j}
structFrame:destroy()
return nil
end
end
end
structFrame:destroy()
return nil
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:findIdleEngineer()
engineers = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
for i = 1, #engineers do
if engineers[i]:getNumOrders() == 0 then return engineers[i] end
end
return nil
end
function Player:getBuildableUnitSlotId(buildingUnit, buildableUnitId)
for i = 1, #buildingUnit:getBuildableUnits() do
bu = buildingUnit:getBuildableUnit(i - 1)
if bu.buildable and bu.id == buildableUnitId then
return i - 1
end
end
return nil
end
function Player:updateTaskForces(arguments)
numUnits = self:getNumUnits()
for i = 1, #self.taskForces do
for j = #self.taskForces[i].units, 1, -1 do
for k = 1, numUnits do
if self.taskForces[i].units[j] == self:getUnit(k - 1) then goto continue end
end
table.remove(self.taskForces[i].units, j)
::continue::
end
if #self.taskForces[i].units == 0 then
self.taskForces[i].arrived = false
self.taskForces[i].moving = false
self.taskForces[i].attacking = false
self.taskForces[i].landed = false
end
end
return BTNodeResult.SUCCESS
end
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
engi = self:findIdleEngineer()
if not engi then return BTNodeResult.FAILURE end
factId = self.unitClassMappings[UnitClass.LAND_FACTORY + 1][self:getFaction() + 1]
rd = self.baseQuat:multVec(Vector3:new(0, 0, 1)):mult(self.baseRadius)
sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
pos = self:findSuitableSpot(factId, sp, self.baseRadius, engi)
if pos then
self:buildStructure(engi, factId, pos, self.baseQuat:getAngle())
factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:toFactory()
factory:setRallyPoint(factory:getPos():add(factory:getDirVec():mult(100)))
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
function Player:buildRefinery(arguments)
refinery = self:getUnitsByClass(UnitClass.REFINERY, 1)[1]
if refinery then
return (refinery:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
refId = self.unitClassMappings[UnitClass.REFINERY + 1][self:getFaction() + 1]
factId = self.unitClassMappings[UnitClass.LAND_FACTORY + 1][self:getFaction() + 1]
rd = self.baseQuat:multVec(Vector3:new(0, 0, 1)):mult(-.6 * (units[factId + 1].size.z + units[refId + 1].size.z))
fp = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:getPos()
buildPos = fp:add(rd)
idleEngi = self:findIdleEngineer()
pos = self:findSuitableSpot(refId, buildPos, self.baseRadius, idleEngi)
if pos then
buildAngle = (self.baseQuat:getAngle() + math.pi)
self:buildStructure(idleEngi, refId, buildPos, buildAngle)
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
function Player:getVisibleDeposits(nearBase)
visibleDeposits = {}
players = Game.getSingleton():getPlayers(true)
friendlyUnits = self:getFriendlyUnits(true)
sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
for i = 1, #players do
deposits = players[i]:getResourceDeposits()
for j = 1, #deposits do
if self:isObjectVisible(deposits[j]:toGameObject(), friendlyUnits) then
if not nearBase or (nearBase and deposits[j]:getPos():getDistanceFrom(sp) < self.baseRadius) then
visibleDeposits[#visibleDeposits + 1] = deposits[j]
end
end
end
end
return visibleDeposits
end
function Player:buildExtractors(arguments)
extractors = self:getUnitsByClass(UnitClass.EXTRACTOR, -1)
visibleDeposits = self:getVisibleDeposits()
depId = nil
for i = 1, #visibleDeposits do
if not visibleDeposits[i]:getExtractor() then
depId = i
break
end
end
if not depId then return BTNodeResult.SUCCESS end
self:buildStructure(self:findIdleEngineer(), UnitId.EXTRACTOR, visibleDeposits[depId]:getPos(), 0)
return BTNodeResult.RUNNING
end
function Player:startHarvesting()
harvesters = self:getUnitsByClass(UnitClass.RESOURCE_ROVER, -1)
harvester = nil
for i = 1, #harvesters do
order = (harvesters[i]:getNumOrders() > 0 and harvesters[i]:getOrder(0) or nil)
if i == #harvesters and order and order.type == OrderType.SUPPLY then
return BTNodeResult.SUCCESS
elseif not order or (order and order.type ~= OrderType.SUPPLY) then
harvester = harvesters[i]
break
end
end
extractors = self:getUnitsByClass(UnitClass.EXTRACTOR, -1)
if #extractors == 0 then return BTNodeResult.FAILURE end
for i = #extractors, 1, -1 do
if extractors[i]:toExtractor():getDeposit():getAmmount() == 0 then
table.remove(extractors, i)
end
end
minDistId = 1
hPos = harvester:getPos()
for i = 1, #extractors do
currDist = extractors[i]:getPos():getDistanceFrom(hPos)
minDist = extractors[minDistId]:getPos():getDistanceFrom(hPos)
if currDist < minDist then minDistId = i end
end
self:deselectUnits()
self:selectUnits({harvester})
self:issueOrder(OrderType.SUPPLY, Vector3:new(0, 0, 0), {Target:new(extractors[minDistId]:toGameObject(), Vector3:new(0, 0, 0))}, false)
return BTNodeResult.RUNNING
end
function Player:canReachAllSpawnPoints(arguments)
return self.navalFactoryCellId and BTNodeResult.FAILURE or BTNodeResult.SUCCESS
end
function Player:buildNavalFactory(arguments)
navalFactory = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]
if navalFactory then
if not self.navalRallyPoint then
self.navalRallyPoint = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]:toFactory():getRallyPoint()
end
return (navalFactory:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
navalFactId = self.unitClassMappings[UnitClass.NAVAL_FACTORY + 1][self:getFaction() + 1]
navalCellPos = Map.getSingleton():getCell(self.navalFactoryCellId).pos
idleEngi = self:findIdleEngineer()
pos = self:findSuitableSpot(navalFactId, navalCellPos, self.baseRadius, idleEngi)
if pos then
self:buildStructure(idleEngi, navalFactId, pos, self.baseQuat:getAngle())
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
function Player:getNumEmptyTaskForces()
numEmpty = 0
for i = 1, #self.taskForces do
if #self.taskForces[i].units == 0 then numEmpty = numEmpty + 1 end
end
return numEmpty
end
function Player:buildTaskForces(arguments)
factory = self:getUnitsByClass(arguments.factoryClass, 1)
if #factory == 0 then return BTNodeResult.FAILURE end
factory = factory[1]:toFactory()
numTaskForces = arguments.numTaskForces or 1
taskForceData = arguments.taskForceData
if #factory:getQueue() == 0 then
enoughUnits = true
for i = 1, #taskForceData do
tfUnits = self:getUnitsByClass(taskForceData[i].class, -1)
if #tfUnits < numTaskForces * taskForceData[i].numUnits then
enoughUnits = false
break
end
end
if enoughUnits then return BTNodeResult.SUCCESS end
else return BTNodeResult.RUNNING end
for i = 1, numTaskForces do
for j = 1, #taskForceData do
for k = 1, taskForceData[j].numUnits do
unitId = self.unitClassMappings[taskForceData[j].class + 1][self:getFaction() + 1]
slotId = self:getBuildableUnitSlotId(factory, unitId)
factory:appendToQueue(slotId)
end
end
end
return BTNodeResult.RUNNING
end
function Player:buildPointDefenseRing(arguments)
self:updatePdSpots()
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:formLandTaskForces(arguments)
numSpawnPoints = Map.getSingleton():getNumSpawnPoints()
for i = 1, #self.taskForces do
if i == #self.taskForces and #self.taskForces[i].units > 0 then return BTNodeResult.SUCCESS
else break end
end
unitGroups = {}
for i = 1, #self.landTaskForceData do
unitGroups[i] = self:getUnitsByClass(self.landTaskForceData[i].class, -1)
enoughGroupUnits = (#unitGroups[i] >= #self.taskForces * self.landTaskForceData[i].numUnits)
if not enoughGroupUnits then return BTNodeResult.FAILURE end
end
tfId = 1
for i = 1, #self.taskForces do
if #self.taskForces[i].units > 0 then goto continue end
for j = 1, #self.landTaskForceData do
subArrId = #unitGroups[j] - (tfId * self.landTaskForceData[j].numUnits) + 1
unitTbl = table.move(
unitGroups[j],
subArrId,
subArrId + self.landTaskForceData[j].numUnits - 1,
#self.taskForces[i].units + 1,
self.taskForces[i].units
)
self.taskForces[i].units = unitTbl
end
tfId = tfId + 1
::continue::
end
return BTNodeResult.SUCCESS
end
function Player:getTransportData(transports)
allIdle = true
allInWater = true
allInLand = true
for i = 1, #transports do
numOrders = transports[i]:getNumOrders()
currCell = map:getCell(map:getCellId(transports[i]:getPos(), false))
if numOrders > 0 then allIdle = false end
if currCell.type ~= 1 then allInWater = false
elseif currCell.type ~= 0 then allInLand = false end
end
return {allIdle = allIdle, allInWater = allInWater, allInLand = allInLand}
end
function Player:boardTransports(arguments)
taskForce = self.taskForces[arguments.taskForceId]
if taskForce.landed then return BTNodeResult.SUCCESS end
map = Map.getSingleton()
transports = self:getUnitsByClass(UnitClass.TRANSPORT, -1)
tpData = self:getTransportData(transports)
if tpData.allIdle and tpData.allInWater then
self:deselectUnits()
self:selectUnits(self:getUnitsByClass(UnitClass.CRUISER, -1))
self:selectUnits(self:getUnitsByClass(UnitClass.ANTI_SUB_CRUISER, -1))
rallyCell = map:getCell(self.spawnPointData[taskForce.spawnPointId + 1].navalRallyCellId)
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, rallyCell.pos)}, false)
self:deselectUnits()
self:selectUnits(transports)
embarkCell = map:getCell(self.spawnPointData[taskForce.spawnPointId + 1].embarkCellId)
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, embarkCell.pos)}, false)
end
if tpData.allInWater and not tpData.allIdle then return BTNodeResult.RUNNING end
if not taskForce.moving and tpData.allInLand and tpData.allIdle then
usaId = 1
for i = 1, #transports do
numSlots = transports[i]:getNumGarrisonSlots()
un = table.move(taskForce.units, usaId, usaId + numSlots - 1, 1, {})
usaId = usaId + numSlots
self:deselectUnits()
self:selectUnits(un)
self:issueOrder(OrderType.GARRISON, Vector3:new(0, 0, 0), {Target:new(transports[i]:toGameObject(), Vector3:new(0, 0, 0))}, false)
end
taskForce.moving = true
end
for i = 1, #taskForce.units do
garrisoned = taskForce.units[i]:toVehicle():getGarrisonable()
if i == #taskForce.units and garrisoned then
taskForce.moving = false
return BTNodeResult.SUCCESS
elseif not garrisoned then return BTNodeResult.RUNNING end
end
end
function Player:moveTransports(arguments)
if self.taskForces[arguments.taskForceId].landed then return BTNodeResult.SUCCESS end
transports = self:getUnitsByClass(UnitClass.TRANSPORT, -1)
for i = 1, #transports do
empty = transports[i]:isGarrisonEmpty()
if i == #transports and empty then return BTNodeResult.SUCCESS
elseif not empty then break end
end
tpData = self:getTransportData(transports)
if tpData.allInLand and tpData.allIdle then
spId = self.taskForces[arguments.taskForceId].spawnPointId
targPos = Map.getSingleton():getCell(self.spawnPointData[spId + 1].disembarkCellId).pos
for i = 1, #transports do
nearDisembarkPoint = (transports[i]:getPos():getDistanceFrom(targPos) < 10)
if i == #transports and nearDisembarkPoint then
self.taskForces[arguments.taskForceId].landed = true
self:deselectUnits()
self:selectUnits(transports)
self:issueOrder(OrderType.EJECT, Vector3:new(0, 0, 0), {}, false)
self:selectUnits(self:getUnitsByClass(UnitClass.CRUISER, -1))
self:selectUnits(self:getUnitsByClass(UnitClass.ANTI_SUB_CRUISER, -1))
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, self.navalRallyPoint)}, false)
return BTNodeResult.SUCCESS
elseif not nearDisembarkPoint then break end
end
self:deselectUnits()
self:selectUnits(transports)
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, targPos)}, false)
self:deselectUnits()
self:selectUnits(self:getUnitsByClass(UnitClass.CRUISER, -1))
self:selectUnits(self:getUnitsByClass(UnitClass.ANTI_SUB_CRUISER, -1))
targPos = Map.getSingleton():getCell(self.spawnPointData[spId + 1].navalSupportCellId).pos
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, targPos)}, false)
end
if not tpData.allIdle then return BTNodeResult.RUNNING end
end
function Player:getNearestHostileUnits(friendlyUnits, hostileUnits)
end
function Player:clearShoreDefenses(arguments)
if self.taskForces[arguments.taskForceId].landed then return BTNodeResult.SUCCESS end
self:deselectUnits()
self:selectUnits(self:getUnitsByClass(UnitClass.CRUISER, -1))
self:selectUnits(self:getUnitsByClass(UnitClass.ANTI_SUB_CRUISER, -1))
selUnits = self:getSelectedUnits()
maxLineOfSight = nil
for i = 1, #selUnits do
if not maxLineOfSight then maxLineOfSight = selUnits[i]:getLineOfSight() end
if selUnits[i]:getLineOfSight() > maxLineOfSight then
maxLineOfSight = selUnits[i]:getLineOfSight()
end
end
if not selUnits[1] then return BTNodeResult.FAILURE end
hostileUnits = self:getHostileUnits()
order = (selUnits[1]:getNumOrders() > 0 and selUnits[1]:getOrder(0) or nil)
for i = 1, #hostileUnits do
for j = 1, #selUnits do
if hostileUnits[i]:getPos():getDistanceFrom(selUnits[j]:getPos()) < maxLineOfSight then
if not order or (order and (order.type ~= OrderType.ATTACK or (order.type == OrderType.ATTACK and order.targets[1].unit ~= hostileUnits[i]))) then
self:issueOrder(OrderType.ATTACK, Vector3:new(0, 0, 0), {Target:new(hostileUnits[i]:toGameObject(), hostileUnits[i]:getPos())}, false)
end
return BTNodeResult.RUNNING
end
end
end
spawnPointId = self.taskForces[arguments.taskForceId].spawnPointId + 1
supportCellId = self.spawnPointData[spawnPointId].navalSupportCellId
map = Map.getSingleton()
if map:getCellId(selUnits[1]:getPos(), true) ~= supportCellId and not order or (order and order.type ~= OrderType.MOVE) then
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, map:getCell(supportCellId).pos)}, false)
end
return BTNodeResult.SUCCESS
end
function Player:occupySpawnPoint(arguments)
tfId = arguments.taskForceId
if not self.spawnPointData[self.taskForces[tfId].spawnPointId + 1].reachable and not self.taskForces[tfId].landed then
return BTNodeResult.FAILURE
end
if #self.taskForces[tfId].units > 0 and self.taskForces[tfId].arrived then
return BTNodeResult.SUCCESS
elseif #self.taskForces[tfId].units == 0 then
return BTNodeResult.FAILURE
end
hostileUnits = self:getHostileUnits()
spawnPoint = Map.getSingleton():getSpawnPoint(self.taskForces[tfId].spawnPointId)
minDist = 10
if #hostileUnits == 0 then
for i = 1, #self.taskForces[tfId].units do
if self.taskForces[tfId].units[i]:getPos():getDistanceFrom(spawnPoint) < minDist then
self.taskForces[tfId].moving = false
self.taskForces[tfId].arrived = true
return BTNodeResult.SUCCESS
end
end
if not self.taskForces[tfId].moving then
self.taskForces[tfId].moving = true
self:deselectUnits()
self:selectUnits(self.taskForces[tfId].units)
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, spawnPoint)}, false)
end
self.taskForces[tfId].attacking = false
self.taskForces[tfId].moving = true
elseif #hostileUnits > 0 and self.taskForces[tfId].units[1]:getNumOrders() == 0 then
self:deselectUnits()
self:selectUnits(self.taskForces[tfId].units)
self:issueOrder(OrderType.ATTACK, Vector3:new(0, 0, 0), {Target:new(hostileUnits[1]:toGameObject(), Vector3:new(0, 0, 0))}, false)
self.taskForces[tfId].attacking = true
self.taskForces[tfId].movign = false
end
return BTNodeResult.RUNNING
end
function Player:generateTaskForceActions()
children = {
{type = BTNodeType.SEQUENCE, children = {}},
{type = BTNodeType.PARALLEL, children = {}},
}
numSpawnPoints = Map.getSingleton():getNumSpawnPoints()
tfId = 1
for i = 1, numSpawnPoints do
arguments = {taskForceId = i}
table.insert(
children[1].children,
{
type = BTNodeType.SELECTOR,
children = {
{type = BTNodeType.FUNCTION, func = self.landRouteToSpawnpoint, args = arguments},
{
type = BTNodeType.SEQUENCE,
children = {
{type = BTNodeType.FUNCTION, func = self.boardTransports, args = arguments},
{
type = BTNodeType.PARALLEL,
children = {
{type = BTNodeType.FUNCTION, func = self.moveTransports, args = arguments},
{type = BTNodeType.FUNCTION, func = self.clearShoreDefenses, args = arguments}
}
},
}
}
}
}
)
table.insert(children[2].children, {type = BTNodeType.FUNCTION, func = self.occupySpawnPoint, args = arguments})
tfId = tfId + 1
::continue::
end
return children
end