mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
313 lines
9.3 KiB
Lua
313 lines
9.3 KiB
Lua
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.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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}
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Player.taskForces = {}
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--TODO simplify building construction
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function Player:buildFort(arguments)
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forts = self:getUnitsByClass(UnitClass.FORT, 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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map = Map.getSingleton()
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sp = map:getSpawnPoint(self:getSpawnPointId())
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minDistId = nil
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for i = 0, map:getNumSpawnPoints() - 1 do
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if i == self:getSpawnPointId() then goto continue end
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if minDistId == nil then minDistId = i end
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if map:getSpawnPoint(i):getDistanceFrom(sp) < map:getSpawnPoint(minDistId):getDistanceFrom(sp) then
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minDistId = i
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end
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::continue::
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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, UnitId.FORT, 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, 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.FORT, 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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for i = 1, queueDiff do fort:appendToQueue(0) 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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end
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function Player:findIdleEngineer()
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engineers = self:getUnitsByClass(UnitClass.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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end
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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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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, Vector3:new(0, 0, 0))}, false)
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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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end
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-- TODO dispatch another engineer if the previous is destroyed before completion
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function Player:buildLandFactory(arguments)
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buildPos = Map.getSingleton():getSpawnPoint(self:getSpawnPointId()):add(self.baseDir:mult(20))
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return self:buildStructure(self:findIdleEngineer(), UnitId.LAND_FACTORY, buildPos, .6)
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end
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function Player:buildRefinery(arguments)
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buildPos = Map.getSingleton():getSpawnPoint(self:getSpawnPointId()):add(self.baseDir:mult(20))
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return self:buildStructure(self:findIdleEngineer(), UnitId.REFINERY, buildPos, -.1)
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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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players = Game.getSingleton():getPlayers()
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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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end
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if #deposits == 0 then return BTNodeResult.FAILURE end
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depPos = deposits[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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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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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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return BTNodeResult.SUCCESS
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end
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factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
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if not factory then return BTNodeResult.FAILURE end
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factory = factory:toFactory()
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if #factory:getQueue() == 0 then factory:appendToQueue(3) end
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return BTNodeResult.RUNNING
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end
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function Player:startHarvesting()
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harvesters = self:getUnitsByClass(UnitClass.RESOURCE_ROVER, -1)
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for i = 1, #harvesters do
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if harvesters[i]:getNumOrders() > 0 and harvesters[i]:getOrder(0).type == 7 then
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return BTNodeResult.SUCCESS
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end
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end
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extractor = self:getUnitsByClass(UnitClass.EXTRACTOR, 1)[1]
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if not extractor then return BTNodeResult.FAILURE end
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self:deselectUnits()
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self:selectUnits({harvesters[1]})
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self:issueOrder(OrderType.SUPPLY, Vector3:new(0, 0, 0), {Target:new(extractor, Vector3:new(0, 0, 0))}, false)
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return BTNodeResult.SUCCESS
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end
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function Player:buildTaskForces(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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landFactory = landFactory:toFactory()
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numAttackableSpawnPoints = Map.getSingleton():getNumSpawnPoints() - 1
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if #landFactory:getQueue() == 0 then
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enoughUnits = true
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for i = 1, #self.taskForceData do
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tfUnits = self:getUnitsByClass(self.taskForceData[i].class, -1)
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if #tfUnits < numAttackableSpawnPoints * self.taskForceData[i].numUnits then
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enoughUnits = false
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break
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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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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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end
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end
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end
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return BTNodeResult.RUNNING
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end
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function Player:formTaskForce(arguments)
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if self.taskForces[arguments.tfId] then return BTNodeResult.SUCCESS end
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unitGroups = {}
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for i = 1, #self.taskForceData do
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unitGroups[i] = self:getUnitsByClass(self.taskForceData[i].class, -1)
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enoughGroupUnits = (#unitGroups[i] - (arguments.tfId - 1) * self.taskForceData[i].numUnits >= self.taskForceData[i].numUnits)
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if not enoughGroupUnits then return BTNodeResult.FAILURE end
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end
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self.taskForces[arguments.tfId] = {units = {}, attacking = false, clearing = false, spawnPointId = arguments.spId}
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for i = 1, #self.taskForceData do
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unitGroup = {}
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subArrId = (arguments.tfId - 1) * self.taskForceData[i].numUnits + 1
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table.move(unitGroups[i], subArrId, subArrId + self.taskForceData[i].numUnits, 1, unitGroup)
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table.move(unitGroup, 1, #unitGroup, #self.taskForces[arguments.tfId].units + 1, self.taskForces[arguments.tfId].units)
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end
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return BTNodeResult.SUCCESS
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end
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function Player:clearNearEnemies(arguments)
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taskForce = self.taskForces[arguments.tfId]
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if taskForce.clearing then return BTNodeResult.SUCCESS end
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self:selectUnits(taskForce.units)
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targetUnits = {}
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players = Game.getSingleton():getPlayers()
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for i = 1, #players do
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if players[i] == self or players[i]:getTeam() == self:getTeam() then goto continue end
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plUnits = players[i]:getUnits()
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targetUnits = table.move(plUnits, 1, #plUnits, #targetUnits + 1, targetUnits)
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::continue::
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end
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targUnit = nil
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for i = 1, #targetUnits do
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for j = 1, #taskForce.units do
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tfUnit = taskForce.units[j]
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if tfUnit:getPos():getDistanceFrom(targetUnits[i]:getPos()) < tfUnit:getLineOfSight() then
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targUnit = targetUnits[i]
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break
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end
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end
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if targUnit then break end
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end
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if not taskForce.clearing and targUnit then
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self:deselectUnits()
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self:selectUnits(taskForce.units)
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self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(targUnit, Vector3:new(0, 0, 0))}, false)
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self.taskForces[arguments.tfId].clearing = true
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elseif taskForce.clearing and not targUnit then
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self.taskForces[arguments.tfId].clearing = false
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end
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taskForce = self.taskForces[arguments.tfId]
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return taskForce.clearing and BTNodeResult.RUNNING or BTNodeResult.SUCCESS
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end
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function Player:attackSpawnPoint(arguments)
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taskForce = self.taskForces[arguments.tfId]
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if taskForce.attacking then return BTNodeResult.RUNNING end
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self:deselectUnits()
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self:selectUnits(taskForce.units)
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for i = 1, #taskForce.units do taskForce.units[i]:setState(0) end
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enemySpawnPoint = Map.getSingleton():getSpawnPoint(taskForce.spawnPointId)
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self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, enemySpawnPoint)}, false)
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self.taskForces[arguments.tfId].attacking = true
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return BTNodeResult.RUNNING
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end
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function Player:generateTaskforceActions()
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numSpawnPoints = Map.getSingleton():getNumSpawnPoints()
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actionsTable = {}
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taskForceId = 1
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for i = 1, numSpawnPoints do
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if i - 1 == self:getSpawnPointId() then goto continue end
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actionsTable[#actionsTable + 1] = {
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type = BTNodeType.SEQUENCE,
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children = {
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{type = BTNodeType.FUNCTION, func = 'formTaskForce', args = {tfId = taskForceId, spId = i - 1}},
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{type = BTNodeType.FUNCTION, func = 'clearNearEnemies', args = {tfId = taskForceId}},
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{type = BTNodeType.FUNCTION, func = 'attackSpawnPoint', args = {tfId = taskForceId}},
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}
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}
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taskForceId = taskForceId + 1
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::continue::
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end
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return actionsTable
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end
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