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

506 lines
15 KiB
Lua

Player.numStartEngis = 3
Player.baseQuat = nil
Player.baseRadius = 180
Player.numDefWarMechs = 1
Player.behaviour = {}
Player.pointDefenseTrans = {}
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_MECH, UnitId.AINC_MECH, UnitId.ER_MECH},
{UnitId.ACS_CARGO_SHIP, UnitId.AINC_CARGO_SHIP, UnitId.ER_CARGO_SHIP},
{UnitId.ACS_CRUISER, UnitId.AINC_CRUISER, UnitId.ER_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.taskForceData = {
{class = UnitClass.MECH, numUnits = 2},
{class = UnitClass.TANK, numUnits = 1},
{class = UnitClass.ARTILLERY, 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 == 0 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 == 1 then
table.insert(delPdTrans, i)
end
end
for i = #delPdTrans, 1, -1 do
table.remove(self.pointDefenseTrans, i)
end
pdFrame:destroy()
end
function Player:init()
self:initBaseQuat()
self:initPdSpots()
end
function Player:findSuitableSpot(buildingId, startPos)
structFrame = GameObjectFrame:new(buildingId, 0, self, nil, startPos, self.baseQuat)
numYPos = math.floor(2 * self.baseRadius / structFrame:getLength())
numXPos = math.floor(2 * self.baseRadius / structFrame:getWidth())
baseDir = self.baseQuat:multVec(Vector3:new(0, 0, 1))
baseLeft = self.baseQuat:multVec(Vector3:new(1, 0, 0))
point = Map.getSingleton():getSpawnPoint(self:getSpawnPointId()):add(baseDir:mult(self.baseRadius)):add(baseLeft:mult(self.baseRadius))
frameCtrl = GameObjectFrameController.getSingleton()
frameCtrl:checkPlacement(structFrame)
if structFrame.status == 1 then
for i = 1, numXPos do
point = point:add(baseLeft:neg():mult(i - 1))
structFrame:placeAt(point)
frameCtrl:checkPlacement(structFrame)
if structFrame.status == 0 then
structFrame:destroy()
return point
end
end
else
structFrame:destroy()
return startPos
end
structFrame:destroy()
return nil
end
function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
if not engineer then return BTNodeResult.FAILURE end
print(buildAngle)
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:buildLandFactory(arguments)
factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
if factory then
return factory:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING
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:add(rd))
if pos then
self:buildStructure(self:findIdleEngineer(), factId, pos, self.baseQuat:getAngle())
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
function Player:trainEngineers(arguments)
engis = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
if #engis >= self.numStartEngis then return BTNodeResult.SUCCESS end
factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, -1)[1]:toFactory()
if #factory:getQueue() > 0 then return BTNodeResult.RUNNING end
engiBuildId = self.unitClassMappings[UnitClass.CYBORG_ENGINEER + 1][self:getFaction() + 1]
numBuildEngis = self.numStartEngis - #engis
for i = 1, numBuildEngis do
factory:appendToQueue(self:getBuildableUnitSlotId(factory, engiBuildId))
end
return BTNodeResult.RUNNING
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(self.baseRadius - .5 * (units[factId + 1].size.z + units[refId + 1].size.z))
sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
buildPos = sp:add(rd)
pos = self:findSuitableSpot(refId, buildPos)
if pos then
buildAngle = (self.baseQuat:getAngle() + math.pi)
self:buildStructure(self:findIdleEngineer(), refId, buildPos, buildAngle)
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
-- TODO optimize deposit position check
function Player:buildExtractor(arguments)
extractor = self:getUnitsByClass(UnitClass.EXTRACTOR, -1)
if #extractor > 0 then
return (extractor[1]:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
visibleDeposits = {}
players = Game.getSingleton():getPlayers(true)
for i = 1, #players do
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 #visibleDeposits == 0 then return BTNodeResult.FAILURE end
depPos = visibleDeposits[1]:getPos()
spawnPoint = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
for i = 1, #visibleDeposits do
if visibleDeposits[i]:getPos():getDistanceFrom(spawnPoint) < depPos:getDistanceFrom(spawnPoint) then
depPos = deposits[i]:getPos()
end
end
self:buildStructure(self:findIdleEngineer(), UnitId.EXTRACTOR, depPos, 0)
return BTNodeResult.RUNNING
end
function Player:buildHarvester(arguments)
if #self:getUnitsByClass(UnitClass.RESOURCE_ROVER, 1) > 0 then
return BTNodeResult.SUCCESS
end
factory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]
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(self:getBuildableUnitSlotId(factory, roverSlotId))
end
return BTNodeResult.RUNNING
end
function Player:startHarvesting()
harvesters = self:getUnitsByClass(UnitClass.RESOURCE_ROVER, -1)
for i = 1, #harvesters do
if harvesters[i]:getNumOrders() > 0 and harvesters[i]:getOrder(0).type == 7 then
return BTNodeResult.SUCCESS
end
end
extractor = self:getUnitsByClass(UnitClass.EXTRACTOR, 1)[1]
if not extractor then return BTNodeResult.FAILURE end
self:deselectUnits()
self:selectUnits({harvesters[1]})
self:issueOrder(OrderType.SUPPLY, Vector3:new(0, 0, 0), {Target:new(extractor:toGameObject(), Vector3:new(0, 0, 0))}, false)
return BTNodeResult.SUCCESS
end
function Player:buildLandForce(arguments)
landFactory = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)
if #landFactory == 0 then return BTNodeResult.FAILURE end
landFactory = landFactory[1]:toFactory()
numAttackableSpawnPoints = Map.getSingleton():getNumSpawnPoints() - 1
if #landFactory:getQueue() == 0 then
enoughUnits = true
for i = 1, #self.taskForceData do
tfUnits = self:getUnitsByClass(self.taskForceData[i].class, -1)
if #tfUnits < numAttackableSpawnPoints * self.taskForceData[i].numUnits then
enoughUnits = false
break
end
end
if enoughUnits then return BTNodeResult.SUCCESS end
else return BTNodeResult.RUNNING end
for i = 1, numAttackableSpawnPoints do
for j = 1, #self.taskForceData do
for k = 1, self.taskForceData[j].numUnits do
unitId = self.unitClassMappings[self.taskForceData[j].class + 1][self:getFaction() + 1]
slotId = self:getBuildableUnitSlotId(landFactory, unitId)
landFactory: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:formTaskForces(arguments)
numSpawnPoints = Map.getSingleton():getNumSpawnPoints()
if #self.taskForces == numSpawnPoints - 1 then return BTNodeResult.SUCCESS end
unitGroups = {}
for i = 1, #self.taskForceData do
unitGroups[i] = self:getUnitsByClass(self.taskForceData[i].class, -1)
enoughGroupUnits = (#unitGroups[i] >= (numSpawnPoints - 1) * self.taskForceData[i].numUnits)
if not enoughGroupUnits then return BTNodeResult.FAILURE end
end
tfId = 1
for i = 1, numSpawnPoints do
if i - 1 == self:getSpawnPointId() then goto continue end
self.taskForces[tfId] = {units = {}, moving = false, arrived = false, spawnPointId = i - 1}
for j = 1, #self.taskForceData do
subArrId = (tfId - 1) * self.taskForceData[j].numUnits + 1
unitTbl = table.move(
unitGroups[j],
subArrId,
subArrId + self.taskForceData[j].numUnits,
#self.taskForces[tfId].units + 1,
self.taskForces[tfId].units
)
self.taskForces[tfId].units = unitTbl
end
tfId = tfId + 1
::continue::
end
return BTNodeResult.SUCCESS
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, nil)
for i = 1, #path do
if cells[path[i]].type == 1 then return false end
end
return true
end
function Player:isLandRouteToSpawnpoint(arguments)
mapPoint = Map.getSingleton():getSpawnPoint(self.taskForces[arguments.taskForceId].spawnPointId)
return (self:landRouteToSpawnpoint(mapPoint) and BTNodeResult.SUCCESS or BTNodeResult.FAILURE)
end
function Player:occupySpawnPoint(arguments)
tfId = arguments.taskForceId
if #self.taskForces[tfId].units > 0 then
if self.taskForces[tfId].moving then
return BTNodeResult.RUNNING
elseif self.taskForces[tfId].arrived then
return BTNodeResult.SUCCESS
end
elseif #self.taskForces[tfId].units == 0 then
return BTNodeResult.FAILURE
end
spawnPoint = Map.getSingleton():getSpawnPoint(self.taskForces[tfId].spawnPointId)
minDist = 10
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
return BTNodeResult.RUNNING
end
function Player:generateTaskForceActions()
children = {}
tfId = 1
numSpawnPoints = Map.getSingleton():getNumSpawnPoints()
for i = 1, numSpawnPoints do
if i - 1 == self:getSpawnPointId() then goto continue end
arguments = {taskForceId = tfId}
children[#children + 1] = {
type = BTNodeType.SEQUENCE,
children = {
{
type = BTNodeType.SELECTOR,
children = {
{type = BTNodeType.FUNCTION, func = 'isLandRouteToSpawnpoint', args = arguments},
{
type = BTNodeType.SEQUENCE,
children = {
{type = BTNodeType.FUNCTION, func = 'boardTransports', args = arguments},
{type = BTNodeType.FUNCTION, func = 'moveTransports', args = arguments},
{type = BTNodeType.FUNCTION, func = 'unloadTransports', args = arguments},
}
}
}
},
{type = BTNodeType.FUNCTION, func = 'occupySpawnPoint', args = arguments}
}
}
tfId = tfId + 1
::continue::
end
return children
end