Basic AI defending
This commit is contained in:
@@ -3,6 +3,7 @@ package mindustry.ai;
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import arc.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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@@ -12,11 +13,17 @@ import mindustry.game.Teams.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.ui.*;
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import mindustry.world.*;
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import mindustry.world.blocks.defense.turrets.Turret.*;
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import mindustry.world.blocks.storage.CoreBlock.*;
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import mindustry.world.meta.*;
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public class RtsAI{
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static final Seq<Building> targets = new Seq<>();
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static final Seq<Unit> squad = new Seq<>(false);
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static final IntSet used = new IntSet();
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static final IntSet assignedTargets = new IntSet();
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static final float squadRadius = 120f;
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static final int timeUpdate = 0;
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static final float minWeight = 0.9f;
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@@ -24,73 +31,181 @@ public class RtsAI{
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static final BlockFlag[] flags = {BlockFlag.generator, BlockFlag.factory, BlockFlag.core, BlockFlag.battery};
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static final ObjectFloatMap<Building> weights = new ObjectFloatMap<>();
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static final int minSquadSize = 4;
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static boolean debug = true;
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//TODO max squad size
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static final boolean debug = true;
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final Interval timer = new Interval(10);
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final TeamData data;
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final ObjectSet<Building> damagedSet = new ObjectSet<>();
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final Seq<Building> damaged = new Seq<>(false);
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//must be static, as this class can get instantiated many times; event listeners are hard to clean up
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static{
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Events.on(BuildDamageEvent.class, e -> {
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if(e.build.team.rules().rtsAi){
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var ai = e.build.team.data().rtsAi;
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if(ai != null){
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ai.damagedSet.add(e.build);
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}
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}
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});
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}
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public RtsAI(TeamData data){
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this.data = data;
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timer.reset(0, Mathf.random(60f * 2f));
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//TODO remove: debugging!
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Events.run(Trigger.draw, () -> {
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if(!debug) return;
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if(debug){
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Events.run(Trigger.draw, () -> {
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Draw.draw(Layer.overlayUI, () -> {
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Draw.draw(Layer.overlayUI, () -> {
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float s = Fonts.outline.getScaleX();
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Fonts.outline.getData().setScale(0.5f);
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for(var target : targets){
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if(weights.containsKey(target)){
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float w = weights.get(target, 0f);
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Fonts.outline.draw("[sky]" + Strings.fixed(w, 2), target.x, target.y, Align.center);
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float s = Fonts.outline.getScaleX();
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Fonts.outline.getData().setScale(0.5f);
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for(var target : weights){
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Fonts.outline.draw("[sky]" + Strings.fixed(target.value, 2), target.key.x, target.key.y, Align.center);
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}
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}
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Fonts.outline.getData().setScale(s);
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});
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Fonts.outline.getData().setScale(s);
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});
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});
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});
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}
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}
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public void update(){
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if(timer.get(timeUpdate, 60f * 2f)){
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var build = findAttackPoint();
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assignSquads();
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}
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}
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if(build != null){
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for(var unit : data.units){
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if(unit.isCommandable() && !unit.command().hasCommand()){
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unit.command().commandTarget(build);
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void assignSquads(){
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assignedTargets.clear();
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used.clear();
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damaged.addAll(damagedSet);
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damagedSet.clear();
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boolean didDefend = false;
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for(var unit : data.units){
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if(unit.isCommandable() && !unit.command().hasCommand() && used.add(unit.id)){
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squad.clear();
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data.tree().intersect(unit.x - squadRadius/2f, unit.y - squadRadius/2f, squadRadius, squadRadius, squad);
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//remove overlapping squads
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squad.removeAll(u -> (u != unit && used.contains(u.id)) || !u.isCommandable() || u.command().hasCommand());
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//mark used so other squads can't steal them
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for(var item : squad){
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used.add(item.id);
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}
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//TODO flawed, squads
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if(handleSquad(squad, !didDefend)){
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didDefend = true;
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}
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}
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}
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damaged.clear();
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}
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boolean handleSquad(Seq<Unit> units, boolean noDefenders){
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float health = 0f, dps = 0f;
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float ax = 0f, ay = 0f;
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for(var unit : units){
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ax += unit.x;
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ay += unit.y;
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health += unit.health;
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dps += unit.type.dpsEstimate;
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}
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ax /= units.size;
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ay /= units.size;
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if(debug){
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Vars.ui.showLabel("Squad: " + units.size, 2f, ax, ay);
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}
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Building defend = null;
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//there is something to defend, see if it's worth the time
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if(damaged.size > 0){
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//TODO do the weights matter at all?
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//for(var build : damaged){
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//float w = estimateStats(ax, ay, dps, health);
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//weights.put(build, w);
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//}
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//screw you java
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float aax = ax, aay = ay;
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Building best = damaged.min(b -> {
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//rush to core IMMEDIATELY
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if(b instanceof CoreBuild){
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return -999999f;
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}
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return b.dst(aax, aay);
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});
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//defend when close, or this is the only squad defending
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if(best instanceof CoreBuild || (units.size >= minSquadSize && (noDefenders || best.within(ax, ay, 400f)))){
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defend = best;
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if(debug){
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Vars.ui.showLabel("Defend, dst = " + (int)(best.dst(ax, ay)), 8f, best.x, best.y);
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}
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}
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}
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//find aggressor, or else, the thing being attacked
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Vec2 defendPos = null;
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Teamc defendTarget = null;
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if(defend != null){
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//TODO could be made faster by storing bullet shooter
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Unit aggressor = Units.closestEnemy(data.team, defend.x, defend.y, 250f, u -> true);
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if(aggressor != null){
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defendTarget = aggressor;
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}else if(false){ //TODO currently ignored, no use defending against nothing
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//should it even go there if there's no aggressor found?
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Tile closest = defend.findClosestEdge(units.first(), Tile::solid);
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if(closest != null){
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defendPos = new Vec2(closest.worldx(), closest.worldy());
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}
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}
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}
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boolean anyDefend = defendPos != null || defendTarget != null;
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var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health);
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if(build != null || anyDefend){
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for(var unit : units){
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if(unit.isCommandable() && !unit.command().hasCommand()){
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if(defendPos != null){
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unit.command().commandPosition(defendPos);
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}else{
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unit.command().commandTarget(defendTarget == null ? build : defendTarget);
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}
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}
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}
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}
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return anyDefend;
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}
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@Nullable Building findAttackPoint(){
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float health = 0f, dps = 0f;
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int total = 0;
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for(var unit : data.units){
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if(unit.isCommandable() && !unit.command().hasCommand()){
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health += unit.health;
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dps += unit.type.dpsEstimate;
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total ++;
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}
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}
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@Nullable Building findTarget(float x, float y, int total, float dps, float health){
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if(total < minSquadSize) return null;
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//flag priority?
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//1. generator
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//2. factor
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//2. factory
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//3. core
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//TODO split into "squads" that each find the best target for them
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if(total < minSquadSize) return null;
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targets.clear();
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for(var flag : flags){
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targets.addAll(Vars.indexer.getEnemy(data.team, flag));
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}
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targets.removeAll(b -> assignedTargets.contains(b.id));
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if(targets.size == 0) return null;
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@@ -100,18 +215,21 @@ public class RtsAI{
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weights.put(target, estimateStats(target.x, target.y, dps, health));
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}
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var result = targets.min(b -> {
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float w = 1f - weights.get(b, 0f);
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//TODO more weighting, e.g. distance
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return w;
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});
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var result = targets.min(
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Structs.comps(
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//weight is most important?
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Structs.comparingFloat(b -> (1f - weights.get(b, 0f)) + b.dst(x, y)/10000f),
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//then distance TODO why weight above
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Structs.comparingFloat(b -> b.dst2(x, y))
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)
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);
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float weight = weights.get(result, 0f);
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if(weight < minWeight && total < Units.getCap(data.team)){
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return null;
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}
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assignedTargets.add(result.id);
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return result;
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}
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@@ -31,15 +31,7 @@ public class CommandAI extends AIController{
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targetPos.set(attackTarget);
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if(unit.isGrounded() && attackTarget instanceof Building build && build.tile.solid() && unit.pathType() != Pathfinder.costLegs){
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Tile best = null;
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float mindst = 0f;
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for(var point : Edges.getEdges(build.block.size)){
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Tile tile = Vars.world.tile(build.tile.x + point.x, build.tile.y + point.y);
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if(tile != null && !tile.solid() && (best == null || unit.dst2(tile) < mindst)){
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best = tile;
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mindst = unit.dst2(tile);
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}
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}
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Tile best = build.findClosestEdge(unit, Tile::solid);
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if(best != null){
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targetPos.set(best);
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}
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@@ -415,11 +415,11 @@ public class Damage{
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground){
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damage(team, x, y, radius, damage, complete, air, ground, false);
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damage(team, x, y, radius, damage, complete, air, ground, false, null);
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}
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled){
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled, Bullet source){
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Cons<Unit> cons = entity -> {
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if(entity.team == team || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f)) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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return;
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@@ -445,7 +445,7 @@ public class Damage{
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if(ground){
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if(!complete){
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tileDamage(team, World.toTile(x), World.toTile(y), radius / tilesize, damage);
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tileDamage(team, World.toTile(x), World.toTile(y), radius / tilesize, damage, source);
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}else{
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completeDamage(team, x, y, radius, damage);
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}
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@@ -453,6 +453,10 @@ public class Damage{
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}
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public static void tileDamage(Team team, int x, int y, float baseRadius, float damage){
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tileDamage(team, x, y, baseRadius, damage, null);
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}
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public static void tileDamage(Team team, int x, int y, float baseRadius, float damage, @Nullable Bullet source){
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Core.app.post(() -> {
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@@ -519,7 +523,11 @@ public class Damage{
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int cx = Point2.x(e.key), cy = Point2.y(e.key);
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var build = world.build(cx, cy);
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if(build != null){
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build.damage(team, e.value);
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if(source != null){
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build.damage(source, team, e.value);
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}else{
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build.damage(team, e.value);
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}
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}
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}
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});
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@@ -319,7 +319,7 @@ public class BulletType extends Content implements Cloneable{
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}
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if(splashDamageRadius > 0 && !b.absorbed){
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Damage.damage(b.team, x, y, splashDamageRadius, splashDamage * b.damageMultiplier(), false, collidesAir, collidesGround, scaledSplashDamage);
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Damage.damage(b.team, x, y, splashDamageRadius, splashDamage * b.damageMultiplier(), false, collidesAir, collidesGround, scaledSplashDamage, b);
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if(status != StatusEffects.none){
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Damage.status(b.team, x, y, splashDamageRadius, status, statusDuration, collidesAir, collidesGround);
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@@ -54,6 +54,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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static final ObjectSet<Building> tmpTiles = new ObjectSet<>();
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static final Seq<Building> tempBuilds = new Seq<>();
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static final BuildTeamChangeEvent teamChangeEvent = new BuildTeamChangeEvent();
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static final BuildDamageEvent bulletDamageEvent = new BuildDamageEvent();
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static int sleepingEntities = 0;
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@Import float x, y, health, maxHealth;
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@@ -262,6 +263,19 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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data.blocks.addFirst(new BlockPlan(tile.x, tile.y, (short)rotation, block.id, overrideConfig == null ? config() : overrideConfig));
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}
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public @Nullable Tile findClosestEdge(Position to, Boolf<Tile> solid){
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Tile best = null;
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float mindst = 0f;
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for(var point : Edges.getEdges(block.size)){
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Tile other = Vars.world.tile(tile.x + point.x, tile.y + point.y);
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if(other != null && !solid.get(other) && (best == null || to.dst2(other) < mindst)){
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best = other;
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mindst = other.dst2(other);
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}
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}
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return best;
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}
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/** Configure with the current, local player. */
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public void configure(Object value){
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//save last used config
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@@ -1498,6 +1512,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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* @return whether the bullet should be removed. */
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public boolean collision(Bullet other){
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damage(other.team, other.damage() * other.type().buildingDamageMultiplier);
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Events.fire(bulletDamageEvent.set(self(), other));
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return true;
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}
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@@ -1507,6 +1522,12 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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damage(damage);
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}
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/** Handles splash damage with a bullet source. */
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public void damage(Bullet bullet, Team source, float damage){
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damage(source, damage);
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Events.fire(bulletDamageEvent.set(self(), bullet));
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}
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/** Changes this building's team in a safe manner. */
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public void changeTeam(Team next){
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Team last = this.team;
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@@ -249,6 +249,21 @@ public class EventType{
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}
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}
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/**
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* Called when a bullet damages a building. May not be called for all damage events!
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* This event is re-used! Never do anything to re-raise this event in the listener.
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* */
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public static class BuildDamageEvent{
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public Building build;
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public Bullet source;
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public BuildDamageEvent set(Building build, Bullet source){
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this.build = build;
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this.source = source;
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return this;
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}
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}
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/**
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* Called *before* a tile has changed.
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* WARNING! This event is special: its instance is reused! Do not cache or use with a timer.
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@@ -237,8 +237,7 @@ public class Rules{
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public TeamRule get(Team team){
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TeamRule out = values[team.id];
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if(out == null) values[team.id] = (out = new TeamRule());
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return out;
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return out == null ? (values[team.id] = new TeamRule()) : out;
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}
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@Override
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