Basic AI defending
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@@ -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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