Multi-target AI
This commit is contained in:
@@ -5,42 +5,110 @@ import arc.math.geom.*;
|
||||
import arc.util.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.indexer;
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class AIController implements UnitController{
|
||||
protected static final Vec2 vec = new Vec2();
|
||||
protected static final int timerTarget = 0;
|
||||
|
||||
protected Unit unit;
|
||||
protected Teamc target;
|
||||
protected Interval timer = new Interval(4);
|
||||
|
||||
/** main target that is being faced */
|
||||
protected Teamc target;
|
||||
/** targets for each weapon */
|
||||
protected Teamc[] targets = {};
|
||||
|
||||
{
|
||||
timer.reset(0, Mathf.random(40f));
|
||||
}
|
||||
|
||||
protected void targetClosestAllyFlag(BlockFlag flag){
|
||||
Tile target = Geometry.findClosest(unit.x, unit.y, indexer.getAllied(unit.team, flag));
|
||||
if(target != null) this.target = target.build;
|
||||
@Override
|
||||
public void updateUnit(){
|
||||
updateTargeting();
|
||||
updateMovement();
|
||||
}
|
||||
|
||||
protected void targetClosestEnemyFlag(BlockFlag flag){
|
||||
Tile target = Geometry.findClosest(unit.x, unit.y, indexer.getEnemy(unit.team, flag));
|
||||
if(target != null) this.target = target.build;
|
||||
protected void updateMovement(){
|
||||
|
||||
}
|
||||
|
||||
protected void updateTargeting(){
|
||||
if(unit.hasWeapons()){
|
||||
|
||||
updateWeapons();
|
||||
}
|
||||
}
|
||||
|
||||
protected void updateWeapons(){
|
||||
if(targets.length != unit.mounts.length) targets = new Teamc[unit.mounts.length];
|
||||
|
||||
float rotation = unit.rotation - 90;
|
||||
boolean ret = retarget();
|
||||
|
||||
if(ret){
|
||||
target = findTarget(unit.x, unit.y, unit.range(), unit.type().targetAir, unit.type().targetGround);
|
||||
}
|
||||
|
||||
if(Units.invalidateTarget(target, unit.team, unit.x, unit.y)){
|
||||
target = null;
|
||||
}
|
||||
|
||||
for(int i = 0; i < targets.length; i++){
|
||||
WeaponMount mount = unit.mounts[i];
|
||||
Weapon weapon = mount.weapon;
|
||||
|
||||
float mountX = unit.x + Angles.trnsx(rotation, weapon.x, weapon.y),
|
||||
mountY = unit.y + Angles.trnsy(rotation, weapon.x, weapon.y);
|
||||
|
||||
if(unit.type().singleTarget){
|
||||
targets[i] = target;
|
||||
}else{
|
||||
if(ret){
|
||||
targets[i] = findTarget(mountX, mountY, weapon.bullet.range(), weapon.bullet.collidesAir, weapon.bullet.collidesGround);
|
||||
}
|
||||
|
||||
if(Units.invalidateTarget(targets[i], unit.team, mountX, mountY, weapon.bullet.range())){
|
||||
targets[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
boolean shoot = false;
|
||||
|
||||
if(targets[i] != null){
|
||||
shoot = targets[i].within(mountX, mountY, weapon.bullet.range());
|
||||
|
||||
if(shoot){
|
||||
Vec2 to = Predict.intercept(unit, targets[i], weapon.bullet.speed);
|
||||
mount.aimX = to.x;
|
||||
mount.aimY = to.y;
|
||||
}
|
||||
}
|
||||
|
||||
mount.shoot = shoot;
|
||||
mount.rotate = shoot;
|
||||
}
|
||||
}
|
||||
|
||||
protected Teamc targetFlag(float x, float y, BlockFlag flag, boolean enemy){
|
||||
Tile target = Geometry.findClosest(x, y, enemy ? indexer.getEnemy(unit.team, flag) : indexer.getAllied(unit.team, flag));
|
||||
return target == null ? null : target.build;
|
||||
}
|
||||
|
||||
protected Teamc target(float x, float y, float range, boolean air, boolean ground){
|
||||
return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground), t -> ground);
|
||||
}
|
||||
|
||||
protected boolean retarget(){
|
||||
return timer.get(timerTarget, 30);
|
||||
}
|
||||
|
||||
protected void targetClosest(){
|
||||
Teamc newTarget = Units.closestTarget(unit.team, unit.x, unit.y, Math.max(unit.range(), unit.type().range), u -> (unit.type().targetAir && u.isFlying()) || (unit.type().targetGround && !u.isFlying()));
|
||||
if(newTarget != null){
|
||||
target = newTarget;
|
||||
}
|
||||
protected Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
||||
return target(x, y, range, air, ground);
|
||||
}
|
||||
|
||||
protected void init(){
|
||||
|
||||
Reference in New Issue
Block a user