Networked unit control / Mimic AI prototype
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@@ -4,6 +4,7 @@ import arc.*;
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import arc.Graphics.*;
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import arc.Graphics.Cursor.*;
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import arc.graphics.g2d.*;
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import arc.input.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.scene.*;
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@@ -13,6 +14,8 @@ import arc.scene.ui.layout.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.ai.types.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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import mindustry.entities.units.*;
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import mindustry.game.EventType.*;
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@@ -170,15 +173,25 @@ public class DesktopInput extends InputHandler{
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Core.camera.position.lerpDelta(player, 0.08f);
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}
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//TODO remove: debug unit possession
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if(Core.input.keyTap(Binding.select)){
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Unitc unit = Units.closest(state.rules.defaultTeam, Core.input.mouseWorld().x, Core.input.mouseWorld().y, 40f, u -> true);
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if(unit != null){
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unit.hitbox(Tmp.r1);
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if(Tmp.r1.contains(Core.input.mouseWorld())){
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player.unit(unit);
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if(!scene.hasMouse()){
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if(Core.input.keyTap(Binding.select)){
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Unitc unit = Units.closest(player.team(), Core.input.mouseWorld().x, Core.input.mouseWorld().y, 40f, u -> true);
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if(unit != null){
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unit.hitbox(Tmp.r1);
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if(Tmp.r1.contains(Core.input.mouseWorld())){
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Call.onUnitControl(player, unit);
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}
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}
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}
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if(Core.input.keyTap(KeyCode.Q) && !player.dead()){
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Fx.commandSend.at(player);
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Units.nearby(player.team(), player.x(), player.y(), 200f, u -> {
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if(u.isAI()){
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u.controller(new MimicAI(player.unit()));
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}
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});
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}
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}
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if(!player.dead() && !state.isPaused() && !(Core.scene.getKeyboardFocus() instanceof TextField)){
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@@ -168,6 +168,16 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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Core.app.post(() -> Events.fire(new TapConfigEvent(tile, player, value)));
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}
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@Remote(targets = Loc.both, called = Loc.server, forward = true)
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public static void onUnitControl(Playerc player, @Nullable Unitc unit){
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if(unit == null){
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player.clearUnit();
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//make sure it's AI controlled, so players can't overwrite each other
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}else if(unit.isAI() && unit.team() == player.team()){
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player.unit(unit);
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}
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}
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public Eachable<BuildRequest> allRequests(){
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return cons -> {
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for(BuildRequest request : player.builder().requests()) cons.get(request);
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