Cleanup & control fixes
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@@ -19,7 +19,7 @@ import static mindustry.ai.Pathfinder.*;
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//TODO I'm sure this class has countless problems
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public class ControlPathfinder implements Runnable{
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private static final long maxUpdate = Time.millisToNanos(20);
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private static final int updateFPS = 40;
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private static final int updateFPS = 60;
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private static final int updateInterval = 1000 / updateFPS;
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public static boolean showDebug = false;
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@@ -151,6 +151,7 @@ public class ControlPathfinder implements Runnable{
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req.destination.set(destination);
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req.curId = pathId;
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req.lastUpdateId = state.updateId;
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req.lastPos.set(unit);
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req.lastWorldUpdate = worldUpdateId;
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requests.put(unit, req);
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@@ -170,6 +171,16 @@ public class ControlPathfinder implements Runnable{
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req.destination.set(destination);
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req.curId = pathId;
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//check for the unit getting stuck every N seconds
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if((req.stuckTimer += Time.delta) >= 60f * 5f){
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req.stuckTimer = 0f;
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//force recalculate
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if(req.lastPos.within(unit, 1f)){
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req.lastWorldUpdate = -1;
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}
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req.lastPos.set(unit);
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}
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if(req.done){
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int[] items = req.result.items;
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int len = req.result.size;
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@@ -193,11 +204,9 @@ public class ControlPathfinder implements Runnable{
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req.rayPathIndex = req.pathIndex;
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}
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//TODO indecision dance: moving forward blocks the raycasted node from view, so it moves back.
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if((req.raycastTimer += Time.delta) >= 50f){
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for(int i = len - 1; i > req.pathIndex; i--){
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int val = items[i];
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//TODO this raycasting is flawed, it assumes units can move through corners even when they can't.
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if(!raycast(pathType, tileX, tileY, val % wwidth, val / wwidth)){
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req.rayPathIndex = i;
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break;
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@@ -343,6 +352,7 @@ public class ControlPathfinder implements Runnable{
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//total update time no longer than maxUpdate
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for(var req : threadRequests){
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//TODO this is flawed with many paths
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req.update(maxUpdate / requests.size);
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}
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}
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@@ -365,6 +375,9 @@ public class ControlPathfinder implements Runnable{
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volatile boolean done = false;
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volatile boolean foundEnd = false;
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final Vec2 lastPos = new Vec2();
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float stuckTimer = 0f;
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final Vec2 destination = new Vec2();
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final Vec2 lastDestination = new Vec2();
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@@ -373,7 +386,8 @@ public class ControlPathfinder implements Runnable{
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volatile int lastWorldUpdate;
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//TODO only access on main thread??
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int pathIndex;
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volatile int pathIndex;
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int rayPathIndex = -1;
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IntSeq result = new IntSeq();
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float raycastTimer;
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@@ -386,13 +400,11 @@ public class ControlPathfinder implements Runnable{
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int start, goal;
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long lastUpdateId;
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long lastTime;
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volatile int lastId, curId;
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//TODO invalidate when not request for a while
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long lastUpdateId;
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void update(long maxUpdateNs){
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if(curId != lastId){
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clear();
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@@ -19,11 +19,6 @@ public class SuicideAI extends GroundAI{
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@Override
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public void updateUnit(){
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if(disabled()){
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stopShooting();
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return;
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}
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if(Units.invalidateTarget(target, unit.team, unit.x, unit.y, Float.MAX_VALUE)){
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target = null;
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}
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@@ -3144,6 +3144,7 @@ public class Blocks{
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coolantOverride = Liquids.water;
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coolantMultiplier = 6f;
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unitFilter = u -> !u.spawnedByCore;
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shootShake = 1f;
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ammoPerShot = 5;
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draw = new DrawTurret("reinforced-");
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@@ -3497,7 +3498,7 @@ public class Blocks{
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requirements(Category.units, with(Items.graphite, 600, Items.beryllium, 600, Items.oxide, 200, Items.tungsten, 500));
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size = 5;
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//TODO requirements?
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plans.add(new AssemblerUnitPlan(UnitTypes.vanquish, 60f * 35f, BlockStack.list(Blocks.tungstenWallLarge, 6, Blocks.duct, 14, Blocks.cliffCrusher, 10)));
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plans.add(new AssemblerUnitPlan(UnitTypes.vanquish, 60f * 50f, BlockStack.list(Blocks.tungstenWallLarge, 6, Blocks.duct, 14, Blocks.cliffCrusher, 12)));
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consumes.power(3f);
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areaSize = 13;
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@@ -3508,8 +3509,8 @@ public class Blocks{
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shipAssembler = new UnitAssembler("ship-assembler"){{
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requirements(Category.units, with(Items.beryllium, 700, Items.oxide, 150, Items.tungsten, 500, Items.silicon, 800));
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size = 5;
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plans.add(new AssemblerUnitPlan(UnitTypes.quell, 60f * 25f, BlockStack.list(Blocks.berylliumWallLarge, 4, Blocks.duct, 10, Blocks.plasmaBore, 4)));
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consumes.power(2f);
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plans.add(new AssemblerUnitPlan(UnitTypes.quell, 60f * 40f, BlockStack.list(Blocks.berylliumWallLarge, 4, Blocks.duct, 10, Blocks.plasmaBore, 4)));
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consumes.power(3f);
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areaSize = 13;
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//consumes.liquid(Liquids.gallium, 2f / 60f);
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@@ -3520,8 +3521,8 @@ public class Blocks{
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mechAssembler = new UnitAssembler("mech-assembler"){{
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requirements(Category.units, with(Items.graphite, 600, Items.carbide, 600, Items.oxide, 200, Items.tungsten, 500));
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size = 5;
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plans.add(new AssemblerUnitPlan(UnitTypes.bulwark, 60f * 40f, BlockStack.list(Blocks.tungstenWallLarge, 5, Blocks.duct, 2)));
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consumes.power(2f);
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plans.add(new AssemblerUnitPlan(UnitTypes.bulwark, 60f * 60f, BlockStack.list(Blocks.tungstenWallLarge, 5, Blocks.duct, 2)));
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consumes.power(3f);
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areaSize = 13;
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//consumes.liquid(Liquids.gallium, 2f / 60f);
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@@ -3605,6 +3606,7 @@ public class Blocks{
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constructor = new Constructor("constructor"){{
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requirements(Category.units, with(Items.silicon, 100, Items.beryllium, 150, Items.tungsten, 80));
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hasPower = true;
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buildSpeed = 0.3f;
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consumes.power(2f);
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size = 3;
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}};
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@@ -3614,6 +3616,7 @@ public class Blocks{
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requirements(Category.units, with(Items.silicon, 150, Items.oxide, 150, Items.tungsten, 200, Items.phaseFabric, 40));
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hasPower = true;
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consumes.power(2f);
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buildSpeed = 0.3f;
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maxBlockSize = 4;
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minBlockSize = 3;
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size = 5;
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@@ -3323,7 +3323,6 @@ public class UnitTypes{
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manifold = new ErekirUnitType("manifold"){{
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defaultController = CargoAI::new;
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defaultAI = true;
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isCounted = false;
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allowedInPayloads = false;
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logicControllable = false;
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@@ -3350,7 +3349,6 @@ public class UnitTypes{
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assemblyDrone = new ErekirUnitType("assembly-drone"){{
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defaultController = AssemblerAI::new;
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defaultAI = true;
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flying = true;
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drag = 0.06f;
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accel = 0.11f;
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@@ -33,11 +33,6 @@ public class AIController implements UnitController{
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@Override
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public void updateUnit(){
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if(disabled()){
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stopShooting();
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return;
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}
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//use fallback AI when possible
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if(useFallback() && (fallback != null || (fallback = fallback()) != null)){
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if(fallback.unit != unit) fallback.unit(unit);
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@@ -57,10 +52,6 @@ public class AIController implements UnitController{
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}
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}
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public boolean disabled(){
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return !unit.team.isAI() && !unit.type.defaultAI;
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}
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@Nullable
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public AIController fallback(){
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return null;
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@@ -69,8 +69,6 @@ public class UnitType extends UnlockableContent{
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public boolean logicControllable = true;
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public boolean playerControllable = true;
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public boolean allowedInPayloads = true;
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/** If false, this unit has no AI when not controlled by a player, regardless of AI controller. */
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public boolean defaultAI = true;
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/** TODO If true, core units need to "dock" to this unit to work, and can un-dock at the unit instead of respawning at core. */
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public boolean coreUnitDock = false;
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public boolean createWreck = true;
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@@ -302,10 +300,6 @@ public class UnitType extends UnlockableContent{
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}
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}).growX();
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if(coreUnitDock && !defaultAI){
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table.row().add("@units.nocontroller").growX().left().row();
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}
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if(unit.controller() instanceof LogicAI){
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table.row();
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table.add(Blocks.microProcessor.emoji() + " " + Core.bundle.get("units.processorcontrol")).growX().wrap().left();
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@@ -13,8 +13,6 @@ public class ErekirUnitType extends UnitType{
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commandLimit = 0;
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outlineColor = Pal.darkOutline;
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envDisabled = Env.space;
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//TODO necessary, or not?
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defaultAI = false;
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coreUnitDock = true;
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unitBasedDefaultController = u -> !playerControllable || u.team.isAI() ? defaultController.get() : new CommandAI();
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}
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@@ -103,6 +103,7 @@ public class Turret extends ReloadTurret{
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public boolean playerControllable = true;
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public boolean displayAmmoMultiplier = true;
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public Sortf unitSort = UnitSorts.closest;
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public Boolf<Unit> unitFilter = u -> true;
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public DrawBlock draw = new DrawTurret();
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@@ -419,9 +420,9 @@ public class Turret extends ReloadTurret{
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float range = range();
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if(targetAir && !targetGround){
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target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded(), unitSort);
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target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort);
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}else{
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target = Units.bestTarget(team, x, y, range, e -> !e.dead() && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround, unitSort);
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target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround, unitSort);
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if(target == null && canHeal()){
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target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this);
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