Experimental changes to make RTS AI "smarter"

This commit is contained in:
Anuken
2022-09-28 21:07:04 -04:00
parent b1fd87adbd
commit 7557a57266

View File

@@ -113,7 +113,7 @@ public class RtsAI{
squad.truncate(data.team.rules().rtsMaxSquad);
//remove overlapping squads
squad.removeAll(u -> (u != unit && used.contains(u.id)) || !u.isCommandable() || u.command().hasCommand());
squad.removeAll(u -> (u != unit && used.contains(u.id)) || !u.isCommandable() || u.command().hasCommand() || ((u.flag == 0) != (unit.flag == 0)));
//mark used so other squads can't steal them
for(var item : squad){
used.add(item.id);
@@ -174,7 +174,7 @@ public class RtsAI{
//defend when close, or this is the only squad defending
//TODO will always rush to defense no matter what
if(best != null && (best instanceof CoreBuild || units.size >= data.team.rules().rtsMinSquad || best.within(ax, ay, 500f))){
if(best != null && (best instanceof CoreBuild || (units.size >= data.team.rules().rtsMinSquad || (units.size > 0 && units.first().flag != 0)) || best.within(ax, ay, 500f))){
defend = best;
if(debug){
@@ -194,7 +194,9 @@ public class RtsAI{
//TODO could be made faster by storing bullet shooter
Unit aggressor = Units.closestEnemy(data.team, defend.x, defend.y, checkRange, u -> u.checkTarget(tair, tground));
if(aggressor != null){
defendTarget = aggressor;
//do not target it directly - target the position?
//defendTarget = aggressor;
defendPos = new Vec2(aggressor.x, aggressor.y);
}else if(false){ //TODO currently ignored, no use defending against nothing
//should it even go there if there's no aggressor found?
Tile closest = defend.findClosestEdge(units.first(), Tile::solid);
@@ -234,6 +236,8 @@ public class RtsAI{
}else{
//TODO stopAtTarget parameter could be false, could be tweaked
unit.command().commandTarget(defendTarget == null ? build : defendTarget, defendTarget != null);
//assign a flag, so it will be "mobilized" more easily later
unit.flag = 1;
}
}
}