Somewhat functional base building AI

This commit is contained in:
Anuken
2020-06-05 22:38:27 -04:00
parent 65e94850ca
commit 890e84ab62
9 changed files with 250 additions and 79 deletions

View File

@@ -1,14 +1,164 @@
package mindustry.ai;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.ai.BaseRegistry.*;
import mindustry.content.*;
import mindustry.game.*;
import mindustry.game.Schematic.*;
import mindustry.game.Teams.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.defense.*;
import mindustry.world.blocks.production.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import static mindustry.Vars.*;
public class BaseAI{
private static final Vec2 axis = new Vec2(), rotator = new Vec2();
private static final float correctPercent = 0.5f;
private static final float step = 5;
private static final int attempts = 5;
private static final float emptyChance = 0.01f;
public void update(TeamData data){
private static int correct = 0, incorrect = 0;
private int lastX, lastY, lastW, lastH;
private boolean triedWalls;
TeamData data;
Interval timer = new Interval();
public BaseAI(TeamData data){
this.data = data;
}
public void update(){
//only schedule when there's something to build.
if(data.blocks.isEmpty()){
//TODO
if(data.blocks.isEmpty() && timer.get(step)){
if(!triedWalls){
tryWalls();
triedWalls = true;
}
for(int i = 0; i < attempts; i++){
int range = 150;
CoreEntity core = data.cores.random();
Tmp.v1.rnd(Mathf.random(range));
int wx = (int)(core.tileX() + Tmp.v1.x), wy = (int)(core.tileY() + Tmp.v1.y);
Tile tile = world.tiles.getc(wx, wy);
Array<BasePart> parts = null;
//pick a completely random base part, and place it a random location
//((yes, very intelligent))
if(tile.drop() != null && Vars.bases.forResource(tile.drop()).any()){
parts = Vars.bases.forResource(tile.drop());
}else if(Mathf.chance(emptyChance)){
parts = Vars.bases.parts;
}
if(parts != null){
BasePart part = parts.random();
if(tryPlace(part, tile.x, tile.y)){
break;
}
}
}
}
}
boolean tryPlace(BasePart part, int x, int y){
int rotation = Mathf.range(2);
axis.set((int)(part.schematic.width / 2f), (int)(part.schematic.height / 2f));
Schematic result = Schematics.rotate(part.schematic, rotation);
int rotdeg = rotation*90;
rotator.set(part.centerX, part.centerY).rotateAround(axis, rotdeg);
//bottom left schematic corner
int cx = x - (int)rotator.x;
int cy = y - (int)rotator.y;
//chekc valid placeability
for(Stile tile : result.tiles){
int realX = tile.x + cx, realY = tile.y + cy;
if(!Build.validPlace(tile.block, data.team, realX, realY, tile.rotation)){
return false;
}
}
//make sure at least X% of resource requirements are met
correct = incorrect = 0;
if(part.required instanceof Item){
for(Stile tile : result.tiles){
if(tile.block instanceof Drill){
tile.block.iterateTaken(tile.x + cx, tile.y + cy, (ex, ey) -> {
Tile res = world.rawTile(ex, ey);
if(res.drop() == part.required){
correct ++;
}else{
incorrect ++;
}
});
}
}
}
//fail if not enough fit requirements
if((float)correct / incorrect < correctPercent){
return false;
}
//queue it
for(Stile tile : result.tiles){
data.blocks.add(new BlockPlan(cx + tile.x, cy + tile.y, tile.rotation, tile.block.id, tile.config));
}
lastX = cx - 1;
lastY = cy - 1;
lastW = result.width + 2;
lastH = result.height + 2;
triedWalls = false;
return true;
}
void tryWalls(){
Block wall = Blocks.copperWall;
Tile spawn = state.rules.defaultTeam.core() != null ? state.rules.defaultTeam.core().tile : data.team.core().tile;
for(int wx = lastX; wx <= lastX + lastW; wx++){
for(int wy = lastY; wy <= lastY + lastH; wy++){
Tile tile = world.tile(wx, wy);
if(tile == null || !tile.block().alwaysReplace) continue;
boolean any = false;
for(Point2 p : Geometry.d8){
if(Angles.angleDist(Angles.angle(p.x, p.y), spawn.angleTo(tile)) > 70){
continue;
}
Tile o = world.tile(tile.x + p.x, tile.y + p.y);
if(o != null && o.team() == data.team && !(o.block() instanceof Wall)){
any = true;
break;
}
}
if(any && Build.validPlace(wall, data.team, tile.x, tile.y, 0)){
data.blocks.add(new BlockPlan(tile.x, tile.y, (short)0, wall.id, null));
}
}
}
}
}

View File

@@ -18,8 +18,12 @@ public class BuilderAI extends AIController{
public void update(){
Builderc builder = (Builderc)unit;
if(builder.moving()){
builder.lookAt(builder.vel().angle());
}
//approach request if building
if(builder.building()){
if(builder.buildRequest() != null){
BuildRequest req = builder.buildRequest();
boolean valid =

View File

@@ -1708,7 +1708,7 @@ public class Blocks implements ContentList{
requirements(Category.turret, ItemStack.with(Items.silicon, 80, Items.thorium, 80, Items.surgealloy, 50));
hasPower = true;
consumes.power(2f);
consumes.power(3f);
size = 2;
shootLength = 5f;
bulletDamage = 12f;

View File

@@ -311,8 +311,16 @@ public class Logic implements ApplicationListener{
updateWeather();
for(TeamData data : state.teams.getActive()){
if(data.hasAI()){
data.ai.update(data);
if(data.hasAI() && data.hasCore()){
data.ai.update();
}
//TODO this is terrible
//fills enemy core with resources
if(state.rules.enemyInfiniteResources && state.rules.waves && data.team == state.rules.waveTeam && data.hasCore()){
for(Item item : content.items()){
data.core().items.set(item, data.core().block.itemCapacity);
}
}
}
}

View File

@@ -19,6 +19,8 @@ public enum Gamemode{
}),
attack(rules -> {
rules.attackMode = true;
rules.waves = true;
rules.waveTimer = true;
}, map -> map.teams.contains(state.rules.waveTeam.id)),
pvp(rules -> {
rules.pvp = true;

View File

@@ -22,6 +22,8 @@ public class Rules{
public boolean waves;
/** Whether the enemy AI has infinite resources in most of their buildings and turrets. */
public boolean enemyCheat;
/** Whether the enemy AI has infinite resources in their core only. TODO remove */
public boolean enemyInfiniteResources = true;
/** Whether the game objective is PvP. Note that this enables automatic hosting. */
public boolean pvp;
/** Whether reactors can explode and damage other blocks. */
@@ -69,6 +71,8 @@ public class Rules{
/** Whether to draw shadows of blocks at map edges and static blocks.
* Do not change unless you know exactly what you are doing.*/
public boolean drawDarkness = true;
/** EXPERIMENTAL building AI. TODO remove */
public boolean buildAI = true;
/** Starting items put in cores */
public Array<ItemStack> loadout = Array.with(ItemStack.with(Items.copper, 100));
/** Weather events that occur here. */

View File

@@ -6,12 +6,14 @@ import arc.files.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.graphics.gl.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.ArcAnnotate.*;
import arc.util.*;
import arc.util.io.*;
import arc.util.io.Streams.*;
import arc.util.pooling.*;
import arc.util.serialization.*;
import mindustry.*;
import mindustry.content.*;
@@ -38,6 +40,8 @@ import static mindustry.Vars.*;
/** Handles schematics.*/
public class Schematics implements Loadable{
private static final Schematic tmpSchem = new Schematic(new Array<>(), new StringMap(), 0, 0);
private static final Schematic tmpSchem2 = new Schematic(new Array<>(), new StringMap(), 0, 0);
public static final String base64Header = "bXNjaAB";
private static final byte[] header = {'m', 's', 'c', 'h'};
@@ -526,5 +530,69 @@ public class Schematics implements Loadable{
return null;
}
//endregion
//region misc utility
/** @return a temporary schematic representing the input rotated 90 degrees counterclockwise N times. */
public static Schematic rotate(Schematic input, int times){
if(times == 0) return input;
boolean sign = times > 0;
for(int i = 0; i < Math.abs(times); i++){
input = rotated(input, sign);
}
return input;
}
private static Schematic rotated(Schematic input, boolean counter){
int direction = Mathf.sign(counter);
Schematic schem = input == tmpSchem ? tmpSchem2 : tmpSchem2;
schem.width = input.width;
schem.height = input.height;
Pools.freeAll(schem.tiles);
schem.tiles.clear();
for(Stile tile : input.tiles){
schem.tiles.add(Pools.obtain(Stile.class, Stile::new).set(tile));
}
int ox = schem.width/2, oy = schem.height/2;
schem.tiles.each(req -> {
req.config = BuildRequest.pointConfig(req.config, p -> {
int cx = p.x, cy = p.y;
int lx = cx;
if(direction >= 0){
cx = -cy;
cy = lx;
}else{
cx = cy;
cy = -lx;
}
p.set(cx, cy);
});
//rotate actual request, centered on its multiblock position
float wx = (req.x - ox) * tilesize + req.block.offset(), wy = (req.y - oy) * tilesize + req.block.offset();
float x = wx;
if(direction >= 0){
wx = -wy;
wy = x;
}else{
wx = wy;
wy = -x;
}
req.x = (short)(world.toTile(wx - req.block.offset()) + ox);
req.y = (short)(world.toTile(wy - req.block.offset()) + oy);
req.rotation = (byte)Mathf.mod(req.rotation + direction, 4);
});
//assign flipped values, since it's rotated
schem.width = input.height;
schem.height = input.width;
return schem;
}
//endregion
}

View File

@@ -148,11 +148,12 @@ public class Teams{
public final Array<CoreEntity> cores = new Array<>();
public final Array<Team> enemies = new Array<>();
public final Team team;
public final BaseAI ai;
public Queue<BlockPlan> blocks = new Queue<>();
public BaseAI ai = new BaseAI();
public TeamData(Team team){
this.team = team;
this.ai = new BaseAI(this);
}
public boolean active(){
@@ -173,7 +174,7 @@ public class Teams{
/** @return whether this team is controlled by the AI and builds bases. */
public boolean hasAI(){
return state.rules.attackMode && team == state.rules.waveTeam;
return state.rules.attackMode && team == state.rules.waveTeam && state.rules.buildAI;
}
@Override
@@ -191,9 +192,9 @@ public class Teams{
public final short x, y, rotation, block;
public final Object config;
public BlockPlan(short x, short y, short rotation, short block, Object config){
this.x = x;
this.y = y;
public BlockPlan(int x, int y, short rotation, short block, Object config){
this.x = (short)x;
this.y = (short)y;
this.rotation = rotation;
this.block = block;
this.config = config;

View File

@@ -4,10 +4,8 @@ import arc.func.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.pooling.*;
import mindustry.ai.BaseRegistry.*;
import mindustry.content.*;
import mindustry.entities.units.*;
import mindustry.game.*;
import mindustry.game.Schematic.*;
import mindustry.gen.*;
@@ -21,8 +19,6 @@ import mindustry.world.blocks.production.*;
import static mindustry.Vars.*;
public class BaseGenerator{
private static final Schematic tmpSchem = new Schematic(new Array<>(), new StringMap(), 0, 0);
private static final Schematic tmpSchem2 = new Schematic(new Array<>(), new StringMap(), 0, 0);
private static final Vec2 axis = new Vec2(), rotator = new Vec2();
private final static int range = 180;
@@ -138,15 +134,13 @@ public class BaseGenerator{
void pass(Cons<Tile> cons){
Tile core = cores.first();
//for(Tile core : cores){
core.circle(range, (x, y) -> cons.get(tiles.getn(x, y)));
//}
}
boolean tryPlace(BasePart part, int x, int y){
int rotation = Mathf.range(2);
axis.set((int)(part.schematic.width / 2f), (int)(part.schematic.height / 2f));
Schematic result = rotate(part.schematic, rotation);
Schematic result = Schematics.rotate(part.schematic, rotation);
int rotdeg = rotation*90;
rotator.set(part.centerX, part.centerY).rotateAround(axis, rotdeg);
@@ -211,64 +205,4 @@ public class BaseGenerator{
return tile == null || !tile.block().alwaysReplace || world.getDarkness(x, y) > 0;
}
Schematic rotate(Schematic input, int times){
if(times == 0) return input;
boolean sign = times > 0;
for(int i = 0; i < Math.abs(times); i++){
input = rotated(input, sign);
}
return input;
}
Schematic rotated(Schematic input, boolean counter){
int direction = Mathf.sign(counter);
Schematic schem = input == tmpSchem ? tmpSchem2 : tmpSchem2;
schem.width = input.width;
schem.height = input.height;
Pools.freeAll(schem.tiles);
schem.tiles.clear();
for(Stile tile : input.tiles){
schem.tiles.add(Pools.obtain(Stile.class, Stile::new).set(tile));
}
int ox = schem.width/2, oy = schem.height/2;
schem.tiles.each(req -> {
req.config = BuildRequest.pointConfig(req.config, p -> {
int cx = p.x, cy = p.y;
int lx = cx;
if(direction >= 0){
cx = -cy;
cy = lx;
}else{
cx = cy;
cy = -lx;
}
p.set(cx, cy);
});
//rotate actual request, centered on its multiblock position
float wx = (req.x - ox) * tilesize + req.block.offset(), wy = (req.y - oy) * tilesize + req.block.offset();
float x = wx;
if(direction >= 0){
wx = -wy;
wy = x;
}else{
wx = wy;
wy = -x;
}
req.x = (short)(world.toTile(wx - req.block.offset()) + ox);
req.y = (short)(world.toTile(wy - req.block.offset()) + oy);
req.rotation = (byte)Mathf.mod(req.rotation + direction, 4);
});
//assign flipped values, since it's rotated
schem.width = input.height;
schem.height = input.width;
return schem;
}
}