Commander unit component
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@@ -0,0 +1,51 @@
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package mindustry.ai.formations;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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public class DistanceAssignmentStrategy implements SlotAssignmentStrategy{
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private final Vec3 vec = new Vec3();
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private final FormationPattern form;
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public DistanceAssignmentStrategy(FormationPattern form){
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this.form = form;
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}
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@Override
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public void updateSlotAssignments(Array<SlotAssignment> assignments){
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IntArray slots = IntArray.range(0, assignments.size);
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for(SlotAssignment slot : assignments){
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int mindex = 0;
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float mcost = Float.MAX_VALUE;
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for(int i = 0; i < slots.size; i++){
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float cost = cost(slot.member, slots.get(i));
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if(cost < mcost){
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mcost = cost;
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mindex = i;
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}
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}
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slot.slotNumber = slots.get(mindex);
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slots.removeIndex(mindex);
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}
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}
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@Override
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public int calculateNumberOfSlots(Array<SlotAssignment> assignments){
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return assignments.size;
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}
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@Override
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public void removeSlotAssignment(Array<SlotAssignment> assignments, int index){
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assignments.remove(index);
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}
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float cost(FormationMember member, int slot){
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form.calculateSlotLocation(vec, slot);
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return Mathf.dst2(member.formationPos().x, member.formationPos().y, vec.x, vec.y);
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}
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}
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@@ -19,7 +19,7 @@ import arc.struct.*;
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public class Formation{
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/** A list of slots assignments. */
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Array<SlotAssignment> slotAssignments;
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public Array<SlotAssignment> slotAssignments;
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/** The anchor point of this formation. */
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public Vec3 anchor;
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@@ -81,6 +81,8 @@ public class Formation{
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/** Updates the assignment of members to slots */
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public void updateSlotAssignments(){
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pattern.slots = slotAssignments.size;
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// Apply the strategy to update slot assignments
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slotAssignmentStrategy.updateSlotAssignments(slotAssignments);
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@@ -114,6 +116,21 @@ public class Formation{
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return false;
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}
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/** Much more efficient than adding a single member.
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* @return number of members added. */
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public int addMembers(Iterable<? extends FormationMember> members){
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int added = 0;
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for(FormationMember member : members){
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if(pattern.supportsSlots(slotAssignments.size + 1)){
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slotAssignments.add(new SlotAssignment(member, slotAssignments.size));
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added ++;
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}
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}
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updateSlotAssignments();
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return added;
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}
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/**
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* Adds a new member to the first available slot and updates slot assignments if the number of member is supported by the
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* current pattern.
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@@ -121,13 +138,11 @@ public class Formation{
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* @return {@code false} if no more slots are available; {@code true} otherwise.
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*/
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public boolean addMember(FormationMember member){
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// Find out how many slots we have occupied
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int occupiedSlots = slotAssignments.size;
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// Check if the pattern supports one more slot
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if(pattern.supportsSlots(occupiedSlots + 1)){
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if(pattern.supportsSlots(slotAssignments.size + 1)){
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// Add a new slot assignment
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slotAssignments.add(new SlotAssignment(member, occupiedSlots));
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slotAssignments.add(new SlotAssignment(member, slotAssignments.size));
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// Update the slot assignments and return success
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updateSlotAssignments();
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@@ -1,68 +1,46 @@
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package mindustry.ai.types;
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import arc.*;
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import arc.math.geom.*;
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import arc.util.ArcAnnotate.*;
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import mindustry.ai.formations.*;
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import mindustry.ai.formations.patterns.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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public class FormationAI extends AIController implements FormationMember{
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public @Nullable Unitc leader;
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public Unitc leader;
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private transient Vec3 target = new Vec3();
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private Vec3 target = new Vec3();
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private Formation formation;
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public FormationAI(@Nullable Unitc leader){
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public FormationAI(Unitc leader, Formation formation){
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this.leader = leader;
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this.formation = formation;
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}
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static Formation formation;
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static Vec2 vec = new Vec2();
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@Override
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public void init(){
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if(formation == null){
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Vec3 vec = new Vec3();
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formation = new Formation(vec, new SquareFormation());
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Core.app.addListener(new ApplicationListener(){
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@Override
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public void update(){
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formation.updateSlots();
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vec.set(leader.x(), leader.y(), leader.rotation());
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}
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});
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}
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formation.addMember(this);
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target.set(unit.x(), unit.y(), 0);
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}
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@Override
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public void update(){
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if(leader != null){
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unit.controlWeapons(leader.isRotate(), leader.isShooting());
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// unit.moveAt(Tmp.v1.set(deltaX, deltaY).limit(unit.type().speed));
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if(leader.isShooting()){
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unit.aimLook(leader.aimX(), leader.aimY());
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}else{
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unit.controlWeapons(leader.isRotate(), leader.isShooting());
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// unit.moveAt(Tmp.v1.set(deltaX, deltaY).limit(unit.type().speed));
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if(leader.isShooting()){
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unit.aimLook(leader.aimX(), leader.aimY());
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}else{
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unit.lookAt(leader.rotation());
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if(!unit.vel().isZero(0.001f)){
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// unit.lookAt(unit.vel().angle());
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}
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unit.lookAt(leader.rotation());
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if(!unit.vel().isZero(0.001f)){
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// unit.lookAt(unit.vel().angle());
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}
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unit.moveAt(vec.set(target).sub(unit).limit2(unit.type().speed));
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}
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unit.moveAt(vec.set(target).sub(unit).limit2(unit.type().speed));
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}
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@Override
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public boolean isFollowing(Playerc player){
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return leader == player.unit();
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public boolean isBeingControlled(Unitc player){
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return leader == player;
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}
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@Override
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@@ -19,7 +19,7 @@ public class GroundAI extends AIController{
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target = null;
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//TODO this is hacky, cleanup
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if(unit instanceof Legsc){
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if(unit instanceof Legsc && unit.moving()){
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unit.lookAt(((Legsc)unit).baseRotation());
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}
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}
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