Merge branch 'master' of https://github.com/Anuken/Mindustry into map_4

This commit is contained in:
Anuken
2022-09-29 17:13:49 -04:00
2 changed files with 14 additions and 7 deletions

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);
@@ -130,6 +130,8 @@ public class RtsAI{
}
boolean handleSquad(Seq<Unit> units, boolean noDefenders){
if(units.isEmpty()) return false;
float health = 0f, dps = 0f;
float ax = 0f, ay = 0f;
boolean targetAir = true, targetGround = true;
@@ -174,7 +176,7 @@ 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 +196,9 @@ 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);
@@ -224,7 +228,7 @@ public class RtsAI{
boolean anyDefend = defendPos != null || defendTarget != null;
var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health);
var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health, units.first().flag == 0);
if(build != null || anyDefend){
for(var unit : units){
@@ -235,6 +239,9 @@ public class RtsAI{
//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;
}
}
}
@@ -242,7 +249,7 @@ public class RtsAI{
return anyDefend;
}
@Nullable Building findTarget(float x, float y, int total, float dps, float health){
@Nullable Building findTarget(float x, float y, int total, float dps, float health, boolean checkWeight){
if(total < data.team.rules().rtsMinSquad) return null;
//flag priority?
@@ -277,7 +284,7 @@ public class RtsAI{
);
float weight = weights.get(result, 0f);
if(weight < data.team.rules().rtsMinWeight && total < Units.getCap(data.team)){
if(checkWeight && weight < data.team.rules().rtsMinWeight && total < Units.getCap(data.team)){
return null;
}

View File

@@ -19,7 +19,7 @@ public class CellLiquid extends Liquid{
public int cells = 8;
public @Nullable Liquid spreadTarget;
public float maxSpread = 0.75f, spreadConversion = 1f, spreadDamage = 0.1f, removeScaling = 0.25f;
public float maxSpread = 0.75f, spreadConversion = 1.2f, spreadDamage = 0.11f, removeScaling = 0.25f;
public CellLiquid(String name, Color color){
super(name, color);