Files
Mindustry/core/src/mindustry/game/Teams.java
2022-02-18 21:38:24 -05:00

369 lines
11 KiB
Java

package mindustry.game;
import arc.func.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.Queue;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.ai.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import java.util.*;
import static mindustry.Vars.*;
/** Class for various team-based utilities. */
public class Teams{
/** Maps team IDs to team data. */
private TeamData[] map = new TeamData[256];
/** Active teams. */
public Seq<TeamData> active = new Seq<>();
/** Teams with block or unit presence. */
public Seq<TeamData> present = new Seq<>(TeamData.class);
/** Current boss units. */
public Seq<Unit> bosses = new Seq<>();
public Teams(){
active.add(get(Team.crux));
}
@Nullable
public CoreBuild closestEnemyCore(float x, float y, Team team){
for(Team enemy : team.data().coreEnemies){
CoreBuild tile = Geometry.findClosest(x, y, enemy.cores());
if(tile != null) return tile;
}
return null;
}
@Nullable
public CoreBuild closestCore(float x, float y, Team team){
return Geometry.findClosest(x, y, get(team).cores);
}
public boolean anyEnemyCoresWithin(Team team, float x, float y, float radius){
for(TeamData data : active){
if(team != data.team){
for(CoreBuild tile : data.cores){
if(tile.within(x, y, radius)){
return true;
}
}
}
}
return false;
}
public void eachEnemyCore(Team team, Cons<Building> ret){
for(TeamData data : active){
if(team != data.team){
for(Building tile : data.cores){
ret.get(tile);
}
}
}
}
/** Returns team data by type. */
public TeamData get(Team team){
return map[team.id] == null ? (map[team.id] = new TeamData(team)) : map[team.id];
}
public Seq<CoreBuild> playerCores(){
return get(state.rules.defaultTeam).cores;
}
/** Do not modify! */
public Seq<CoreBuild> cores(Team team){
return get(team).cores;
}
/** Returns whether a team is active, e.g. whether it has any cores remaining. */
public boolean isActive(Team team){
//the enemy wave team is always active
return get(team).active();
}
public boolean canInteract(Team team, Team other){
return team == other || other == Team.derelict;
}
/** Do not modify. */
public Seq<TeamData> getActive(){
active.removeAll(t -> !t.active());
return active;
}
public void registerCore(CoreBuild core){
TeamData data = get(core.team);
//add core if not present
if(!data.cores.contains(core)){
data.cores.add(core);
}
//register in active list if needed
if(data.active() && !active.contains(data)){
active.add(data);
updateEnemies();
}
}
public void unregisterCore(CoreBuild entity){
TeamData data = get(entity.team);
data.cores.remove(entity);
//unregister in active list
if(!data.active()){
active.remove(data);
updateEnemies();
}
}
private void count(Unit unit){
unit.team.data().updateCount(unit.type, 1);
if(unit instanceof Payloadc payloadc){
var payloads = payloadc.payloads();
for(int i = 0; i < payloads.size; i++){
if(payloads.get(i) instanceof UnitPayload payload){
count(payload.unit);
}
}
}
}
public void updateTeamStats(){
present.clear();
bosses.clear();
for(Team team : Team.all){
TeamData data = team.data();
data.presentFlag = false;
data.unitCount = 0;
data.units.clear();
if(data.tree != null){
data.tree.clear();
}
if(data.typeCounts != null){
Arrays.fill(data.typeCounts, 0);
}
//clear old unit records
if(data.unitsByType != null){
for(int i = 0; i < data.unitsByType.length; i++){
if(data.unitsByType[i] != null){
data.unitsByType[i].clear();
}
}
}
}
//update presence flag.
Groups.build.each(b -> b.team.data().presentFlag = true);
for(Unit unit : Groups.unit){
if(unit.type == null) continue;
TeamData data = unit.team.data();
data.tree().insert(unit);
data.units.add(unit);
data.presentFlag = true;
if(unit.team == state.rules.waveTeam && unit.isBoss()){
bosses.add(unit);
}
if(data.unitsByType == null || data.unitsByType.length <= unit.type.id){
data.unitsByType = new Seq[content.units().size];
}
if(data.unitsByType[unit.type.id] == null){
data.unitsByType[unit.type.id] = new Seq<>();
}
data.unitsByType[unit.type.id].add(unit);
count(unit);
}
//update presence of each team.
for(Team team : Team.all){
TeamData data = team.data();
if(data.presentFlag || data.active()){
present.add(data);
}
}
}
private void updateEnemies(){
if(state.rules.waves && !active.contains(get(state.rules.waveTeam))){
active.add(get(state.rules.waveTeam));
}
for(TeamData data : active){
Seq<Team> enemies = new Seq<>();
for(TeamData other : active){
if(data.team != other.team){
enemies.add(other.team);
}
}
data.coreEnemies = enemies.toArray(Team.class);
}
}
public static class TeamData{
public final Seq<CoreBuild> cores = new Seq<>();
public final Team team;
/** Handles RTS unit control. */
public @Nullable RtsAI rtsAi;
private boolean presentFlag;
/** Enemies with cores or spawn points. */
public Team[] coreEnemies = {};
/** Planned blocks for drones. This is usually only blocks that have been broken. */
public Queue<BlockPlan> blocks = new Queue<>();
/** Quadtree for all buildings of this team. Null if not active. */
public @Nullable QuadTree<Building> buildings;
/** Turrets by range. Null if not active. */
public @Nullable QuadTree<Building> turrets;
/** Current unit cap. Do not modify externally. */
public int unitCap;
/** Total unit count. */
public int unitCount;
/** Counts for each type of unit. Do not access directly. */
public @Nullable int[] typeCounts;
/** Quadtree for units of this team. Do not access directly. */
public @Nullable QuadTree<Unit> tree;
/** Units of this team. Updated each frame. */
public Seq<Unit> units = new Seq<>();
/** Units of this team by type. Updated each frame. */
public @Nullable Seq<Unit>[] unitsByType;
public TeamData(Team team){
this.team = team;
}
/** Destroys this team's presence on the map, killing part of its buildings and converting everything to 'derelict'. */
public void destroyToDerelict(){
//grab all buildings from quadtree.
var builds = new Seq<Building>();
if(buildings != null){
buildings.getObjects(builds);
}
//no remaining blocks, cease building if applicable
blocks.clear();
//convert all team tiles to neutral, randomly killing them
for(var b : builds){
//TODO this may cause a lot of packet spam, optimize?
Call.setTeam(b, Team.derelict);
if(Mathf.chance(0.25)){
Time.run(Mathf.random(0f, 60f * 6f), b::kill);
}
}
//kill all units randomly
units.each(u -> Time.run(Mathf.random(0f, 60f * 5f), () -> {
//ensure unit hasn't switched teams for whatever reason
if(u.team == team){
u.kill();
}
}));
}
@Nullable
public Seq<Unit> unitCache(UnitType type){
if(unitsByType == null || unitsByType.length <= type.id || unitsByType[type.id] == null) return null;
return unitsByType[type.id];
}
public void updateCount(UnitType type, int amount){
if(type == null) return;
unitCount = Math.max(amount + unitCount, 0);
if(typeCounts == null || typeCounts.length <= type.id){
typeCounts = new int[Vars.content.units().size];
}
typeCounts[type.id] = Math.max(amount + typeCounts[type.id], 0);
}
public QuadTree<Unit> tree(){
if(tree == null) tree = new QuadTree<>(Vars.world.getQuadBounds(new Rect()));
return tree;
}
public int countType(UnitType type){
return typeCounts == null || typeCounts.length <= type.id ? 0 : typeCounts[type.id];
}
public boolean active(){
return (team == state.rules.waveTeam && state.rules.waves) || cores.size > 0;
}
public boolean hasCore(){
return cores.size > 0;
}
public boolean noCores(){
return cores.isEmpty();
}
@Nullable
public CoreBuild core(){
return cores.isEmpty() ? null : cores.first();
}
/** @return whether this team is controlled by the AI and builds bases. */
public boolean hasAI(){
return team.rules().rtsAi;
}
@Override
public String toString(){
return "TeamData{" +
"cores=" + cores +
", team=" + team +
'}';
}
}
/** Represents a block made by this team that was destroyed somewhere on the map.
* This does not include deconstructed blocks.*/
public static class BlockPlan{
public final short x, y, rotation, block;
public final Object config;
public boolean removed;
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;
}
@Override
public String toString(){
return "BlockPlan{" +
"x=" + x +
", y=" + y +
", rotation=" + rotation +
", block=" + block +
", config=" + config +
'}';
}
}
}