work commit
This commit is contained in:
parent
a322a1d2fa
commit
db0cf1d4a2
@ -251,8 +251,8 @@ public class AssetManager {
|
||||
for(int i = 0; i < 10; i ++){
|
||||
|
||||
for(int j = 0; j < 6; j++){
|
||||
heavyTank l = new heavyTank(new vector(i*0.25f+ 1.125f,-0.3f, 17.375f - 0.25f*j), 90, 0);
|
||||
addHeavyTank(l);
|
||||
lightTank l = new lightTank(new vector(i*0.25f+ 1.125f,-0.3f, 17.375f - 0.25f*j), 90, 0);
|
||||
addLightTank(l);
|
||||
//l.hasMultiShotUpgrade = true;
|
||||
//lightTank l = new lightTank(new vector(i*0.25f + 1.125f,-0.3f, 0.5f + 18.625f + j*0.25f), 90, 0);
|
||||
|
||||
|
@ -3,6 +3,7 @@ package enemyAI;
|
||||
import core.baseInfo;
|
||||
import core.mainThread;
|
||||
import core.vector;
|
||||
import entity.lightTank;
|
||||
import entity.solidObject;
|
||||
import entity.stealthTank;
|
||||
|
||||
@ -19,6 +20,7 @@ public class defenseManagerAI {
|
||||
public solidObject[] observers;
|
||||
|
||||
public solidObject[] stealthTanksControlledByCombatAI;
|
||||
public solidObject[] lightTanksControlledByCombatAI;
|
||||
|
||||
public solidObject[] defenders;
|
||||
public int numOfDefenders;
|
||||
@ -53,6 +55,7 @@ public class defenseManagerAI {
|
||||
currentState = mainThread.ec.theCombatManagerAI.currentState;
|
||||
|
||||
stealthTanksControlledByCombatAI = mainThread.ec.theUnitProductionAI.stealthTanksControlledByCombatAI;
|
||||
lightTanksControlledByCombatAI = mainThread.ec.theUnitProductionAI.lightTanksControlledByCombatAI;
|
||||
|
||||
//after 500 seconds mark, borrow 2 stealth tanks from combat manager, and send them to guard western and southern side of the main base
|
||||
if(gameTime >= 480) {
|
||||
@ -128,16 +131,134 @@ public class defenseManagerAI {
|
||||
|
||||
|
||||
// if the size of the player unit cluster is less than 5, and no heavy tanks in the cluster, then borrow some unites from combatAI to deal with the threat
|
||||
//if(mainPlayerForceSize < 5 && playerForceContainsNoHeavyTank(mainPlayerForceLocation) && playerForceIsNearBase(mainPlayerForceLocation)) {
|
||||
if(mainPlayerForceSize < 5 && mainPlayerForceSize>0) {
|
||||
//check if base is attacked by long ranged units
|
||||
boolean attackedByRocketTank = false;
|
||||
for(int i = 0; i < mainThread.ec.theMapAwarenessAI.numOfAIStructures; i++) {
|
||||
if(mainThread.ec.theMapAwarenessAI.AIStructures[i].underAttackCountDown > 0 &&
|
||||
mainThread.ec.theMapAwarenessAI.AIStructures[i].attacker != null &&
|
||||
mainThread.ec.theMapAwarenessAI.AIStructures[i].attacker.currentHP > 0 &&
|
||||
mainThread.ec.theMapAwarenessAI.AIStructures[i].attacker.type == 1) {
|
||||
attackedByRocketTank = true;
|
||||
minorThreatLocation.set(mainThread.ec.theMapAwarenessAI.AIStructures[i].attacker.centre);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//}
|
||||
if(!attackedByRocketTank && playerForceContainsNoHeavyTank(mainPlayerForceLocation) && playerForceIsNearBase(mainPlayerForceLocation)) {
|
||||
|
||||
System.out.println(playerForceContainsNoHeavyTank(mainPlayerForceLocation) + " " + mainThread.ec.theMapAwarenessAI.numOfAIStructures);
|
||||
minorThreatLocation.set(mainPlayerForceLocation);
|
||||
System.out.println("SOS!");
|
||||
}
|
||||
}else if(mainPlayerForceSize >= 5){
|
||||
//if the size of player unit cluster is bigger or equal to 5 then inform combatAI about the threat
|
||||
}
|
||||
|
||||
//take over controls of defenders from combat AI to deal with minor threat
|
||||
if(minorThreatLocation.x != 0 && numOfDefenders > 0) {
|
||||
takeOverDefendersFromCombatAI();
|
||||
|
||||
//attack move to threat location
|
||||
for(int i =0; i < defenders.length; i++) {
|
||||
if(defenders[i] != null) {
|
||||
defenders[i].moveTo(minorThreatLocation.x, minorThreatLocation.z);
|
||||
defenders[i].currentCommand = solidObject.attackMove;
|
||||
defenders[i].secondaryCommand = solidObject.attackMove;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//check if the minor threat is being dealt with
|
||||
if(minorThreatLocation.x == 0) {
|
||||
boolean defenersInStandbyMode = true;
|
||||
for(int i = 0; i < defenders.length; i++) {
|
||||
if(defenders[i] != null && defenders[i].currentHP > 0) {
|
||||
if(defenders[i].currentCommand != 0)
|
||||
defenersInStandbyMode = false;
|
||||
}
|
||||
}
|
||||
|
||||
//if defenders are idle then make sure that combatAI has control of the defenders.
|
||||
if(defenersInStandbyMode) {
|
||||
giveBackControlOfDefendersToCombatAI();
|
||||
|
||||
//move back to rally point
|
||||
for(int i =0; i < defenders.length; i++) {
|
||||
if(defenders[i] != null) {
|
||||
defenders[i].moveTo(mainThread.ec.theUnitProductionAI.rallyPoint.x, mainThread.ec.theUnitProductionAI.rallyPoint.z);
|
||||
defenders[i].currentCommand = solidObject.attackMove;
|
||||
defenders[i].secondaryCommand = solidObject.attackMove;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//System.out.println(numOfDefenders + " " + mainThread.ec.theMapAwarenessAI.numOfAIStructures);
|
||||
|
||||
}
|
||||
|
||||
public boolean playerForceIsNearBase(vector location) {
|
||||
public void giveBackControlOfDefendersToCombatAI() {
|
||||
for(int i = 0; i < defenders.length; i++) {
|
||||
if(defenders[i] == null)
|
||||
continue;
|
||||
|
||||
if(defenders[i].type == 6) {
|
||||
boolean alreadyControledByCombatAI = false;
|
||||
for(int j = 0; j < stealthTanksControlledByCombatAI.length; j++) {
|
||||
if(defenders[i] == stealthTanksControlledByCombatAI[j]) {
|
||||
alreadyControledByCombatAI = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!alreadyControledByCombatAI)
|
||||
mainThread.ec.theUnitProductionAI.addStealthTank((stealthTank)defenders[i]);
|
||||
}else if(defenders[i].type == 0) {
|
||||
boolean alreadyControledByCombatAI = false;
|
||||
for(int j = 0; j < lightTanksControlledByCombatAI.length; j++) {
|
||||
if(defenders[i] == lightTanksControlledByCombatAI[j]) {
|
||||
alreadyControledByCombatAI = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!alreadyControledByCombatAI)
|
||||
mainThread.ec.theUnitProductionAI.addLightTank((lightTank)defenders[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void takeOverDefendersFromCombatAI() {
|
||||
for(int i = 0; i < defenders.length; i++) {
|
||||
if(defenders[i] == null)
|
||||
continue;
|
||||
|
||||
if(defenders[i].type == 6) {
|
||||
for(int j = 0; j < stealthTanksControlledByCombatAI.length; j++) {
|
||||
if(defenders[i] == stealthTanksControlledByCombatAI[j]) {
|
||||
stealthTanksControlledByCombatAI[j] = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else if(defenders[i].type == 0) {
|
||||
for(int j = 0; j < lightTanksControlledByCombatAI.length; j++) {
|
||||
if(defenders[i] == lightTanksControlledByCombatAI[j]) {
|
||||
lightTanksControlledByCombatAI[j] = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public boolean playerForceIsNearBase(vector location) {
|
||||
for(int i = 0; i < mainThread.ec.theMapAwarenessAI.AIStructures.length; i++) {
|
||||
if(mainThread.ec.theMapAwarenessAI.AIStructures[i] == null)
|
||||
continue;
|
||||
float xPos = mainThread.ec.theMapAwarenessAI.AIStructures[i].centre.x;
|
||||
float zPos = mainThread.ec.theMapAwarenessAI.AIStructures[i].centre.z;
|
||||
float d = (location.x - xPos)*(location.x - xPos) + (location.z - zPos)*(location.z - zPos);
|
||||
if(d < 9)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
@ -155,13 +276,17 @@ public class defenseManagerAI {
|
||||
|
||||
public void addUnitToDefenders(solidObject o) {
|
||||
numOfDefenders = 0;
|
||||
boolean defenersInStandbyMode = true;
|
||||
for(int i = 0; i < defenders.length; i++) {
|
||||
if(defenders[i] != null && defenders[i].currentHP > 0)
|
||||
if(defenders[i] != null && defenders[i].currentHP > 0) {
|
||||
numOfDefenders++;
|
||||
if(defenders[i].currentCommand != 0)
|
||||
defenersInStandbyMode = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(numOfDefenders == defenders.length && minorThreatLocation.x == 0) {
|
||||
if(numOfDefenders == defenders.length && minorThreatLocation.x == 0 && defenersInStandbyMode) {
|
||||
for(int i = defenders.length - 1; i > 0; i--)
|
||||
defenders[i] = defenders[i - 1];
|
||||
defenders[0] = o;
|
||||
@ -169,6 +294,7 @@ public class defenseManagerAI {
|
||||
for(int i = 0; i < defenders.length; i++) {
|
||||
if(defenders[i] == null || defenders[i].currentHP <= 0) {
|
||||
defenders[i] = o;
|
||||
numOfDefenders++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -34,7 +34,7 @@ public class unitProductionAI {
|
||||
public final int produceHeavyTank = 3;
|
||||
|
||||
public vector rallyPoint;
|
||||
public int unitProduced;
|
||||
//public int unitProduced;
|
||||
public int numberOfCombatUnit;
|
||||
public int numberOfUnitInCombatRadius;
|
||||
public int numberOfUnitOutsideCombatRadius;
|
||||
@ -252,7 +252,6 @@ public class unitProductionAI {
|
||||
for(int i = 0; i < lightTanksControlledByCombatAI.length; i++){
|
||||
if(lightTanksControlledByCombatAI[i] == null || (lightTanksControlledByCombatAI[i] != null && lightTanksControlledByCombatAI[i].currentHP <=0)){
|
||||
lightTanksControlledByCombatAI[i] = o;
|
||||
unitProduced++;
|
||||
mainThread.ec.theDefenseManagerAI.addUnitToDefenders(o);
|
||||
break;
|
||||
}
|
||||
@ -268,7 +267,6 @@ public class unitProductionAI {
|
||||
for(int i = 0; i < rocketTanksControlledByCombatAI.length; i++){
|
||||
if(rocketTanksControlledByCombatAI[i] == null || (rocketTanksControlledByCombatAI[i] != null && rocketTanksControlledByCombatAI[i].currentHP <=0)){
|
||||
rocketTanksControlledByCombatAI[i] = o;
|
||||
unitProduced++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -293,7 +291,7 @@ public class unitProductionAI {
|
||||
for(int i = 0; i < stealthTanksControlledByCombatAI.length; i++){
|
||||
if(stealthTanksControlledByCombatAI[i] == null || (stealthTanksControlledByCombatAI[i] != null && stealthTanksControlledByCombatAI[i].currentHP <=0)){
|
||||
stealthTanksControlledByCombatAI[i] = o;
|
||||
unitProduced++;
|
||||
|
||||
mainThread.ec.theDefenseManagerAI.addUnitToDefenders(o);
|
||||
break;
|
||||
}
|
||||
@ -305,7 +303,6 @@ public class unitProductionAI {
|
||||
for(int i = 0; i < heavyTanksControlledByCombatAI.length; i++){
|
||||
if(heavyTanksControlledByCombatAI[i] == null || (heavyTanksControlledByCombatAI[i] != null && heavyTanksControlledByCombatAI[i].currentHP <=0)){
|
||||
heavyTanksControlledByCombatAI[i] = o;
|
||||
unitProduced++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user