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Restructuring; PriorityQueue implementation; commander task weighting & assignment; some code documentation
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scripts/DXAI/aicommander.cs
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213
scripts/DXAI/aicommander.cs
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//------------------------------------------------------------------------------------------
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// aicommander.cs
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// Source file for the DXAI commander AI implementation.
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// https://github.com/Ragora/T2-DXAI.git
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//
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// Copyright (c) 2014 Robert MacGregor
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// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
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//------------------------------------------------------------------------------------------
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$DXAI::ActiveCommanderCount = 2;
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$DXAI::Priorities::DefendGenerator = 1;
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$DXAI::Priorities::DefendFlag = 2;
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$DXAI::Priorities::ScoutBase = 3;
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//-----------------------------------------------
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$DXAI::Priorities::CaptureFlag = 4;
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$DXAI::Priorities::CaptureObjective = 5;
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$DXAI::Priorities::AttackTurret = 6;
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$DXAI::Priorities::Count = 3;
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// # of bots assigned = mCeil(((totalPriorityValues / priorityCounts) * priority) / priorityCounts)
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// totalPriorityValues = 3 + 2
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// priorityCounts = 2
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// Priority for Gen: 2
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// Priority for Flag: 3
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// flagBots = ((5.0 / 2.0) * 3.0) / 2.0
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// Gen bots = ((5.0 / 2.0) * 2.0) / 2.0
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendGenerator] = 2;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendFlag] = 3;
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$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::ScoutBase] = 1;
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function AICommander::setup(%this)
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{
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%this.botList = new SimSet();
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%this.idleBotList = new SimSet();
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for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
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{
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%currentClient = ClientGroup.getObject(%iteration);
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if (%currentClient.isAIControlled() && %currentClient.team == %this.team)
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{
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%this.botList.add(%currentClient);
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%this.idleBotList.add(%currentClient);
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%currentClient.commander = %this;
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}
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}
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%this.setDefaultPriorities();
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// Also set the assignment tracker
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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%this.assignments[%iteration] = 0;
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}
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function AICommander::assignTasks(%this)
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{
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// Calculate how much priority we have total, first
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%totalPriority = 0.0;
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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{
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%totalPriority += %this.priorities[%iteration];
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%botAssignments[%iteration] = 0;
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}
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// We create a priority queue preemptively so we can sort task priorities as we go and save a little bit of time
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%priorityQueue = PriorityQueue::create();
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// Now calculate how many bots we need per objective, and count how many we will need in total
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%lostBots = false; // Used for a small optimization
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%botCountRequired = 0;
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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{
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%botAssignments[%iteration] = mCeil(((%totalPriority / $DXAI::Priorities::Count) * %this.priorities[%iteration]) / $DXAI::Priorities::Count);
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%botAssignments[%iteration] -= %this.botAssignments[%iteration]; // If we already have bots doing this, then we don't need to replicate them
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%botCountRequired += %botAssignments[%iteration];
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if (%botAssignments[%iteration] < 0)
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%lostBots = true;
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else
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%priorityQueue.add(%iteration, %botAssignments[%iteration]);
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}
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// Deassign from objectives we need less bots for now and put them into the idle list
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// When we lose bots, our %botAssignments[%task] value will be a negative, so we just need
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// to ditch mAbs(%botAssignments[%task]) bots from that given task.
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for (%taskIteration = 0; %lostBots && %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
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// Need to ditch some bots
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if (%botAssignments[%taskIteration] < 0)
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%this.deassignBots(%taskIteration, mAbs(%botAssignments[%taskIteration]);
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// Do we have enough idle bots to just shunt everyone into something?
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if (%this.idleBotList.getCount() >= %botCountRequired)
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{
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for (%taskIteration = 0; %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
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for (%botIteration = 0; %botIteration < %botAssignments[%taskIteration]; %botIteration++)
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%this.assignTask(%taskIteration, %this.idleBotList.getObject(0));
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}
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// Okay, we don't have enough bots currently so we'll try to satisify the higher priority objectives first
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else
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while (!%priorityQueue.isEmpty() && %this.idleBotList.getCount() != 0)
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{
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%taskID = %priorityQueue.topKey();
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%requiredBots = %priorityQueue.topValue();
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%priorityQueue.pop();
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for (%botIteration = 0; %botIteration < %requiredBots && %this.idleBotList.getCount() != 0; %botIteration++)
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%this.assignTask(%taskID, %this.idleBotList.getObject(0));
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}
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// Regardless, we need to make sure we cleanup the queue
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// FIXME: Perhaps just create one per commander and reuse it?
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%priorityQueue.delete();
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}
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function AICommander::deassignBots(%this, %taskID, %count)
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{
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// TODO: More efficient removal?
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for (%iteration = 0; %count > 0 && %iteration < %this.botList.getCount(); %iteration++)
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{
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%bot = %this.botList.getObject(%iteration);
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if (%bot.assignment == %taskID)
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{
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%bot.clearTasks();
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%this.idleBotList.add(%bot);
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%count--;
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}
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}
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return %count == 0;
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}
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function AICommander::assignTask(%this, %taskID, %bot)
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{
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// Don't try to assign if the bot is already assigned something
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if (!%this.idleBotList.contains(%this))
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return;
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%this.idleBotList.remove(%this);
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switch (%taskID)
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{
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case $DXAI::Priorities::DefendGenerator:
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break;
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case $DXAI::Priorities::DefendFlag:
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break;
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case $DXAI::Priorities::ScoutBase:
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break;
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}
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%this.botAssignments[%taskID]++;
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%bot.assignment = %taskID;
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}
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function AICommander::setDefaultPriorities(%this)
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{
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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%this.priorities[%iteration] = $DXAI::Priorities::DefaultPriorityValue[%iteration];
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}
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function AICommander::cleanUp(%this)
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{
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%this.botList.delete();
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%this.idleBotList.delete();
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}
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function AICommander::update(%this)
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{
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for (%iteration = 0; %iteration < %this.botList.getCount(); %iteration++)
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%this.botList.getObject(%iteration).update();
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}
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function AICommander::removeBot(%this, %bot)
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{
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%this.botList.remove(%bot);
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%this.idleBotList.remove(%bot);
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%bot.commander = -1;
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}
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function AICommander::addBot(%this, %bot)
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{
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if (!%this.botList.isMember(%bot))
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%this.botList.add(%bot);
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if (!%this.idleBotList.isMember(%bot))
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%this.idleBotList.add(%bot);
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%bot.commander = %this;
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}
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function AICommander::notifyPlayerDeath(%this, %killedClient, %killedByClient)
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{
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}
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function AICommander::notifyFlagGrab(%this, %grabbedByClient)
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{
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%this.priority[$DXAI::Priorities::DefendFlag]++;
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// ...well, balls, someone nipped me flag! Are there any bots sitting around being lazy?
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// TODO: We should also include nearby scouting bots into this, as well.
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if (%this.idleBotList.getCount() != 0)
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{
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// Go full-force and try to kill that jerk!
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for (%iteration = 0; %iteration < %this.idleBotList.getCount(); %iteration++)
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{
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%idleBot = %this.idleBotList.getObject(%iteration);
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%idleBot.attackTarget = %grabbedByClient.player;
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}
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}
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}
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@ -1,12 +1,47 @@
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// DXAI_Objectives.cs
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// Objectives for the AI system
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//------------------------------------------------------------------------------------------
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// aiconnection.cs
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// Source file declaring the custom AIConnection methods used by the DXAI experimental
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// AI enhancement project.
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// https://github.com/Ragora/T2-DXAI.git
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//
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// Copyright (c) 2014 Robert MacGregor
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// This software is licensed under the MIT license.
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// Refer to LICENSE.txt for more information.
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//------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------
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// The AIVisualAcuity task is a complementary task for the AI grunt systems
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// to perform better at recognizing things visually with reasonably
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// Human perception capabilities.
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// ---------------------------------------------------------------------
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function AIConnection::initialize(%this, %aiClient)
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{
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%this.fieldOfView = 3.14 / 2; // 90* View cone
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%this.viewDistance = 300;
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if (!isObject(%aiClient))
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error("AIPlayer: Attempted to initialize with bad AI client connection!");
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%this.client = %aiClient;
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}
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function AIConnection::update(%this)
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{
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if (isObject(%this.player) && %this.player.getMoveState() $= "walk")
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{
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%this.updateLegs();
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%this.updateVisualAcuity();
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}
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}
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function AIConnection::notifyProjectileImpact(%this, %data, %proj, %position)
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{
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if (!isObject(%proj.sourceObject) || %proj.sourceObject.client.team == %this.team)
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return;
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}
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function AIConnection::isIdle(%this)
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{
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if (!isObject(%this.commander))
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return true;
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return %this.commander.idleBotList.isMember(%this);
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}
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function AIConnection::updateLegs(%this)
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{
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@ -17,6 +52,8 @@ function AIConnection::updateLegs(%this)
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if (%this.aimAtLocation)
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%this.aimAt(%this.moveLocation);
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else if(%this.manualAim)
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%this.aimAt(%this.aimLocation);
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}
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else
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{
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@ -128,9 +165,7 @@ function AIConnection::updateVisualAcuity(%this)
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%rayCast = containerRayCast(%start, %end, -1, %this.player);
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%hitObject = getWord(%raycast, 0);
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// echo(%hitObject);
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// echo(%current);
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if (%hitObject == %current)
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{
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%this.clientDetected(%current);
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@ -140,156 +175,4 @@ function AIConnection::updateVisualAcuity(%this)
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}
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%result.delete();
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}
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function AIConnection::enhancedLogicLoop(%this)
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{
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cancel(%this.enhancedLogicHandle);
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if (isObject(%this.player))
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{
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%this.updateVisualAcuity();
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%this.updateLegs();
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}
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%this.enhancedLogicHandle = %this.schedule(32, "enhancedLogicLoop");
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}
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//-------------------------------------------------------------
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function AIEnhancedDefendLocation::initFromObjective(%task, %objective, %client)
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{
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// Called to initialize from an objective object
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}
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function AIEnhancedDefendLocation::assume(%task, %client)
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{
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// Called when the bot starts the task
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%task.setMonitorFreq(1);
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}
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function AIEnhancedDefendLocation::retire(%task, %client)
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{
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// Called when the bot stops the task
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}
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function AIEnhancedDefendLocation::weight(%task, %client)
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{
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%task.setWeight(1000);
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}
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function AIEnhancedDefendLocation::monitor(%task, %client)
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{
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// echo(%task.getMonitorFreq());
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if (%client.getPathDistance(%client.defendLocation) <= 40)
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{
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// Pick a random time to move to a nearby location
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if (%client.defendTime == -1)
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{
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%client.nextDefendRotation = getRandom(5000, 10000);
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%client.isMoving = false;
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}
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// If we're near our random point, just don't move
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if (%client.getPathDistance(%client.moveLocation) <= 10)
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%client.isMoving = false;
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%client.defendTime += 32;
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if (%client.defendTime >= %client.nextDefendRotation)
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{
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%client.defendTime = 0;
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%client.nextDefendRotation = getRandom(5000, 10000);
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// TODO: Replace with something that detects interiors as well
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%randomPosition = getRandomPosition(%client.defendLocation, 40);
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%randomPosition = getWords(%randomPosition, 0, 1) SPC getTerrainHeight(%randomPosition);
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%client.moveLocation = %randomPosition;
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%client.isMoving = true;
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}
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}
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else
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{
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%client.defendTime = -1;
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%client.moveLocation = %client.defendLocation;
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%client.isMoving = true;
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}
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}
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//-------------------------------------------------------------
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function AIEnhancedScoutLocation::initFromObjective(%task, %objective, %client)
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{
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// Called to initialize from an objective object
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}
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function AIEnhancedScoutLocation::assume(%task, %client)
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{
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// Called when the bot starts the task
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%task.setMonitorFreq(1);
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%client.currentNode = -1;
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}
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function AIEnhancedScoutLocation::retire(%task, %client)
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{
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// Called when the bot stops the task
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}
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function AIEnhancedScoutLocation::weight(%task, %client)
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{
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%task.setWeight(1000);
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}
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function AIEnhancedScoutLocation::monitor(%task, %client)
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{
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// We can't really work without a NavGraph
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if (!isObject(NavGraph))
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return;
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// We just received the task, so find a node within distance of our scout location
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if (%client.currentNode == -1)
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{
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%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
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if (%client.currentNode != -1)
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{
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%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
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%client.isMoving = true;
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}
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}
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// We're moving, or are near enough to our target
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else
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{
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// Don't move if we're close enough to our next node
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if (%client.getPathDistance(%client.moveLocation) <= 40)
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{
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%client.isMoving = false;
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%client.nextScoutRotation = getRandom(5000, 10000);
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%client.scoutTime += 32;
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}
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else
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{
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%client.isMoving = true;
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%client.scoutTime += 0;
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}
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// Wait a little bit at each node
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if (%client.scoutTime >= %client.nextScoutRotation)
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{
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%client.scoutTime = 0;
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%client.nextScoutRotation = getRandom(5000, 10000);
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// Pick a new node
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%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
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// Ensure that we found a node.
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if (%client.currentNode != -1)
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{
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%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
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%client.isMoving = true;
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}
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}
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}
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}
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//-------------------------------------------------------------
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}
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@ -1,4 +1,4 @@
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// DXAI_Config.cs
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// config.cs
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// Configuration for the DXAI System
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// Copyright (c) 2014 Robert MacGregor
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@ -1,4 +1,4 @@
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// DXAI_Helpers.cs
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// helpers.cs
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// Helper functions for the AI System
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// Copyright (c) 2014 Robert MacGregor
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@ -163,6 +163,12 @@ function getRandomPosition(%position, %distance)
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return vectorAdd(%position, vectorScale(%direction, getRandom(0, %distance)));
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}
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function getRandomPositionOnTerrain(%position, %distance)
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{
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%result = getRandomPosition(%position, %distance);
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return setWord(%result, 2, getTerrainHeight(%result));
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}
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function vectorMultiply(%vec1, %vec2)
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{
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return (getWord(%vec1, 0) * getWord(%vec2, 0)) SPC
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@ -1,70 +1,17 @@
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// DXAI_Main.cs
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// Experimental AI System for ProjectR3
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//------------------------------------------------------------------------------------------
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// main.cs
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// Main source file for the DXAI experimental AI enhancement project.
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// https://github.com/Ragora/T2-DXAI.git
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//
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// Copyright (c) 2014 Robert MacGregor
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||||
// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
exec("scripts/Server/DXAI_Objectives.cs");
|
||||
exec("scripts/Server/DXAI_Helpers.cs");
|
||||
exec("scripts/Server/DXAI_Config.cs");
|
||||
|
||||
$DXAI::ActiveCommanderCount = 2;
|
||||
|
||||
// AICommander
|
||||
// This is a script object that exists for every team in a given
|
||||
// gamemode and performs the coordination of bots in the game.
|
||||
|
||||
function AICommander::notifyPlayerDeath(%this, %killed, %killedBy)
|
||||
{
|
||||
}
|
||||
|
||||
function AICommander::setup(%this)
|
||||
{
|
||||
%this.botList = new Simset();
|
||||
%this.idleBotList = new Simset();
|
||||
|
||||
for (%iteration = 0; %iteration < ClientGroup.getCount(); %iteration++)
|
||||
{
|
||||
%currentClient = ClientGroup.getObject(%iteration);
|
||||
|
||||
if (%currentClient.team == %this.team && %currentClient.isAIControlled())
|
||||
{
|
||||
%this.botList.add(%currentClient);
|
||||
%this.idleBotList.add(%currentClient);
|
||||
|
||||
%currentClient.commander = %this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function AICommander::removeBot(%this, %bot)
|
||||
{
|
||||
%this.botList.remove(%bot);
|
||||
%this.idleBotList.remove(%bot);
|
||||
|
||||
%bot.commander = -1;
|
||||
}
|
||||
|
||||
function AICommander::addBot(%this, %bot)
|
||||
{
|
||||
if (!%this.botList.isMember(%bot))
|
||||
%this.botList.add(%bot);
|
||||
|
||||
if (!%this.idleBotList.isMember(%bot))
|
||||
%this.idleBotList.add(%bot);
|
||||
|
||||
%bot.commander = %this;
|
||||
}
|
||||
|
||||
function AICommander::cleanup(%this)
|
||||
{
|
||||
%this.botList.delete();
|
||||
%this.idleBotList.delete();
|
||||
}
|
||||
|
||||
function AICommander::update(%this)
|
||||
{
|
||||
for (%iteration = 0; %iteration < %this.botList.getCount(); %iteration++)
|
||||
%this.botList.getObject(%iteration).update();
|
||||
}
|
||||
exec("scripts/DXAI/objectives.cs");
|
||||
exec("scripts/DXAI/helpers.cs");
|
||||
exec("scripts/DXAI/config.cs");
|
||||
exec("scripts/DXAI/aicommander.cs");
|
||||
exec("scripts/DXAI/aiconnection.cs");
|
||||
|
||||
// General DXAI API implementations
|
||||
function DXAI::cleanup()
|
||||
|
|
@ -161,39 +108,6 @@ function DXAI::notifyPlayerDeath(%killed, %killedBy)
|
|||
$DXAI::ActiveCommander[%iteration].notifyPlayerDeath(%killed, %killedBy);
|
||||
}
|
||||
|
||||
// AIPlayer
|
||||
// This is a script object that contains DXAI functionality on a per-soldier
|
||||
// basis
|
||||
function AIConnection::initialize(%this, %aiClient)
|
||||
{
|
||||
%this.fieldOfView = 3.14 / 2; // 90* View cone
|
||||
%this.viewDistance = 300;
|
||||
|
||||
if (!isObject(%aiClient))
|
||||
error("AIPlayer: Attempted to initialize with bad AI client connection!");
|
||||
|
||||
%this.client = %aiClient;
|
||||
}
|
||||
|
||||
function AIConnection::update(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function AIConnection::notifyProjectileImpact(%this, %data, %proj, %position)
|
||||
{
|
||||
if (!isObject(%proj.sourceObject) || %proj.sourceObject.client.team == %this.team)
|
||||
return;
|
||||
}
|
||||
|
||||
function AIConnection::isIdle(%this)
|
||||
{
|
||||
if (!isObject(%this.commander))
|
||||
return true;
|
||||
|
||||
return %this.commander.idleBotList.isMember(%this);
|
||||
}
|
||||
|
||||
|
||||
// Hooks for the AI System
|
||||
package DXAI_Hooks
|
||||
{
|
||||
|
|
@ -297,13 +211,15 @@ package DXAI_Hooks
|
|||
}
|
||||
}
|
||||
|
||||
// The CreateServer function is hooked so that we can try and guarantee that the DXAI gamemode hooks still
|
||||
// exist in the runtime.
|
||||
function CreateServer(%mission, %missionType)
|
||||
{
|
||||
// Perform the default exec's
|
||||
parent::CreateServer(%mission, %missionType);
|
||||
|
||||
// Ensure that the DXAI is active.
|
||||
$DXAI::System::InvalidatedEnvironment = true;
|
||||
DXAI::validateEnvironment();
|
||||
}
|
||||
|
||||
// Make this do nothing so the bots don't ever get any objectives by default
|
||||
|
|
@ -335,5 +251,6 @@ package DXAI_Hooks
|
|||
}
|
||||
};
|
||||
|
||||
// Only activate the package if it isn't already active.
|
||||
if (!isActivePackage(DXAI_Hooks))
|
||||
activatePackage(DXAI_Hooks);
|
||||
159
scripts/DXAI/objectives.cs
Normal file
159
scripts/DXAI/objectives.cs
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
//------------------------------------------------------------------------------------------
|
||||
// main.cs
|
||||
// Source file for the DXAI enhanced objective implementations.
|
||||
// https://github.com/Ragora/T2-DXAI.git
|
||||
//
|
||||
// Copyright (c) 2014 Robert MacGregor
|
||||
// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// +Param %bot.escortTarget: The ID of the object to escort. This can be literally
|
||||
// any object that exists in the game world.
|
||||
// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
|
||||
// behavior a bot will exhibit with this code is that the bot will attempt to first to
|
||||
// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
|
||||
// idly step about near the defense location, performing a sort of short range scouting.
|
||||
// If the bot were to be knocked too far away, then this logic will simply start all over
|
||||
// again.
|
||||
//------------------------------------------------------------------------------------------
|
||||
function AIEnhancedEscort::initFromObjective(%task, %objective, %client) { }
|
||||
function AIEnhancedEscort::assume(%task, %client) { %task.setMonitorFreq(1); }
|
||||
function AIEnhancedEscort::retire(%task, %client) { %client.isMoving = false; %client.manualAim = false; }
|
||||
function AIEnhancedEscort::weight(%task, %client) { %task.setWeight(1000); }
|
||||
|
||||
function AIEnhancedEscort::monitor(%task, %client)
|
||||
{
|
||||
// Is our escort object even a thing?
|
||||
if (!isObject(%client.escortTarget))
|
||||
return;
|
||||
|
||||
%escortLocation = %client.escortTarget.getPosition();
|
||||
|
||||
// Pick a location near the target
|
||||
// FIXME: Only update randomly every so often, or perhaps update using the target's move direction & velocity?
|
||||
// TODO: Keep a minimum distance from the escort target, prevents crowding and accidental vehicular death.
|
||||
%client.isMoving = true;
|
||||
%client.manualAim = true;
|
||||
%client.aimLocation = %escortLocation;
|
||||
|
||||
%client.moveLocation = getRandomPositionOnTerrain(%escortLocation, 40);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// +Param %bot.defendLocation: The X Y Z coordinates of the location that this bot
|
||||
// must attempt to defend.
|
||||
// +Description: The AIEnhancedDefendLocation does exactly as the name implies. The
|
||||
// behavior a bot will exhibit with this code is that the bot will attempt to first to
|
||||
// the location desiginated by %bot.defendLocation. Once the bot is in range, it will
|
||||
// idly step about near the defense location, performing a sort of short range scouting.
|
||||
// If the bot were to be knocked too far away, then this logic will simply start all over
|
||||
// again.
|
||||
//------------------------------------------------------------------------------------------
|
||||
function AIEnhancedDefendLocation::initFromObjective(%task, %objective, %client) { }
|
||||
function AIEnhancedDefendLocation::assume(%task, %client) { %task.setMonitorFreq(1); }
|
||||
function AIEnhancedDefendLocation::retire(%task, %client) { %client.isMoving = false; }
|
||||
function AIEnhancedDefendLocation::weight(%task, %client) { %task.setWeight(1000); }
|
||||
|
||||
function AIEnhancedDefendLocation::monitor(%task, %client)
|
||||
{
|
||||
if (%client.getPathDistance(%client.defendLocation) <= 40)
|
||||
{
|
||||
// Pick a random time to move to a nearby location
|
||||
if (%client.defendTime == -1)
|
||||
{
|
||||
%client.nextDefendRotation = getRandom(5000, 10000);
|
||||
%client.isMoving = false;
|
||||
}
|
||||
|
||||
// If we're near our random point, just don't move
|
||||
if (%client.getPathDistance(%client.moveLocation) <= 10)
|
||||
%client.isMoving = false;
|
||||
|
||||
%client.defendTime += 32;
|
||||
if (%client.defendTime >= %client.nextDefendRotation)
|
||||
{
|
||||
%client.defendTime = 0;
|
||||
%client.nextDefendRotation = getRandom(5000, 10000);
|
||||
|
||||
// TODO: Replace with something that detects interiors as well
|
||||
%client.moveLocation = getRandomPositionOnTerrain(%client.defendLocation, 40);
|
||||
%client.isMoving = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
%client.defendTime = -1;
|
||||
%client.moveLocation = %client.defendLocation;
|
||||
%client.isMoving = true;
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// +Param %bot.scoutLocation: The X Y Z coordinates of the location that this bot
|
||||
// must attempt to scout.
|
||||
// +Param %bot.scoutDistance: The maximum distance that this bot will attempt to scout
|
||||
// out around %bot.scoutLocation.
|
||||
// +Description: The AIEnhancedScoutLocation does exactly as the name implies. The
|
||||
// behavior a bot will exhibit with this code is that the bot will pick random nodes from
|
||||
// the navigation graph that is within %bot.scoutDistance of %bot.scoutLocation and head
|
||||
// to that chosen node. This produces a bot that will wander around the given location,
|
||||
// including into and through interiors & other noded obstructions.
|
||||
//------------------------------------------------------------------------------------------
|
||||
function AIEnhancedScoutLocation::initFromObjective(%task, %objective, %client) { }
|
||||
function AIEnhancedScoutLocation::assume(%task, %client) { %task.setMonitorFreq(1); %client.currentNode = -1; }
|
||||
function AIEnhancedScoutLocation::retire(%task, %client) { }
|
||||
function AIEnhancedScoutLocation::weight(%task, %client) { %task.setWeight(1000); }
|
||||
|
||||
function AIEnhancedScoutLocation::monitor(%task, %client)
|
||||
{
|
||||
// We can't really work without a NavGraph
|
||||
if (!isObject(NavGraph))
|
||||
return;
|
||||
|
||||
// We just received the task, so find a node within distance of our scout location
|
||||
if (%client.currentNode == -1)
|
||||
{
|
||||
%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
|
||||
|
||||
if (%client.currentNode != -1)
|
||||
{
|
||||
%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
|
||||
%client.isMoving = true;
|
||||
}
|
||||
}
|
||||
// We're moving, or are near enough to our target
|
||||
else
|
||||
{
|
||||
// Don't move if we're close enough to our next node
|
||||
if (%client.getPathDistance(%client.moveLocation) <= 40 && %client.isMoving)
|
||||
{
|
||||
%client.isMoving = false;
|
||||
%client.nextScoutRotation = getRandom(5000, 10000);
|
||||
%client.scoutTime += 32;
|
||||
}
|
||||
else
|
||||
{
|
||||
%client.isMoving = true;
|
||||
%client.scoutTime = 0;
|
||||
}
|
||||
|
||||
// Wait a little bit at each node
|
||||
if (%client.scoutTime >= %client.nextScoutRotation)
|
||||
{
|
||||
%client.scoutTime = 0;
|
||||
%client.nextScoutRotation = getRandom(5000, 10000);
|
||||
|
||||
// Pick a new node
|
||||
%client.currentNode = NavGraph.randNode(%client.scoutLocation, %client.scoutDistance, true, true);
|
||||
|
||||
// Ensure that we found a node.
|
||||
if (%client.currentNode != -1)
|
||||
{
|
||||
%client.moveLocation = NavGraph.nodeLoc(%client.currentNode);
|
||||
%client.isMoving = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
95
scripts/DXAI/priorityqueue.cs
Normal file
95
scripts/DXAI/priorityqueue.cs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
//------------------------------------------------------------------------------------------
|
||||
// priorityqueue.cs
|
||||
// Source file for the priority queue implementation.
|
||||
// https://github.com/Ragora/T2-DXAI.git
|
||||
//
|
||||
// Copyright (c) 2014 Robert MacGregor
|
||||
// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
function PriorityQueue::add(%this, %key, %value)
|
||||
{
|
||||
// Traverse the queue and discover our insertion point
|
||||
for (%iteration = 0; %iteration < %this.count; %iteration++)
|
||||
if (%key >= %this.keys[%iteration])
|
||||
{
|
||||
%this._shift(%iteration, false);
|
||||
%this.values[%iteration] = %value;
|
||||
%this.keys[%iteration] = %key;
|
||||
%this.keyIndex[%key] = %iteration;
|
||||
%this.hasKey[%key] = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// If we never made an insertion, just stick our key and value at the end
|
||||
%this.values[%this.count] = %value;
|
||||
%this.keys[%this.count++] = %key;
|
||||
}
|
||||
|
||||
function PriorityQueue::remove(%this, %key)
|
||||
{
|
||||
if (!%this.hasKey[%key])
|
||||
return;
|
||||
|
||||
%this.hasKey[%key] = false;
|
||||
%this._shift(%this.keyIndex[%key], true);
|
||||
%this.count--;
|
||||
}
|
||||
|
||||
function PriorityQueue::_shift(%this, %index, %isRemoval)
|
||||
{
|
||||
if (%isRemoval)
|
||||
{
|
||||
for (%iteration = %index; %iteration < %this.count; %iteration++)
|
||||
{
|
||||
%this.values[%index] = %this.values[%index + 1];
|
||||
%this.keys[%index] = %this.keys[%index + 1;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
for (%iteration = %index; %iteration < %this.count; %iteration++)
|
||||
{
|
||||
%this.values[%index + 1] = %this.values[%index];
|
||||
%this.keys[%index + 1] = %this.keys[%index];
|
||||
}
|
||||
}
|
||||
|
||||
function PriorityQueue::topValue(%this)
|
||||
{
|
||||
return %this.values[%this.count - 1];
|
||||
}
|
||||
|
||||
function PriorityQueue::topKey(%this)
|
||||
{
|
||||
return %this.keys[%this.count - 1];
|
||||
}
|
||||
|
||||
function PriorityQueue::pop(%this)
|
||||
{
|
||||
%this.hasKey[%this.keys[%this.count]] = false;
|
||||
%this.count--;
|
||||
}
|
||||
|
||||
function PriorityQueue::clear(%this)
|
||||
{
|
||||
for (%iteration = 0; %iteration < %this.count; %iteration++)
|
||||
%this.hasKey[%this.keys[%iteration]] = false;
|
||||
|
||||
%this.count = 0;
|
||||
}
|
||||
|
||||
function Priorityqueue::isEmpty(%this)
|
||||
{
|
||||
return %this.count == 0;
|
||||
}
|
||||
|
||||
function PriorityQueue::create(%name)
|
||||
{
|
||||
return new ScriptObject(%name)
|
||||
{
|
||||
class = "PriorityQueue";
|
||||
count = 0;
|
||||
};
|
||||
}
|
||||
Loading…
Reference in a new issue