Restructuring; PriorityQueue implementation; commander task weighting & assignment; some code documentation

This commit is contained in:
Robert MacGregor 2015-06-26 17:02:55 -04:00
parent 0a77531cd9
commit 088d7fee8e
7 changed files with 537 additions and 264 deletions

213
scripts/DXAI/aicommander.cs Normal file
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@ -0,0 +1,213 @@
//------------------------------------------------------------------------------------------
// aicommander.cs
// Source file for the DXAI commander AI 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.
//------------------------------------------------------------------------------------------
$DXAI::ActiveCommanderCount = 2;
$DXAI::Priorities::DefendGenerator = 1;
$DXAI::Priorities::DefendFlag = 2;
$DXAI::Priorities::ScoutBase = 3;
//-----------------------------------------------
$DXAI::Priorities::CaptureFlag = 4;
$DXAI::Priorities::CaptureObjective = 5;
$DXAI::Priorities::AttackTurret = 6;
$DXAI::Priorities::Count = 3;
// # of bots assigned = mCeil(((totalPriorityValues / priorityCounts) * priority) / priorityCounts)
// totalPriorityValues = 3 + 2
// priorityCounts = 2
// Priority for Gen: 2
// Priority for Flag: 3
// flagBots = ((5.0 / 2.0) * 3.0) / 2.0
// Gen bots = ((5.0 / 2.0) * 2.0) / 2.0
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendGenerator] = 2;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::DefendFlag] = 3;
$DXAI::Priorities::DefaultPriorityValue[$DXAI::Priorities::ScoutBase] = 1;
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.isAIControlled() && %currentClient.team == %this.team)
{
%this.botList.add(%currentClient);
%this.idleBotList.add(%currentClient);
%currentClient.commander = %this;
}
}
%this.setDefaultPriorities();
// Also set the assignment tracker
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
%this.assignments[%iteration] = 0;
}
function AICommander::assignTasks(%this)
{
// Calculate how much priority we have total, first
%totalPriority = 0.0;
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
{
%totalPriority += %this.priorities[%iteration];
%botAssignments[%iteration] = 0;
}
// We create a priority queue preemptively so we can sort task priorities as we go and save a little bit of time
%priorityQueue = PriorityQueue::create();
// Now calculate how many bots we need per objective, and count how many we will need in total
%lostBots = false; // Used for a small optimization
%botCountRequired = 0;
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
{
%botAssignments[%iteration] = mCeil(((%totalPriority / $DXAI::Priorities::Count) * %this.priorities[%iteration]) / $DXAI::Priorities::Count);
%botAssignments[%iteration] -= %this.botAssignments[%iteration]; // If we already have bots doing this, then we don't need to replicate them
%botCountRequired += %botAssignments[%iteration];
if (%botAssignments[%iteration] < 0)
%lostBots = true;
else
%priorityQueue.add(%iteration, %botAssignments[%iteration]);
}
// Deassign from objectives we need less bots for now and put them into the idle list
// When we lose bots, our %botAssignments[%task] value will be a negative, so we just need
// to ditch mAbs(%botAssignments[%task]) bots from that given task.
for (%taskIteration = 0; %lostBots && %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
// Need to ditch some bots
if (%botAssignments[%taskIteration] < 0)
%this.deassignBots(%taskIteration, mAbs(%botAssignments[%taskIteration]);
// Do we have enough idle bots to just shunt everyone into something?
if (%this.idleBotList.getCount() >= %botCountRequired)
{
for (%taskIteration = 0; %taskIteration < $DXAI::Priorities::Count; %taskiteration++)
for (%botIteration = 0; %botIteration < %botAssignments[%taskIteration]; %botIteration++)
%this.assignTask(%taskIteration, %this.idleBotList.getObject(0));
}
// Okay, we don't have enough bots currently so we'll try to satisify the higher priority objectives first
else
while (!%priorityQueue.isEmpty() && %this.idleBotList.getCount() != 0)
{
%taskID = %priorityQueue.topKey();
%requiredBots = %priorityQueue.topValue();
%priorityQueue.pop();
for (%botIteration = 0; %botIteration < %requiredBots && %this.idleBotList.getCount() != 0; %botIteration++)
%this.assignTask(%taskID, %this.idleBotList.getObject(0));
}
// Regardless, we need to make sure we cleanup the queue
// FIXME: Perhaps just create one per commander and reuse it?
%priorityQueue.delete();
}
function AICommander::deassignBots(%this, %taskID, %count)
{
// TODO: More efficient removal?
for (%iteration = 0; %count > 0 && %iteration < %this.botList.getCount(); %iteration++)
{
%bot = %this.botList.getObject(%iteration);
if (%bot.assignment == %taskID)
{
%bot.clearTasks();
%this.idleBotList.add(%bot);
%count--;
}
}
return %count == 0;
}
function AICommander::assignTask(%this, %taskID, %bot)
{
// Don't try to assign if the bot is already assigned something
if (!%this.idleBotList.contains(%this))
return;
%this.idleBotList.remove(%this);
switch (%taskID)
{
case $DXAI::Priorities::DefendGenerator:
break;
case $DXAI::Priorities::DefendFlag:
break;
case $DXAI::Priorities::ScoutBase:
break;
}
%this.botAssignments[%taskID]++;
%bot.assignment = %taskID;
}
function AICommander::setDefaultPriorities(%this)
{
for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
%this.priorities[%iteration] = $DXAI::Priorities::DefaultPriorityValue[%iteration];
}
function AICommander::cleanUp(%this)
{
%this.botList.delete();
%this.idleBotList.delete();
}
function AICommander::update(%this)
{
for (%iteration = 0; %iteration < %this.botList.getCount(); %iteration++)
%this.botList.getObject(%iteration).update();
}
function AICommander::removeBot(%this, %bot)
{
%this.botList.remove(%bot);
%this.idleBotList.remove(%bot);
%bot.commander = -1;
}
function AICommander::addBot(%this, %bot)
{
if (!%this.botList.isMember(%bot))
%this.botList.add(%bot);
if (!%this.idleBotList.isMember(%bot))
%this.idleBotList.add(%bot);
%bot.commander = %this;
}
function AICommander::notifyPlayerDeath(%this, %killedClient, %killedByClient)
{
}
function AICommander::notifyFlagGrab(%this, %grabbedByClient)
{
%this.priority[$DXAI::Priorities::DefendFlag]++;
// ...well, balls, someone nipped me flag! Are there any bots sitting around being lazy?
// TODO: We should also include nearby scouting bots into this, as well.
if (%this.idleBotList.getCount() != 0)
{
// Go full-force and try to kill that jerk!
for (%iteration = 0; %iteration < %this.idleBotList.getCount(); %iteration++)
{
%idleBot = %this.idleBotList.getObject(%iteration);
%idleBot.attackTarget = %grabbedByClient.player;
}
}
}

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@ -1,12 +1,47 @@
// DXAI_Objectives.cs //------------------------------------------------------------------------------------------
// Objectives for the AI system // aiconnection.cs
// Source file declaring the custom AIConnection methods used by the DXAI experimental
// AI enhancement project.
// https://github.com/Ragora/T2-DXAI.git
//
// Copyright (c) 2014 Robert MacGregor // Copyright (c) 2014 Robert MacGregor
// This software is licensed under the MIT license.
// Refer to LICENSE.txt for more information.
//------------------------------------------------------------------------------------------
//---------------------------------------------------------------------- function AIConnection::initialize(%this, %aiClient)
// The AIVisualAcuity task is a complementary task for the AI grunt systems {
// to perform better at recognizing things visually with reasonably %this.fieldOfView = 3.14 / 2; // 90* View cone
// Human perception capabilities. %this.viewDistance = 300;
// ---------------------------------------------------------------------
if (!isObject(%aiClient))
error("AIPlayer: Attempted to initialize with bad AI client connection!");
%this.client = %aiClient;
}
function AIConnection::update(%this)
{
if (isObject(%this.player) && %this.player.getMoveState() $= "walk")
{
%this.updateLegs();
%this.updateVisualAcuity();
}
}
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);
}
function AIConnection::updateLegs(%this) function AIConnection::updateLegs(%this)
{ {
@ -17,6 +52,8 @@ function AIConnection::updateLegs(%this)
if (%this.aimAtLocation) if (%this.aimAtLocation)
%this.aimAt(%this.moveLocation); %this.aimAt(%this.moveLocation);
else if(%this.manualAim)
%this.aimAt(%this.aimLocation);
} }
else else
{ {
@ -129,8 +166,6 @@ function AIConnection::updateVisualAcuity(%this)
%rayCast = containerRayCast(%start, %end, -1, %this.player); %rayCast = containerRayCast(%start, %end, -1, %this.player);
%hitObject = getWord(%raycast, 0); %hitObject = getWord(%raycast, 0);
// echo(%hitObject);
// echo(%current);
if (%hitObject == %current) if (%hitObject == %current)
{ {
%this.clientDetected(%current); %this.clientDetected(%current);
@ -141,155 +176,3 @@ function AIConnection::updateVisualAcuity(%this)
%result.delete(); %result.delete();
} }
function AIConnection::enhancedLogicLoop(%this)
{
cancel(%this.enhancedLogicHandle);
if (isObject(%this.player))
{
%this.updateVisualAcuity();
%this.updateLegs();
}
%this.enhancedLogicHandle = %this.schedule(32, "enhancedLogicLoop");
}
//-------------------------------------------------------------
function AIEnhancedDefendLocation::initFromObjective(%task, %objective, %client)
{
// Called to initialize from an objective object
}
function AIEnhancedDefendLocation::assume(%task, %client)
{
// Called when the bot starts the task
%task.setMonitorFreq(1);
}
function AIEnhancedDefendLocation::retire(%task, %client)
{
// Called when the bot stops the task
}
function AIEnhancedDefendLocation::weight(%task, %client)
{
%task.setWeight(1000);
}
function AIEnhancedDefendLocation::monitor(%task, %client)
{
// echo(%task.getMonitorFreq());
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
%randomPosition = getRandomPosition(%client.defendLocation, 40);
%randomPosition = getWords(%randomPosition, 0, 1) SPC getTerrainHeight(%randomPosition);
%client.moveLocation = %randomPosition;
%client.isMoving = true;
}
}
else
{
%client.defendTime = -1;
%client.moveLocation = %client.defendLocation;
%client.isMoving = true;
}
}
//-------------------------------------------------------------
function AIEnhancedScoutLocation::initFromObjective(%task, %objective, %client)
{
// Called to initialize from an objective object
}
function AIEnhancedScoutLocation::assume(%task, %client)
{
// Called when the bot starts the task
%task.setMonitorFreq(1);
%client.currentNode = -1;
}
function AIEnhancedScoutLocation::retire(%task, %client)
{
// Called when the bot stops the task
}
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 = 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;
}
}
}
}
//-------------------------------------------------------------

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@ -1,4 +1,4 @@
// DXAI_Config.cs // config.cs
// Configuration for the DXAI System // Configuration for the DXAI System
// Copyright (c) 2014 Robert MacGregor // Copyright (c) 2014 Robert MacGregor

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@ -1,4 +1,4 @@
// DXAI_Helpers.cs // helpers.cs
// Helper functions for the AI System // Helper functions for the AI System
// Copyright (c) 2014 Robert MacGregor // Copyright (c) 2014 Robert MacGregor
@ -163,6 +163,12 @@ function getRandomPosition(%position, %distance)
return vectorAdd(%position, vectorScale(%direction, getRandom(0, %distance))); return vectorAdd(%position, vectorScale(%direction, getRandom(0, %distance)));
} }
function getRandomPositionOnTerrain(%position, %distance)
{
%result = getRandomPosition(%position, %distance);
return setWord(%result, 2, getTerrainHeight(%result));
}
function vectorMultiply(%vec1, %vec2) function vectorMultiply(%vec1, %vec2)
{ {
return (getWord(%vec1, 0) * getWord(%vec2, 0)) SPC return (getWord(%vec1, 0) * getWord(%vec2, 0)) SPC

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@ -1,70 +1,17 @@
// DXAI_Main.cs //------------------------------------------------------------------------------------------
// Experimental AI System for ProjectR3 // main.cs
// Main source file for the DXAI experimental AI enhancement project.
// https://github.com/Ragora/T2-DXAI.git
//
// Copyright (c) 2014 Robert MacGregor // Copyright (c) 2014 Robert MacGregor
// This software is licensed under the MIT license. Refer to LICENSE.txt for more information.
//------------------------------------------------------------------------------------------
exec("scripts/Server/DXAI_Objectives.cs"); exec("scripts/DXAI/objectives.cs");
exec("scripts/Server/DXAI_Helpers.cs"); exec("scripts/DXAI/helpers.cs");
exec("scripts/Server/DXAI_Config.cs"); exec("scripts/DXAI/config.cs");
exec("scripts/DXAI/aicommander.cs");
$DXAI::ActiveCommanderCount = 2; exec("scripts/DXAI/aiconnection.cs");
// 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();
}
// General DXAI API implementations // General DXAI API implementations
function DXAI::cleanup() function DXAI::cleanup()
@ -161,39 +108,6 @@ function DXAI::notifyPlayerDeath(%killed, %killedBy)
$DXAI::ActiveCommander[%iteration].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 // Hooks for the AI System
package DXAI_Hooks 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) function CreateServer(%mission, %missionType)
{ {
// Perform the default exec's // Perform the default exec's
parent::CreateServer(%mission, %missionType); parent::CreateServer(%mission, %missionType);
// Ensure that the DXAI is active. // 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 // 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)) if (!isActivePackage(DXAI_Hooks))
activatePackage(DXAI_Hooks); activatePackage(DXAI_Hooks);

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scripts/DXAI/objectives.cs Normal file
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@ -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;
}
}
}
}
//------------------------------------------------------------------------------------------

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@ -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;
};
}