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CyclicSet; commander task distribution; fixed AIScoutLocation
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7 changed files with 218 additions and 37 deletions
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@ -9,27 +9,23 @@
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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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$DXAI::Priorities::DefendGenerator = 0;
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$DXAI::Priorities::DefendFlag = 1;
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$DXAI::Priorities::ScoutBase = 2;
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//-----------------------------------------------
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$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[$DXAI::Priorities::ScoutBase] = 1;
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$DXAI::Priorities::Text[$DXAI::Priorities::DefendGenerator] = "Defending a Generator";
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$DXAI::Priorities::Text[$DXAI::Priorities::DefendFlag] = "Defending the Flag";
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$DXAI::Priorities::Text[$DXAI::Priorities::ScoutBase] = "Scouting a Location";
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function AICommander::setup(%this)
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{
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%this.botList = new SimSet();
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@ -50,9 +46,88 @@ function AICommander::setup(%this)
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%this.setDefaultPriorities();
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// Also set the assignment tracker
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// Also set the assignment tracker and the cyclers for each objective type
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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{
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%this.assignments[%iteration] = 0;
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%this.objectiveCycles[%iteration] = CyclicSet::create();
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}
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}
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function AICommander::_skimObjectiveGroup(%this, %group)
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{
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for (%iteration = 0; %iteration < %group.getCount(); %iteration++)
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{
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%current = %group.getObject(%iteration);
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// We're getting ballsy here, recursion in TS!
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if (%current.getClassName() $= "SimGroup")
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%this._skimObjectiveGroup(%current);
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else
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{
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// Which objective type are we looking at?
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switch$ (%current.getName())
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{
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case "AIOAttackObject":
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case "AIOMortarObject":
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case "AIODefendLocation":
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// FIXME: Console spam from .targetObjectID not being set?
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%datablockName = %current.targetObjectID.getDatablock().getName();
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echo(%datablockName);
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// Defending the flag?
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if (%datablockName $= "FLAG")
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%this.objectiveCycles[$DXAI::Priorities::DefendFlag].add(%current);
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else if (%datablockName $="GeneratorLarge")
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%this.objectiveCycles[$DXAI::Priorities::DefendGenerator].add(%current);
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case "AIORepairObject":
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case "AIOTouchObject":
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case "AIODeployEquipment":
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}
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}
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}
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}
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function AICommander::loadObjectives(%this)
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{
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// First we clear the old cyclers
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for (%iteration = 0; %iteration < $DXAI::Priorities::Count; %iteration++)
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%this.objectiveCycles[%iteration].clear();
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%teamGroup = "Team" @ %this.team;
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%teamGroup = nameToID(%teamGroup);
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if (!isObject(%teamGroup))
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return;
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// Search this group for something named "AIObjectives". Each team has one, so we can't reliably just use that name
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%group = %teamGroup;
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for (%iteration = 0; %iteration < %group.getCount(); %iteration++)
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{
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%current = %group.getObject(%iteration);
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if (%current.getClassName() $= "SimGroup" && %current.getName() $= "AIObjectives")
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{
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%group = %current;
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break;
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}
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}
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if (%group == %teamGroup)
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return;
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// Now that we have our objective set, skim it for anything usable
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%this._skimObjectiveGroup(%group);
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// We also need to determine some locations for objectives not involved in the original game, such as the AIEnhancedScout task.
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// Simply create a scout objective on the flag with a distance of 100m
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%scoutLocationObjective = new ScriptObject() { distance = 100; };
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%defendFlagObjective = %this.objectiveCycles[$DXAI::Priorities::DefendFlag].next();
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%scoutLocationObjective.location = %defendFlagObjective.location;
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%this.objectiveCycles[$DXAI::Priorities::ScoutBase].add(%scoutLocationObjective);
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}
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function AICommander::assignTasks(%this)
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@ -76,11 +151,13 @@ function AICommander::assignTasks(%this)
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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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%priorityQueue.add(%botAssignments[%iteration], %iteration);
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echo(%botAssignments[%iteration] SPC " bots on task " @ $DXAI::Priorities::Text[%iteration]);
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}
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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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@ -89,7 +166,7 @@ function AICommander::assignTasks(%this)
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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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%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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@ -98,14 +175,14 @@ function AICommander::assignTasks(%this)
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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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// Okay, we don't have enough bots currently so we'll try to satisfy 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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%taskID = %priorityQueue.topValue();
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%requiredBots = %priorityQueue.topKey();
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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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@ -135,19 +212,27 @@ function AICommander::deassignBots(%this, %taskID, %count)
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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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if (!%this.idleBotList.isMember(%bot))
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return;
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%this.idleBotList.remove(%this);
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%this.idleBotList.remove(%bot);
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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::DefendGenerator or $DXAI::Priorities::DefendFlag:
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%objective = %this.objectiveCycles[%taskID].next();
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// Set the bot to defend the location
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%bot.defendLocation = %objective.location;
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%bot.addTask("AIEnhancedDefendLocation");
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case $DXAI::Priorities::ScoutBase:
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break;
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%objective = %this.objectiveCycles[%taskID].next();
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// Set the bot to defend the location
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%bot.scoutLocation = %objective.location;
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%bot.scoutDistance = %objective.distance;
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%bot.addTask("AIEnhancedScoutLocation");
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}
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%this.botAssignments[%taskID]++;
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