WIP grouped unit arrival

This commit is contained in:
Anuken 2023-09-24 07:44:42 -04:00
parent 276245bf3c
commit 2aab745603
9 changed files with 566 additions and 60 deletions

View File

@ -397,6 +397,30 @@ public class ControlPathfinder{
return true;
}
/** @return 0 if nothing was hit, otherwise the packed coordinates. This is an internal function and will likely be moved - do not use!*/
public static int raycastFast(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = world.width(), wh = world.height();
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
int err = dx - dy;
while(x >= 0 && y >= 0 && x < ww && y < wh){
if(solid(team, type, x + y * wwidth, true)) return Point2.pack(x, y);
if(x == x2 && y == y2) return 0;
//no diagonals
if(2 * err + dy > dx - 2 * err){
err -= dy;
x += sx;
}else{
err += dx;
y += sy;
}
}
return 0;
}
static boolean cast(int team, PathCost cost, int from, int to){
return raycast(team, cost, from % wwidth, from / wwidth, to % wwidth, to / wwidth);
}

View File

@ -55,7 +55,7 @@ public class UnitCommand extends MappableContent{
}
public char getEmoji() {
return (char) Iconc.codes.get(icon, Iconc.cancel);
return (char)Iconc.codes.get(icon, Iconc.cancel);
}
@Override

View File

@ -0,0 +1,443 @@
package mindustry.ai;
import arc.*;
import arc.func.*;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import mindustry.*;
import mindustry.ai.Pathfinder.*;
import mindustry.async.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.gen.*;
public class UnitGroup{
public Seq<Unit> units = new Seq<>();
public float[] positions;
public volatile boolean valid;
public void calculateFormation(Vec2 dest, int collisionLayer){
float cx = 0f, cy = 0f;
for(Unit unit : units){
cx += unit.x;
cy += unit.y;
}
cx /= units.size;
cy /= units.size;
positions = new float[units.size * 2];
//all positions are relative to the center
for(int i = 0; i < units.size; i ++){
Unit unit = units.get(i);
positions[i * 2] = unit.x - cx;
positions[i * 2 + 1] = unit.y - cy;
unit.command().groupIndex = i;
}
//run on new thread to prevent stutter
Vars.mainExecutor.submit(() -> {
//unused space between circles that needs to be reached for compression to end
float maxSpaceUsage = 0.7f;
boolean compress = true;
int compressionIterations = 0;
int physicsIterations = 0;
int totalIterations = 0;
int maxPhysicsIterations = Math.min(1 + (int)(Math.pow(units.size, 0.65) / 10), 6);
//yep, new allocations, because this is a new thread.
IntQuadTree tree = new IntQuadTree(new Rect(0f, 0f, Vars.world.unitWidth(), Vars.world.unitHeight()),
(index, hitbox) -> hitbox.setCentered(positions[index * 2], positions[index * 2 + 1], units.get(index).hitSize));
IntSeq tmpseq = new IntSeq();
Vec2 v1 = new Vec2();
Vec2 v2 = new Vec2();
//this algorithm basically squeezes all the circle colliders together, then proceeds to simulate physics to push them apart across several iterations.
//it's rather slow, but shouldn't be too much of an issue when run in a different thread
while(totalIterations++ < 40 && physicsIterations < maxPhysicsIterations){
float spaceUsed = 0f;
if(compress){
compressionIterations ++;
float maxDst = 1f, totalArea = 0f;
for(int a = 0; a < units.size; a ++){
v1.set(positions[a * 2], positions[a * 2 + 1]).lerp(v2.set(0f, 0f), 0.3f);
positions[a * 2] = v1.x;
positions[a * 2 + 1] = v1.y;
float rad = units.get(a).hitSize/2f;
maxDst = Math.max(maxDst, v1.dst(0f, 0f) + rad);
totalArea += Mathf.PI * rad * rad;
}
//total area of bounding circle
float boundingArea = Mathf.PI * maxDst * maxDst;
spaceUsed = totalArea / boundingArea;
//ex: 60% (0.6) of the total area is used, this will not be enough to satisfy a maxSpaceUsage of 70% (0.7)
compress = spaceUsed <= maxSpaceUsage && compressionIterations < 20;
}
//uncompress units
if(!compress || spaceUsed > 0.5f){
physicsIterations++;
tree.clear();
for(int a = 0; a < units.size; a++){
tree.insert(a);
}
for(int a = 0; a < units.size; a++){
Unit unit = units.get(a);
float x = positions[a * 2], y = positions[a * 2 + 1], radius = unit.hitSize/2f;
tmpseq.clear();
tree.intersect(x - radius, y - radius, radius * 2f, radius * 2f, tmpseq);
for(int res = 0; res < tmpseq.size; res ++){
int b = tmpseq.items[res];
//simulate collision physics
if(a != b){
float ox = positions[b * 2], oy = positions[b * 2 + 1];
Unit other = units.get(b);
float rs = (radius + other.hitSize/2f) * 1.2f;
float dst = Mathf.dst(x, y, ox, oy);
if(dst < rs){
v2.set(x - ox, y - oy).setLength(rs - dst);
float mass1 = unit.hitSize, mass2 = other.hitSize;
float ms = mass1 + mass2;
float m1 = mass2 / ms, m2 = mass1 / ms;
float scl = 1f;
positions[a * 2] += v2.x * m1 * scl;
positions[a * 2 + 1] += v2.y * m1 * scl;
positions[b * 2] -= v2.x * m2 * scl;
positions[b * 2 + 1] -= v2.y * m2 * scl;
}
}
}
}
}
}
//raycast from the destination to the offset to make sure it's reachable
if(collisionLayer != PhysicsProcess.layerFlying){
for(int a = 0; a < units.size; a ++){
//coordinates in world space
float
x = positions[a * 2] + dest.x,
y = positions[a * 2 + 1] + dest.y;
Unit unit = units.get(a);
PathCost cost = unit.type.pathCost;
int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
//collision found, make th destination the point right before the collision
if(res != 0){
v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));
positions[a * 2] = v1.x;
positions[a * 2 + 1] = v1.y;
}
if(ControlPathfinder.showDebug){
Core.app.post(() -> Fx.debugLine.at(unit.x, unit.y, 0f, Color.green, new Vec2[]{new Vec2(dest.x, dest.y), new Vec2(x, y)}));
}
}
}
valid = true;
if(ControlPathfinder.showDebug){
Core.app.post(() -> {
for(int i = 0; i < units.size; i ++){
float x = positions[i * 2], y = positions[i * 2 + 1];
Fx.placeBlock.at(x + dest.x, y + dest.y, 1f, Color.green);
}
});
}
});
}
public static class IntQuadTree{
protected final Rect tmp = new Rect();
protected static final int maxObjectsPerNode = 5;
public IntQuadTreeProvider prov;
public Rect bounds;
public IntSeq objects = new IntSeq(false, 10);
public IntQuadTree botLeft, botRight, topLeft, topRight;
public boolean leaf = true;
public int totalObjects;
public IntQuadTree(Rect bounds, IntQuadTreeProvider prov){
this.bounds = bounds;
this.prov = prov;
}
protected void split(){
if(!leaf) return;
float subW = bounds.width / 2;
float subH = bounds.height / 2;
if(botLeft == null){
botLeft = newChild(new Rect(bounds.x, bounds.y, subW, subH));
botRight = newChild(new Rect(bounds.x + subW, bounds.y, subW, subH));
topLeft = newChild(new Rect(bounds.x, bounds.y + subH, subW, subH));
topRight = newChild(new Rect(bounds.x + subW, bounds.y + subH, subW, subH));
}
leaf = false;
// Transfer objects to children if they fit entirely in one
for(int i = 0; i < objects.size; i ++){
int obj = objects.items[i];
hitbox(obj);
IntQuadTree child = getFittingChild(tmp);
if(child != null){
child.insert(obj);
objects.removeIndex(i);
i --;
}
}
}
protected void unsplit(){
if(leaf) return;
objects.addAll(botLeft.objects);
objects.addAll(botRight.objects);
objects.addAll(topLeft.objects);
objects.addAll(topRight.objects);
botLeft.clear();
botRight.clear();
topLeft.clear();
topRight.clear();
leaf = true;
}
/**
* Inserts an object into this node or its child nodes. This will split a leaf node if it exceeds the object limit.
*/
public void insert(int obj){
hitbox(obj);
if(!bounds.overlaps(tmp)){
// New object not in quad tree, ignoring
// throw an exception?
return;
}
totalObjects ++;
if(leaf && objects.size + 1 > maxObjectsPerNode) split();
if(leaf){
// Leaf, so no need to add to children, just add to root
objects.add(obj);
}else{
hitbox(obj);
// Add to relevant child, or root if can't fit completely in a child
IntQuadTree child = getFittingChild(tmp);
if(child != null){
child.insert(obj);
}else{
objects.add(obj);
}
}
}
/**
* Removes an object from this node or its child nodes.
*/
public boolean remove(int obj){
boolean result;
if(leaf){
// Leaf, no children, remove from root
result = objects.removeValue(obj);
}else{
// Remove from relevant child
hitbox(obj);
IntQuadTree child = getFittingChild(tmp);
if(child != null){
result = child.remove(obj);
}else{
// Or root if object doesn't fit in a child
result = objects.removeValue(obj);
}
if(totalObjects <= maxObjectsPerNode) unsplit();
}
if(result){
totalObjects --;
}
return result;
}
/** Removes all objects. */
public void clear(){
objects.clear();
totalObjects = 0;
if(!leaf){
topLeft.clear();
topRight.clear();
botLeft.clear();
botRight.clear();
}
leaf = true;
}
protected IntQuadTree getFittingChild(Rect boundingBox){
float verticalMidpoint = bounds.x + (bounds.width / 2);
float horizontalMidpoint = bounds.y + (bounds.height / 2);
// Object can completely fit within the top quadrants
boolean topQuadrant = boundingBox.y > horizontalMidpoint;
// Object can completely fit within the bottom quadrants
boolean bottomQuadrant = boundingBox.y < horizontalMidpoint && (boundingBox.y + boundingBox.height) < horizontalMidpoint;
// Object can completely fit within the left quadrants
if(boundingBox.x < verticalMidpoint && boundingBox.x + boundingBox.width < verticalMidpoint){
if(topQuadrant){
return topLeft;
}else if(bottomQuadrant){
return botLeft;
}
}else if(boundingBox.x > verticalMidpoint){ // Object can completely fit within the right quadrants
if(topQuadrant){
return topRight;
}else if(bottomQuadrant){
return botRight;
}
}
// Else, object needs to be in parent cause it can't fit completely in a quadrant
return null;
}
/**
* Processes objects that may intersect the given rectangle.
* <p>
* This will never result in false positives.
*/
public void intersect(float x, float y, float width, float height, Intc out){
if(!leaf){
if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
}
IntSeq objects = this.objects;
for(int i = 0; i < objects.size; i++){
int item = objects.items[i];
hitbox(item);
if(tmp.overlaps(x, y, width, height)){
out.get(item);
}
}
}
/**
* @return whether an object overlaps this rectangle.
* This will never result in false positives.
*/
public boolean any(float x, float y, float width, float height){
if(!leaf){
if(topLeft.bounds.overlaps(x, y, width, height) && topLeft.any(x, y, width, height)) return true;
if(topRight.bounds.overlaps(x, y, width, height) && topRight.any(x, y, width, height)) return true;
if(botLeft.bounds.overlaps(x, y, width, height) && botLeft.any(x, y, width, height)) return true;
if(botRight.bounds.overlaps(x, y, width, height) && botRight.any(x, y, width, height))return true;
}
IntSeq objects = this.objects;
for(int i = 0; i < objects.size; i++){
int item = objects.items[i];
hitbox(item);
if(tmp.overlaps(x, y, width, height)){
return true;
}
}
return false;
}
/**
* Processes objects that may intersect the given rectangle.
* <p>
* This will never result in false positives.
*/
public void intersect(Rect rect, Intc out){
intersect(rect.x, rect.y, rect.width, rect.height, out);
}
/**
* Fills the out parameter with any objects that may intersect the given rectangle.
* <p>
* This will result in false positives, but never a false negative.
*/
public void intersect(Rect toCheck, IntSeq out){
intersect(toCheck.x, toCheck.y, toCheck.width, toCheck.height, out);
}
/**
* Fills the out parameter with any objects that may intersect the given rectangle.
*/
public void intersect(float x, float y, float width, float height, IntSeq out){
if(!leaf){
if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
}
IntSeq objects = this.objects;
for(int i = 0; i < objects.size; i++){
int item = objects.items[i];
hitbox(item);
if(tmp.overlaps(x, y, width, height)){
out.add(item);
}
}
}
/** Adds all quadtree objects to the specified Seq. */
public void getObjects(IntSeq out){
out.addAll(objects);
if(!leaf){
topLeft.getObjects(out);
topRight.getObjects(out);
botLeft.getObjects(out);
botRight.getObjects(out);
}
}
protected IntQuadTree newChild(Rect rect){
return new IntQuadTree(rect, prov);
}
protected void hitbox(int t){
prov.hitbox(t, tmp);
}
/**Represents an object in a QuadTree.*/
public interface IntQuadTreeProvider{
/**Fills the out parameter with this element's rough bounding box. This should never be smaller than the actual object, but may be larger.*/
void hitbox(int object, Rect out);
}
}
}

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@ -1,6 +1,5 @@
package mindustry.ai.types;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
@ -18,21 +17,21 @@ import static mindustry.Vars.*;
public class CommandAI extends AIController{
protected static final int maxCommandQueueSize = 50;
protected static final float localInterval = 40f;
protected static final Vec2 vecOut = new Vec2(), flockVec = new Vec2(), separation = new Vec2(), cohesion = new Vec2(), massCenter = new Vec2();
protected static final Vec2 vecOut = new Vec2(), vecMovePos = new Vec2();
protected static final boolean[] noFound = {false};
public Seq<Position> commandQueue = new Seq<>(5);
public @Nullable Vec2 targetPos;
public @Nullable Teamc attackTarget;
/** Group of units that were all commanded to reach the same point.. */
public @Nullable UnitGroup group;
public int groupIndex = 0;
/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
public IntSeq unreachableBuildings = new IntSeq(8);
protected boolean stopAtTarget, stopWhenInRange;
protected Vec2 lastTargetPos;
protected int pathId = -1;
protected Seq<Unit> local = new Seq<>(false);
protected boolean flocked;
/** Stance, usually related to firing mode. */
public UnitStance stance = UnitStance.shoot;
@ -176,24 +175,6 @@ public class CommandAI extends AIController{
finishPath();
}
if(targetPos != null){
if(timer.get(timerTarget3, localInterval) || !flocked){
if(!flocked){
//make sure updates are staggered randomly
timer.reset(timerTarget3, Mathf.random(localInterval));
}
local.clear();
//TODO experiment with 2/3/4
float size = unit.hitSize * 3f;
unit.team.data().tree().intersect(unit.x - size / 2f, unit.y - size/2f, size, size, local);
local.remove(unit);
flocked = true;
}
}else{
flocked = false;
}
if(attackTarget != null){
if(targetPos == null){
targetPos = new Vec2();
@ -210,8 +191,13 @@ public class CommandAI extends AIController{
}
if(targetPos != null){
boolean move = true;
boolean move = true, isFinalPoint = commandQueue.size == 0;
vecOut.set(targetPos);
vecMovePos.set(targetPos);
if(group != null && group.valid && groupIndex < group.units.size){
vecMovePos.add(group.positions[groupIndex * 2], group.positions[groupIndex * 2 + 1]);
}
//TODO: should the unit stop when it finds a target?
if(stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f)){
@ -219,10 +205,12 @@ public class CommandAI extends AIController{
}
if(unit.isGrounded() && stance != UnitStance.ram){
move = Vars.controlPath.getPathPosition(unit, pathId, targetPos, vecOut, noFound);
move = Vars.controlPath.getPathPosition(unit, pathId, vecMovePos, vecOut, noFound);
//we've reached the final point if the returned coordinate is equal to the supplied input
isFinalPoint &= vecMovePos.epsilonEquals(vecOut, 4.1f);
//if the path is invalid, stop trying and record the end as unreachable
if(unit.team.isAI() && (noFound[0] || unit.isPathImpassable(World.toTile(targetPos.x), World.toTile(targetPos.y)) )){
if(unit.team.isAI() && (noFound[0] || unit.isPathImpassable(World.toTile(vecMovePos.x), World.toTile(vecMovePos.y)) )){
if(attackTarget instanceof Building build){
unreachableBuildings.addUnique(build.pos());
}
@ -230,6 +218,8 @@ public class CommandAI extends AIController{
finishPath();
return;
}
}else{
vecOut.set(vecMovePos);
}
float engageRange = unit.type.range - 10f;
@ -239,8 +229,6 @@ public class CommandAI extends AIController{
target = attackTarget;
circleAttack(80f);
}else{
boolean isFinalPoint = targetPos.epsilonEquals(vecOut, 4.1f) && commandQueue.size == 0;
moveTo(vecOut,
attackTarget != null && unit.within(attackTarget, engageRange) && stance != UnitStance.ram ? engageRange :
unit.isGrounded() ? 0f :
@ -255,31 +243,17 @@ public class CommandAI extends AIController{
}
if(unit.isFlying()){
unit.lookAt(targetPos);
unit.lookAt(vecMovePos);
}else{
faceTarget();
}
if(attackTarget == null){
if(unit.within(targetPos, Math.max(5f, unit.hitSize / 2f))){
finishPath();
}else if(local.size > 1){
int count = 0;
for(var near : local){
//has arrived - no current command, but last one is equal
if(near.isCommandable() && !near.command().hasCommand() && targetPos.epsilonEquals(near.command().lastTargetPos, 0.001f)){
count ++;
}
}
//others have arrived at destination, so this one will too
if(count >= Math.max(3, local.size / 2)){
//reached destination, end pathfinding
if(attackTarget == null && unit.within(vecMovePos, Math.max(5f, unit.hitSize / 2f))){
finishPath();
}
}
}
if(stopWhenInRange && targetPos != null && unit.within(targetPos, engageRange * 0.9f)){
if(stopWhenInRange && targetPos != null && unit.within(vecMovePos, engageRange * 0.9f)){
finishPath();
stopWhenInRange = false;
}
@ -292,6 +266,7 @@ public class CommandAI extends AIController{
void finishPath(){
Vec2 prev = targetPos;
targetPos = null;
if(commandQueue.size > 0){
var next = commandQueue.remove(0);
if(next instanceof Teamc target){
@ -303,6 +278,10 @@ public class CommandAI extends AIController{
if(prev != null && stance == UnitStance.patrol){
commandQueue.add(prev.cpy());
}
}else{
if(group != null){
group = null;
}
}
}

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@ -10,7 +10,7 @@ import mindustry.entities.*;
import mindustry.gen.*;
public class PhysicsProcess implements AsyncProcess{
private static final int
public static final int
layers = 3,
layerGround = 0,
layerLegs = 1,
@ -58,9 +58,7 @@ public class PhysicsProcess implements AsyncProcess{
//save last position
PhysicRef ref = entity.physref;
ref.body.layer =
entity.type.allowLegStep && entity.type.legPhysicsLayer ? layerLegs :
entity.isGrounded() ? layerGround : layerFlying;
ref.body.layer = entity.collisionLayer();
ref.x = entity.x;
ref.y = entity.y;
ref.body.local = local || entity.isLocal();

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@ -2558,5 +2558,23 @@ public class Fx{
stroke(data.region.height * scl);
line(data.region, data.a.x + ox, data.a.y + oy, data.b.x + ox, data.b.y + oy, false);
}).layer(Layer.groundUnit + 5f);
}).layer(Layer.groundUnit + 5f),
debugLine = new Effect(90f, 1000000000000f, e -> {
if(!(e.data instanceof Vec2[] vec)) return;
Draw.color(e.color);
Lines.stroke(1f);
if(vec.length == 2){
Lines.line(vec[0].x, vec[0].y, vec[1].x, vec[1].y);
}else{
Lines.beginLine();
for(Vec2 v : vec)
Lines.linePoint(v.x, v.y);
Lines.endLine();
}
Draw.reset();
});
}

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@ -10,6 +10,7 @@ import arc.util.*;
import mindustry.ai.*;
import mindustry.ai.types.*;
import mindustry.annotations.Annotations.*;
import mindustry.async.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.ctype.*;
@ -390,6 +391,11 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
controller(controller);
}
/** @return the collision layer to use for unit physics. Returning anything outside of PhysicsProcess contents will crash the game. */
public int collisionLayer(){
return type.allowLegStep && type.legPhysicsLayer ? PhysicsProcess.layerLegs : isGrounded() ? PhysicsProcess.layerGround : PhysicsProcess.layerFlying;
}
/** @return pathfinder path type for calculating costs */
public int pathType(){
return Pathfinder.costGround;

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@ -17,6 +17,7 @@ import mindustry.*;
import mindustry.ai.*;
import mindustry.ai.types.*;
import mindustry.annotations.Annotations.*;
import mindustry.async.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.entities.*;
@ -46,6 +47,9 @@ import static arc.Core.*;
import static mindustry.Vars.*;
public abstract class InputHandler implements InputProcessor, GestureListener{
//not sure where else to put this - maps unique commands based on position to a list of units that will be turned into a unit group
static ObjectMap<Vec2, Seq<Unit>> queuedCommands = new ObjectMap<>();
/** Used for dropping items. */
final static float playerSelectRange = mobile ? 17f : 11f;
final static IntSeq removed = new IntSeq();
@ -227,7 +231,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
@Remote(called = Loc.server, targets = Loc.both, forward = true)
public static void commandUnits(Player player, int[] unitIds, @Nullable Building buildTarget, @Nullable Unit unitTarget, @Nullable Vec2 posTarget, boolean queueCommand){
public static void commandUnits(Player player, int[] unitIds, @Nullable Building buildTarget, @Nullable Unit unitTarget, @Nullable Vec2 posTarget, boolean queueCommand, boolean finalBatch){
if(player == null || unitIds == null) return;
//why did I ever think this was a good idea
@ -240,6 +244,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
Teamc teamTarget = buildTarget == null ? unitTarget : buildTarget;
Vec2 targetAsVec = new Vec2().set(teamTarget != null ? teamTarget : posTarget);
Seq<Unit> toAdd = queuedCommands.get(targetAsVec, Seq::new);
boolean anyCommandedTarget = false;
for(int id : unitIds){
@ -276,6 +282,37 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
if(!headless && player != Vars.player){
control.input.selectedUnits.remove(unit);
}
toAdd.add(unit);
}
}
//in the "final batch" of commands, assign formations based on EVERYTHING that was commanded.
if(finalBatch){
//each physics layer has its own group
UnitGroup[] groups = new UnitGroup[PhysicsProcess.layers];
var units = queuedCommands.remove(targetAsVec);
for(Unit unit : units){
if(unit.controller() instanceof CommandAI ai){
//only assign a group when this is not a queued command
if(ai.commandQueue.size == 0 && unitIds.length > 1){
int layer = unit.collisionLayer();
if(groups[layer] == null){
groups[layer] = new UnitGroup();
}
groups[layer].units.add(unit);
ai.group = groups[layer];
}
}
}
for(int i = 0; i < groups.length; i ++){
var group = groups[i];
if(group != null && group.units.size > 0){
group.calculateFormation(targetAsVec, i);
}
}
}
@ -934,10 +971,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
if(ids.length > maxChunkSize){
for(int i = 0; i < ids.length; i += maxChunkSize){
int[] data = Arrays.copyOfRange(ids, i, Math.min(i + maxChunkSize, ids.length));
Call.commandUnits(player, data, attack instanceof Building b ? b : null, attack instanceof Unit u ? u : null, target, queue);
Call.commandUnits(player, data, attack instanceof Building b ? b : null, attack instanceof Unit u ? u : null, target, queue, i + maxChunkSize >= ids.length);
}
}else{
Call.commandUnits(player, ids, attack instanceof Building b ? b : null, attack instanceof Unit u ? u : null, target, queue);
Call.commandUnits(player, ids, attack instanceof Building b ? b : null, attack instanceof Unit u ? u : null, target, queue, true);
}
}

View File

@ -35,6 +35,7 @@ public class PointDefenseWeapon extends Weapon{
rotate = true;
useAmmo = false;
useAttackRange = false;
targetInterval = 10f;
}
@Override