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Mindustry/core/src/mindustry/ai/BaseAI.java
Anuken 8ea28e1ced Seq.
2020-06-08 17:19:47 -04:00

165 lines
5.2 KiB
Java

package mindustry.ai;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.ai.BaseRegistry.*;
import mindustry.content.*;
import mindustry.game.*;
import mindustry.game.Schematic.*;
import mindustry.game.Teams.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.defense.*;
import mindustry.world.blocks.production.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import static mindustry.Vars.*;
public class BaseAI{
private static final Vec2 axis = new Vec2(), rotator = new Vec2();
private static final float correctPercent = 0.5f;
private static final float step = 5;
private static final int attempts = 5;
private static final float emptyChance = 0.01f;
private static int correct = 0, incorrect = 0;
private int lastX, lastY, lastW, lastH;
private boolean triedWalls;
TeamData data;
Interval timer = new Interval();
public BaseAI(TeamData data){
this.data = data;
}
public void update(){
//only schedule when there's something to build.
if(data.blocks.isEmpty() && timer.get(step)){
if(!triedWalls){
tryWalls();
triedWalls = true;
}
for(int i = 0; i < attempts; i++){
int range = 150;
CoreEntity core = data.cores.random();
Tmp.v1.rnd(Mathf.random(range));
int wx = (int)(core.tileX() + Tmp.v1.x), wy = (int)(core.tileY() + Tmp.v1.y);
Tile tile = world.tiles.getc(wx, wy);
Seq<BasePart> parts = null;
//pick a completely random base part, and place it a random location
//((yes, very intelligent))
if(tile.drop() != null && Vars.bases.forResource(tile.drop()).any()){
parts = Vars.bases.forResource(tile.drop());
}else if(Mathf.chance(emptyChance)){
parts = Vars.bases.parts;
}
if(parts != null){
BasePart part = parts.random();
if(tryPlace(part, tile.x, tile.y)){
break;
}
}
}
}
}
boolean tryPlace(BasePart part, int x, int y){
int rotation = Mathf.range(2);
axis.set((int)(part.schematic.width / 2f), (int)(part.schematic.height / 2f));
Schematic result = Schematics.rotate(part.schematic, rotation);
int rotdeg = rotation*90;
rotator.set(part.centerX, part.centerY).rotateAround(axis, rotdeg);
//bottom left schematic corner
int cx = x - (int)rotator.x;
int cy = y - (int)rotator.y;
//chekc valid placeability
for(Stile tile : result.tiles){
int realX = tile.x + cx, realY = tile.y + cy;
if(!Build.validPlace(tile.block, data.team, realX, realY, tile.rotation)){
return false;
}
}
//make sure at least X% of resource requirements are met
correct = incorrect = 0;
if(part.required instanceof Item){
for(Stile tile : result.tiles){
if(tile.block instanceof Drill){
tile.block.iterateTaken(tile.x + cx, tile.y + cy, (ex, ey) -> {
Tile res = world.rawTile(ex, ey);
if(res.drop() == part.required){
correct ++;
}else{
incorrect ++;
}
});
}
}
}
//fail if not enough fit requirements
if((float)correct / incorrect < correctPercent){
return false;
}
//queue it
for(Stile tile : result.tiles){
data.blocks.add(new BlockPlan(cx + tile.x, cy + tile.y, tile.rotation, tile.block.id, tile.config));
}
lastX = cx - 1;
lastY = cy - 1;
lastW = result.width + 2;
lastH = result.height + 2;
triedWalls = false;
return true;
}
void tryWalls(){
Block wall = Blocks.copperWall;
Tile spawn = state.rules.defaultTeam.core() != null ? state.rules.defaultTeam.core().tile : data.team.core().tile;
for(int wx = lastX; wx <= lastX + lastW; wx++){
for(int wy = lastY; wy <= lastY + lastH; wy++){
Tile tile = world.tile(wx, wy);
if(tile == null || !tile.block().alwaysReplace) continue;
boolean any = false;
for(Point2 p : Geometry.d8){
if(Angles.angleDist(Angles.angle(p.x, p.y), spawn.angleTo(tile)) > 70){
continue;
}
Tile o = world.tile(tile.x + p.x, tile.y + p.y);
if(o != null && o.team() == data.team && !(o.block() instanceof Wall)){
any = true;
break;
}
}
if(any && Build.validPlace(wall, data.team, tile.x, tile.y, 0)){
data.blocks.add(new BlockPlan(tile.x, tile.y, (short)0, wall.id, null));
}
}
}
}
}