forked from phu004/JavaRTS
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmicroManagementAI.java
More file actions
237 lines (178 loc) · 7.93 KB
/
Copy pathmicroManagementAI.java
File metadata and controls
237 lines (178 loc) · 7.93 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
package enemyAI;
import core.baseInfo;
import core.mainThread;
import entity.solidObject;
import entity.techCenter;
import entity.rocketTank;
//micro manage the units on the battle field to trade units better against player
public class microManagementAI {
public baseInfo theBaseInfo;
public int currentState;
public final int booming = 0;
public final int aggressing = 1;
public final int defending = 2;
public solidObject[] playerUnitInMinimap;
public solidObject[] unitInCombatRadius;
public solidObject[] playerStaticDefenceInMinimap;
public float combatCenterX;
public float combatCenterZ;
public int numberOfPlayerUnitsOnMinimap;
public microManagementAI(){
this.theBaseInfo = mainThread.ec.theBaseInfo;
}
public void processAI(){
unitInCombatRadius = mainThread.ec.theUnitProductionAI.unitInCombatRadius;
playerUnitInMinimap = mainThread.ec.theMapAwarenessAI.playerUnitInMinimap;
playerStaticDefenceInMinimap = mainThread.ec.theMapAwarenessAI.playerStaticDefenceInMinimap;
currentState = mainThread.ec.theCombatManagerAI.currentState;
combatCenterX = mainThread.ec.theUnitProductionAI.combatAICenterX;
combatCenterZ = mainThread.ec.theUnitProductionAI.combatAICenterZ;
numberOfPlayerUnitsOnMinimap = mainThread.ec.theMapAwarenessAI.numberOfPlayerUnitsOnMinimap;
float x1 = 0;
float x2 = 0;
float z1 = 0;
float z2 = 0;
//focus fire on the player unit with the least hit points
for(int i = 0; i < unitInCombatRadius.length; i ++){
if(unitInCombatRadius[i] == null || unitInCombatRadius[i].currentHP <=0)
continue;
//micro rocket tanks, so they don't overkill targets,
if(unitInCombatRadius[i].type == 1) {
float myRange= (unitInCombatRadius[i].attackRange) * (unitInCombatRadius[i].attackRange);
float scanRange = (unitInCombatRadius[i].attackRange + 1.5f) * (unitInCombatRadius[i].attackRange+1.5f);
//Prioritize searching for targets among static defenses
boolean suitableTargertFound = false;
float distanceToDesination = 999;
solidObject target = null;
for(int j = 0; j < playerStaticDefenceInMinimap.length; j++) {
if(playerStaticDefenceInMinimap[j] != null && !playerStaticDefenceInMinimap[j].willDieFromIncomingAttack()){
x1 = playerStaticDefenceInMinimap[j].centre.x;
x2 = unitInCombatRadius[i].centre.x;
z1 = playerStaticDefenceInMinimap[j].centre.z;
z2 = unitInCombatRadius[i].centre.z;
float d = (x1 - x2)*(x1 - x2) + (z1 - z2)*(z1 - z2);
if(d < scanRange && d < distanceToDesination){
distanceToDesination = d;
target = playerStaticDefenceInMinimap[j];
}
}
}
if(target != null) {
unitInCombatRadius[i].attack(target);
unitInCombatRadius[i].currentCommand = solidObject.attackCautiously;
unitInCombatRadius[i].secondaryCommand = solidObject.StandBy;
suitableTargertFound = true;
if(distanceToDesination < myRange) {
int myDamage = unitInCombatRadius[i].myDamage;
if(techCenter.rocketTankResearched_enemy) {
myDamage*=2;
}
myDamage = (int)(myDamage*rocketTank.damageAginstBuildingMulitplier);
target.incomingDamage+=myDamage*2;
}
}
if(suitableTargertFound)
continue;
//if rocket tank has no target or the target will die from incoming attack, find a new target
if(unitInCombatRadius[i].targetObject != null && !unitInCombatRadius[i].targetObject.willDieFromIncomingAttack()) {
int myDamage = unitInCombatRadius[i].myDamage;
if(unitInCombatRadius[i].targetObject .type > 100) {
if(techCenter.rocketTankResearched_enemy) {
myDamage*=2;
}
myDamage = (int)(myDamage*rocketTank.damageAginstBuildingMulitplier);
}
unitInCombatRadius[i].targetObject.incomingDamage+=myDamage*2;
}else {
//find targets among moving unites
for(int j=0; j < numberOfPlayerUnitsOnMinimap; j++){
if(playerUnitInMinimap[j] != null && !playerUnitInMinimap[j].willDieFromIncomingAttack()){
x1 = playerUnitInMinimap[j].centre.x;
x2 = unitInCombatRadius[i].centre.x;
z1 = playerUnitInMinimap[j].centre.z;
z2 = unitInCombatRadius[i].centre.z;
distanceToDesination = (x1 - x2)*(x1 - x2) + (z1 - z2)*(z1 - z2);
if(distanceToDesination < myRange){
unitInCombatRadius[i].attack(playerUnitInMinimap[j]);
playerUnitInMinimap[j].incomingDamage+=unitInCombatRadius[i].myDamage*2;
break;
}
}
}
}
continue;
}
//if(unitInCombatRadius[i].type == 0)
// unitInCombatRadius[i].groupAttackRange = 1.35f;
//if(unitInCombatRadius[i].level > 0)
// unitInCombatRadius[i].groupAttackRange = unitInCombatRadius[i].attackRange;
float myRange= unitInCombatRadius[i].attackRange * unitInCombatRadius[i].attackRange;
solidObject target = null;
solidObject currentTarget = unitInCombatRadius[i].targetObject;
int targetHP = 99999;
int level = 0;
float distanceToDesination = 99999;
for(int j=0; j < numberOfPlayerUnitsOnMinimap; j++){
if(playerUnitInMinimap[j] != null && playerUnitInMinimap[j].currentHP > 0){
if((playerUnitInMinimap[j].getMaxHp() / playerUnitInMinimap[j].currentHP > 4 && !(currentTarget != null && currentTarget.currentHP < playerUnitInMinimap[j].currentHP)) || playerUnitInMinimap[j].level > level){
x1 = playerUnitInMinimap[j].centre.x;
x2 = unitInCombatRadius[i].centre.x;
z1 = playerUnitInMinimap[j].centre.z;
z2 = unitInCombatRadius[i].centre.z;
distanceToDesination = (x1 - x2)*(x1 - x2) + (z1 - z2)*(z1 - z2);
if(distanceToDesination < myRange){
if(hasLineOfSight(distanceToDesination, x1, x2, z1, z2, playerUnitInMinimap[j])){
target = playerUnitInMinimap[j];
break;
}
}
}
if(targetHP >= playerUnitInMinimap[j].currentHP || (targetHP == playerUnitInMinimap[j].currentHP && playerUnitInMinimap[j].ID%5 == 0)){
x1 = playerUnitInMinimap[j].centre.x;
x2 = unitInCombatRadius[i].centre.x;
z1 = playerUnitInMinimap[j].centre.z;
z2 = unitInCombatRadius[i].centre.z;
distanceToDesination = (x1 - x2)*(x1 - x2) + (z1 - z2)*(z1 - z2);
if( distanceToDesination < myRange){
if(hasLineOfSight(distanceToDesination, x1, x2, z1, z2, playerUnitInMinimap[j])){
target = playerUnitInMinimap[j];
targetHP = playerUnitInMinimap[j].currentHP;
}
}
}
}
}
if(target !=null ){
unitInCombatRadius[i].attack(target);
unitInCombatRadius[i].currentCommand = solidObject.attackCautiously;
unitInCombatRadius[i].attackStatus = solidObject.isAttacking;
unitInCombatRadius[i].closeToDestination = true;
}
}
//reset incoming damage for all units
for(int i = 0; i < mainThread.ec.theMapAwarenessAI.mapAsset.length; i++) {
if(mainThread.ec.theMapAwarenessAI.mapAsset[i] != null)
mainThread.ec.theMapAwarenessAI.mapAsset[i].incomingDamage = 0;
}
}
public boolean hasLineOfSight(float distanceToDesination, float x1, float x2, float z1, float z2, solidObject targetObject){
boolean hasLineOfSight = true;
int numberOfIterations = (int)(Math.sqrt(distanceToDesination) * 8);
float dx = (x1 - x2)/numberOfIterations;
float dy = (z1 - z2)/numberOfIterations;
float xStart = x2;
float yStart = z2;
for(int i = 0; i < numberOfIterations; i++){
xStart+=dx;
yStart+=dy;
solidObject s = mainThread.gridMap.tiles[(int)(xStart*4) + (127 - (int)(yStart*4))*128][0];
if(s != null){
if(s.type > 100 && s.type < 200 && s != targetObject){
hasLineOfSight = false;
break;
}
}
}
return hasLineOfSight;
}
}