Exemple #1
0
 public void AddPower(float power)
 {
     if (owner && (owner.GetPower() + power) <= 5000)
     {
         owner.AddPower(power);
     }
     else if (owner.GetPower() <= 5000)
     {
         owner.AddPower(5000 - owner.GetPower());
     }
 }
Exemple #2
0
    public static void BuyItem(ShellCore core, int index, IVendor vendor)
    {
        if (core.unitsCommanding.Count >= core.GetTotalCommandLimit())
        {
            return;
        }
        GameObject creation = new GameObject();

        creation.transform.position = vendor.GetPosition();
        var blueprint = vendor.GetVendingBlueprint();

        switch (blueprint.items[index].entityBlueprint.intendedType)
        {
        case EntityBlueprint.IntendedType.Turret:
            Turret tur = creation.AddComponent <Turret>();
            tur.blueprint = blueprint.items[index].entityBlueprint;
            core.SetTractorTarget(creation.GetComponent <Draggable>());
            tur.SetOwner(core);
            break;

        case EntityBlueprint.IntendedType.Tank:
            Tank tank = creation.AddComponent <Tank>();
            tank.blueprint = blueprint.items[index].entityBlueprint;
            tank.SetOwner(core);
            break;

        default:
            break;
        }
        creation.GetComponent <Entity>().spawnPoint = vendor.GetPosition();
        creation.GetComponent <Entity>().faction    = core.faction;
        creation.name = blueprint.items[index].entityBlueprint.name;
        core.sectorMngr.InsertPersistentObject(blueprint.items[index].entityBlueprint.name, creation);
        core.AddPower(-blueprint.items[index].cost);
    }
Exemple #3
0
 public void AddPower(float power)
 {
     if (owner)
     {
         owner.AddPower(power);
     }
 }
Exemple #4
0
    public static Entity BuyItem(ShellCore core, int index, IVendor vendor)
    {
        if (core.unitsCommanding.Count >= core.GetTotalCommandLimit())
        {
            return(null);
        }

        GameObject creation = new GameObject();

        creation.transform.position = vendor.GetPosition();
        var blueprint = vendor.GetVendingBlueprint();

        switch (blueprint.items[index].entityBlueprint.intendedType)
        {
        case EntityBlueprint.IntendedType.Turret:
            Turret tur = creation.AddComponent <Turret>();
            tur.blueprint = blueprint.items[index].entityBlueprint;
            core.SetTractorTarget(creation.GetComponent <Draggable>());
            tur.SetOwner(core);

            if (SectorManager.instance && SectorManager.instance.GetComponentInChildren <BattleZoneManager>())
            {
                var stats = SectorManager.instance.GetComponentInChildren <BattleZoneManager>().stats.Find(s => s.faction == core.faction);
                if (stats == null)
                {
                    stats = new BattleZoneManager.Stats(core.faction);
                    SectorManager.instance.GetComponentInChildren <BattleZoneManager>().stats.Add(stats);
                }
                stats.turretSpawns++;
            }
            break;

        case EntityBlueprint.IntendedType.Tank:
            Tank tank = creation.AddComponent <Tank>();
            tank.blueprint = blueprint.items[index].entityBlueprint;
            tank.SetOwner(core);
            break;

        default:
            break;
        }

        creation.GetComponent <Entity>().spawnPoint = vendor.GetPosition();
        creation.GetComponent <Entity>().faction    = core.faction;
        creation.name = blueprint.items[index].entityBlueprint.name;
        core.sectorMngr.InsertPersistentObject(blueprint.items[index].entityBlueprint.name, creation);
        core.AddPower(-blueprint.items[index].cost);
        return(creation.GetComponent <Entity>());
    }
Exemple #5
0
    public override void ActionTick()
    {
        if (waitingDraggable != null && waitingDraggable)
        {
            ai.movement.SetMoveTarget(waitingDraggable.transform.position, 100f);

            Vector2 delta = waitingDraggable.transform.position - craft.transform.position;
            if (ai.movement.targetIsInRange() && shellcore.GetTractorTarget() != null && shellcore.GetTractorTarget().gameObject.GetComponent <EnergySphereScript>() == null)
            {
                shellcore.SetTractorTarget(waitingDraggable);
            }
        }
        switch (state)
        {
        case BattleState.Attack:
            if (shellcore.GetTractorTarget() == null)
            {
                if (attackTurret == null)
                {
                    Turret t           = null;
                    float  minDistance = float.MaxValue;
                    for (int i = 0; i < AIData.entities.Count; i++)
                    {
                        if (AIData.entities[i] != null && AIData.entities[i] &&
                            AIData.entities[i] is Turret &&
                            AIData.entities[i].faction == craft.faction &&
                            AIData.entities[i].GetComponentInChildren <WeaponAbility>() != null &&
                            AIData.entities[i].GetComponentInChildren <WeaponAbility>().GetID() != 16)
                        {
                            float d = (AIData.entities[i].transform.position - craft.transform.position).sqrMagnitude;
                            if (d < minDistance)
                            {
                                t           = AIData.entities[i] as Turret;
                                minDistance = d;
                            }
                        }
                    }
                    attackTurret = t;
                }
                else
                {
                    float d = (attackTurret.transform.position - shellcore.transform.position).sqrMagnitude;
                    if (d < 150)
                    {
                        shellcore.SetTractorTarget(attackTurret.GetComponent <Draggable>());
                    }
                }
            }

            // go to nearest enemy construct, attack units / turrets if in visual range
            if ((primaryTarget == null && nextSearchTime < Time.time) || nextSearchTime < Time.time - 3f)
            {
                // get nearest construct
                primaryTarget  = AirCraftAI.getNearestEntity <AirConstruct>(craft.transform.position, craft.faction, true);   //TODO: Exclude turrets?
                nextSearchTime = Time.time + 1f;

                //if(primaryTarget)
                //    Debug.Log("AggroTarget: " + primaryTarget.name + " Factions: " + primaryTarget.faction + " - " + craft.faction);
            }
            if (primaryTarget != null)
            {
                ai.movement.SetMoveTarget(primaryTarget.transform.position);
                //craft.MoveCraft((primaryTarget.transform.position - craft.transform.position).normalized);
            }
            //TODO: AI Attack:
            // action sequences
            // Use existing turrets:
            // -Drag torpedo turrets to enemy bunkers
            // -Drag siege turrets to outposts
            // ground attack location = own bunker location
            // drag tanks from one platform to another "LandPlatformGenerator.getEnemiesOnPlatform(Vector2 platformLocation, int faction)"?
            // how to react to different pressures on land and air?
            break;

        case BattleState.Defend:
            // destroy enemy units around base, ignore everything outside siege range
            if (primaryTarget && !primaryTarget.GetIsDead())
            {
                ai.movement.SetMoveTarget(primaryTarget.transform.position);
            }
            // buy a turret matching the biggest threat's element, if possible
            break;

        case BattleState.Collect:
            // go from outpost to outpost, (also less fortified enemy outposts [count enemy units nearby {TODO}]) and collect energy
            if (findNewTarget || collectTarget == null)
            {
                // Find new target
                float      minD       = float.MaxValue;
                EnergyRock targetRock = null;
                int        maxEnergy  = -1;

                for (int i = 0; i < AIData.energyRocks.Count; i++)
                {
                    if (AirCraftAI.getEnemyCountInRange(AIData.energyRocks[i].transform.position, 10f, craft.faction) > 2)
                    {
                        continue;
                    }

                    int energy = 0;
                    for (int j = 0; j < AIData.energySpheres.Count; j++)
                    {
                        if ((AIData.energySpheres[j].transform.position - AIData.energyRocks[i].transform.position).sqrMagnitude < 16)
                        {
                            energy++;
                        }
                    }
                    float d = (craft.transform.position - AIData.energyRocks[i].transform.position).sqrMagnitude;
                    if ((maxEnergy < energy || d * 1.5f < minD || (maxEnergy == energy && d < minD)) && AIData.energyRocks[i] != collectTarget)
                    {
                        minD       = d;
                        maxEnergy  = energy;
                        targetRock = AIData.energyRocks[i];
                    }
                }
                collectTarget = targetRock;

                if (collectTarget != null)
                {
                    findNewTarget = false;
                }

                //Debug.LogFormat("Faction {0} collect target: {1}", craft.faction, collectTarget);
            }
            if (collectTarget != null)
            {
                ai.movement.SetMoveTarget(collectTarget.transform.position);
                if (ai.movement.targetIsInRange())
                {
                    findNewTarget = true;
                }
            }
            break;

        case BattleState.Fortify:
            // TODO: place turrets
            // set primary target to an outpost with least defending turrets
            if (fortificationTarget == null || !fortificationTarget)
            {
                UpdateTargetInfluences();

                float closestToZero = float.MaxValue;

                for (int i = 0; i < AITargets.Count; i++)
                {
                    if (Mathf.Abs(AITargets[i].influence) < closestToZero && AITargets[i].entity.faction == shellcore.faction)
                    {
                        fortificationTarget = AITargets[i].entity;
                    }
                }
            }
            else if (attackTurret == null || !attackTurret)
            {
                UpdateTargetInfluences();

                float minDistance = float.MaxValue;

                for (int i = 0; i < AIData.entities.Count; i++)
                {
                    if (AIData.entities[i] is Turret)
                    {
                        float d  = (craft.transform.position - AIData.entities[i].transform.position).sqrMagnitude;
                        float d2 = (fortificationTarget.transform.position - AIData.entities[i].transform.position).sqrMagnitude;
                        if (d < minDistance && d2 > 150f)
                        {
                            minDistance  = d;
                            attackTurret = AIData.entities[i] as Turret;
                        }
                    }
                }
                if (attackTurret == null)
                {
                    state = BattleState.Attack;
                    ActionTick();
                    nextStateCheckTime += 1f;
                    return;
                }
            }
            else if (shellcore.GetTractorTarget() != attackTurret)
            {
                ai.movement.SetMoveTarget(attackTurret.transform.position, 100f);
                if (ai.movement.targetIsInRange())
                {
                    var target = shellcore.GetTractorTarget();
                    if (target != null && target)
                    {
                        if (target.gameObject.GetComponent <EnergySphereScript>() == null)
                        {
                            shellcore.SetTractorTarget(attackTurret.GetComponent <Draggable>());
                        }
                    }
                }
            }
            else
            {
                Vector2 turretDelta    = fortificationTarget.transform.position - attackTurret.transform.position;
                Vector2 targetPosition = (Vector2)fortificationTarget.transform.position + turretDelta.normalized * 16f;
                Vector2 delta          = targetPosition - (Vector2)craft.transform.position;
                if (turretDelta.sqrMagnitude < 16f)
                {
                    shellcore.SetTractorTarget(null);
                }
            }

            break;

        default:
            break;
        }

        int energyCount = 0;

        // always collect energy
        if (shellcore.GetTractorTarget() != null && shellcore.GetTractorTarget().gameObject.GetComponent <EnergySphereScript>() == null)
        {
            for (int i = 0; i < AIData.energySpheres.Count; i++)
            {
                if ((AIData.energySpheres[i].transform.position - shellcore.transform.position).sqrMagnitude < 150)
                {
                    energyCount++;
                    if (shellcore.GetTractorTarget() != null)
                    {
                        waitingDraggable = shellcore.GetTractorTarget();
                        shellcore.SetTractorTarget(null);
                    }
                }
            }
        }
        else if (shellcore.GetTractorTarget() == null && waitingDraggable != null)
        {
            for (int i = 0; i < AIData.energySpheres.Count; i++)
            {
                if ((AIData.energySpheres[i].transform.position - shellcore.transform.position).sqrMagnitude < 150)
                {
                    energyCount++;
                }
            }
            if (energyCount == 0)
            {
                shellcore.SetTractorTarget(waitingDraggable);
                if (shellcore.GetTractorTarget() == waitingDraggable)
                {
                    waitingDraggable = null;
                }
            }
        }

        // always buy more turrets/tanks
        if (shellcore.unitsCommanding.Count < shellcore.GetTotalCommandLimit() && energyCount == 0)
        {
            for (int i = 0; i < AIData.vendors.Count; i++)
            {
                if ((AIData.vendors[i].transform.position - craft.transform.position).sqrMagnitude < 380f && AIData.vendors[i].faction == craft.faction)
                {
                    IVendor vendor = AIData.vendors[i] as IVendor;

                    if (vendor.GetVendingBlueprint() == null)
                    {
                        continue;
                    }

                    int itemIndex = -1;

                    if (state == BattleState.Attack)
                    {
                        bool ownGroundExists = false;
                        for (int j = 0; j < AIData.entities.Count; j++)
                        {
                            if (AIData.entities[j].faction == craft.faction && AIData.entities[j].Terrain == Entity.TerrainType.Ground)
                            {
                                ownGroundExists = true;
                                break;
                            }
                        }
                        if (!ownGroundExists && enemyGroundTargets(true) && shellcore.GetPower() >= 150)
                        {
                            // Attack & enemy holds all ground
                            itemIndex = vendor.GetVendingBlueprint().getItemIndex("Torpedo Turret");
                        }
                        else
                        {
                            if (shellcore.GetPower() >= 200)
                            {
                                itemIndex = vendor.GetVendingBlueprint().getItemIndex("Missile Turret");
                            }
                            else if (shellcore.GetPower() >= 100)
                            {
                                itemIndex = vendor.GetVendingBlueprint().getItemIndex("Defense Turret");
                            }
                        }
                    }
                    if (itemIndex == -1)
                    {
                        for (int j = 0; j < vendor.GetVendingBlueprint().items.Count; j++)
                        {
                            if (vendor.GetVendingBlueprint().items[j].cost <= shellcore.GetPower() && shellcore.unitsCommanding.Count < shellcore.GetTotalCommandLimit())
                            {
                                if (itemIndex != -1 && vendor.GetVendingBlueprint().items[j].cost <= vendor.GetVendingBlueprint().items[itemIndex].cost) // more expensive => better (TODO: choose based on the situation)
                                {
                                    continue;
                                }

                                if (vendor.GetVendingBlueprint().items[j].entityBlueprint.intendedType == EntityBlueprint.IntendedType.Tank && !enemyGroundTargets(true)) //TODO: get turret / tank attack category from somewhere else
                                {
                                    continue;
                                }

                                itemIndex = j;
                            }
                        }
                    }

                    if (itemIndex != -1)
                    {
                        GameObject creation = new GameObject();
                        creation.transform.position = AIData.vendors[i].transform.position;
                        switch (vendor.GetVendingBlueprint().items[itemIndex].entityBlueprint.intendedType)
                        {
                        case EntityBlueprint.IntendedType.Turret:
                            creation.name = "Turret";
                            Turret tur = creation.AddComponent <Turret>();
                            tur.blueprint = vendor.GetVendingBlueprint().items[itemIndex].entityBlueprint;
                            tur.SetOwner(shellcore);
                            tur.faction = craft.faction;
                            shellcore.SetTractorTarget(creation.GetComponent <Draggable>());
                            break;

                        case EntityBlueprint.IntendedType.Tank:
                            creation.name = "Tank";
                            Tank tank = creation.AddComponent <Tank>();
                            tank.blueprint   = vendor.GetVendingBlueprint().items[itemIndex].entityBlueprint;
                            tank.enginePower = 250;
                            tank.SetOwner(shellcore);
                            tank.faction = craft.faction;
                            break;

                        default:
                            break;
                        }
                        shellcore.sectorMngr.InsertPersistentObject(vendor.GetVendingBlueprint().items[itemIndex].entityBlueprint.name, creation);
                        creation.GetComponent <Entity>().spawnPoint = AIData.vendors[i].transform.position;
                        shellcore.AddPower(-vendor.GetVendingBlueprint().items[itemIndex].cost);

                        break;
                    }
                }
            }
        }
    }