Esempio n. 1
0
 public AirCraftAI GetAI()
 {
     if (ai == null && !(this is PlayerCore))
     {
         ai = gameObject.AddComponent <AirCraftAI>();
         ai.Init(this);
     }
     return(ai);
 }
Esempio n. 2
0
 public AIAbilityController(AirCraftAI ai)
 {
     this.ai = ai;
     craft   = ai.craft;
 }
Esempio n. 3
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, 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)
                    {
                        VendorUI.BuyItem(shellcore, itemIndex, (AIData.vendors[i] as IVendor));
                        break;
                    }
                }
            }
        }
    }
Esempio n. 4
0
    public override void StateTick()
    {
        pState = state;
        if (nextStateCheckTime < Time.time)                        // Don't change state every tick
        {
            ai.aggression = AirCraftAI.AIAggression.FollowInRange; // usually, allow chasing after enemies

            for (int i = 0; i < carriers.Count; i++)
            {
                if (carriers[i] && carriers[i].GetHealth()[0] < carriers[i].GetMaxHealth()[0] * 0.3f)
                {
                    // if base under attack -> defend
                    if (AirCraftAI.getEnemyCountInRange(carriers[i].transform.position, 45f, craft.faction) > 0)
                    {
                        if ((carriers[i].transform.position - craft.transform.position).sqrMagnitude > 1500f)
                        {
                            ai.aggression = AirCraftAI.AIAggression.KeepMoving; // Get to the home base asap
                            primaryTarget = carriers[i];
                        }
                        else
                        {
                            primaryTarget = null;
                            // TODO: find the most dangerous unit in the area, set as primary target
                        }

                        state = BattleState.Defend;
                    }
                    else
                    {
                        state = BattleState.Collect;
                    }
                    break;
                }
            }
            // if population is nearly capped, attack
            if (shellcore.GetTotalCommandLimit() < shellcore.GetUnitsCommanding().Count + 1) // TODO: OR if enemy base is weak
            {
                state = BattleState.Attack;
            }
            else if (shellcore.GetPower() >= 300)
            {
                state         = BattleState.Fortify;
                primaryTarget = null;
            }
            // if there's no need for more population space, try to create turrets to protect owned outposts and stations
            else
            {
                if (state != BattleState.Collect)
                {
                    collectTarget = null;
                }
                if (shellcore.GetTractorTarget() != null && shellcore.GetTractorTarget().GetComponent <Turret>() != null && shellcore.GetHealth()[0] > shellcore.GetMaxHealth()[0] * 0.1f)
                {
                    state = BattleState.Attack;
                }
                else
                {
                    state = BattleState.Collect;
                }
            }

            nextStateCheckTime = Time.time + 1f;
        }
        if (pState != state)
        {
            //Debug.LogFormat("Faction {0} Shellcore changed state to: {1}", craft.faction, state);
        }
    }
Esempio n. 5
0
 public AIMovement(AirCraftAI ai)
 {
     this.ai = ai;
     craft   = ai.craft;
 }
Esempio n. 6
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);
            }
        }

        var turretIsHarvester = shellcore.GetTractorTarget() &&
                                shellcore.GetTractorTarget().GetComponent <Turret>() &&
                                shellcore.GetTractorTarget().GetComponent <Turret>().entityName == "Harvester Turret";

        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, 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())
                {
                    if (harvesterTurrets.ContainsKey(collectTarget) &&
                        (!harvesterTurrets[collectTarget] || harvesterTurrets[collectTarget].GetIsDead()))
                    {
                        harvesterTurrets.Remove(collectTarget);
                    }

                    if (turretIsHarvester && !harvesterTurrets.ContainsKey(collectTarget))
                    {
                        harvesterTurrets.Add(collectTarget, shellcore.GetTractorTarget().GetComponent <Turret>());
                        shellcore.SetTractorTarget(null);
                        state = BattleState.Attack;
                    }

                    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;

        case BattleState.ReinforceGround:
            //head to nearest bunker to produce tanks
            float dist  = float.MaxValue;
            int   index = -1;
            for (int i = 0; i < AITargets.Count; i++)
            {
                if (AITargets[i].entity.Terrain == Entity.TerrainType.Ground && AITargets[i].entity && AITargets[i].entity.faction == shellcore.faction && Vector2.SqrMagnitude(craft.transform.position - AITargets[i].entity.transform.position) < dist)
                {
                    dist  = Vector2.SqrMagnitude(craft.transform.position - AITargets[i].entity.transform.position);
                    index = i;
                }
            }
            if (index != -1 && dist >= 100f)
            {
                ai.movement.SetMoveTarget(AITargets[index].entity.transform.position);
                dist = Vector2.SqrMagnitude(craft.transform.position - AITargets[index].entity.transform.position);
            }
            break;

        default:
            break;
        }

        // always drop harvester turrets on close energy rocks
        turretIsHarvester = shellcore.GetTractorTarget() &&
                            shellcore.GetTractorTarget().GetComponent <Turret>() &&
                            shellcore.GetTractorTarget().GetComponent <Turret>().entityName == "Harvester Turret";
        if (turretIsHarvester)
        {
            var turret = shellcore.GetTractorTarget().GetComponent <Turret>();
            if (harvesterTurrets.ContainsValue(turret))
            {
                harvesterTurrets.Remove(harvesterTurrets.First(kvp => kvp.Value == turret).Key);
            }

            foreach (var rock in AIData.energyRocks)
            {
                if ((rock.transform.position - shellcore.transform.position).sqrMagnitude > 150f)
                {
                    continue;
                }

                if (harvesterTurrets.ContainsKey(rock) &&
                    (!harvesterTurrets[rock] || harvesterTurrets[rock].GetIsDead()))
                {
                    harvesterTurrets.Remove(rock);
                }

                if (!harvesterTurrets.ContainsKey(rock))
                {
                    harvesterTurrets.Add(rock, shellcore.GetTractorTarget().GetComponent <Turret>());
                    shellcore.SetTractorTarget(null);
                    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 || state == BattleState.ReinforceGround)
        {
            for (int i = 0; i < AIData.vendors.Count; i++)
            {
                if ((AIData.vendors[i].transform.position - craft.transform.position).sqrMagnitude <= 100f && AIData.vendors[i].faction == craft.faction)
                {
                    IVendor vendor = AIData.vendors[i] as IVendor;

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

                    int itemIndex          = -1;
                    int ownGroundStation   = 0;
                    int ownTank            = 0;
                    int enemyTank          = 0;
                    int enemyGroundStation = 0;
                    for (int j = 0; j < AIData.entities.Count; j++)
                    {
                        if (FactionManager.IsAllied(AIData.entities[j].faction, craft.faction) && AIData.entities[j].Terrain == Entity.TerrainType.Ground && AIData.entities[j].category == Entity.EntityCategory.Station)
                        {
                            ownGroundStation += 1;
                        }
                        if (!FactionManager.IsAllied(AIData.entities[j].faction, craft.faction) && AIData.entities[j].Terrain == Entity.TerrainType.Ground && AIData.entities[j].category == Entity.EntityCategory.Station)
                        {
                            enemyGroundStation += 1;
                        }
                        if (FactionManager.IsAllied(AIData.entities[j].faction, craft.faction) && AIData.entities[j].Terrain == Entity.TerrainType.Ground && AIData.entities[j].category == Entity.EntityCategory.Unit)
                        {
                            ownTank += 1;
                        }
                        if (!FactionManager.IsAllied(AIData.entities[j].faction, craft.faction) && AIData.entities[j].Terrain == Entity.TerrainType.Ground && AIData.entities[j].category == Entity.EntityCategory.Unit)
                        {
                            enemyTank += 1;
                        }
                    }
                    if (mostNeeded == null)
                    {
                        if (enemyTank > ownTank)
                        {
                            if ((shellcore.GetPower() >= 150 && Random.Range(0, 5) < 4) || Random.Range(0, 3) == 1)
                            {
                                if (Random.Range(0, 2) == 0)
                                {
                                    mostNeeded = ("Beam Tank");
                                }
                                else
                                {
                                    mostNeeded = ("Laser Tank");
                                }
                            }
                            else if (shellcore.GetPower() >= 100 || Random.Range(0, 2) == 1)
                            {
                                mostNeeded = ("Bullet Tank");
                            }
                            else
                            {
                                mostNeeded = ("Speeder Tank");
                            }
                        }
                        else if (enemyGroundStation + enemyTank > ownTank)
                        {
                            if (shellcore.GetPower() >= 150 || Random.Range(0, 3) == 1)
                            {
                                if (Random.Range(0, 3) == 0)
                                {
                                    mostNeeded = ("Beam Tank");
                                }
                                else
                                {
                                    mostNeeded = ("Siege Tank");
                                }
                            }
                            else if (shellcore.GetPower() >= 100 || Random.Range(0, 2) == 1)
                            {
                                mostNeeded = ("Bullet Tank");
                            }
                            else
                            {
                                mostNeeded = ("Speeder Tank");
                            }
                        }
                        else
                        {
                            if ((shellcore.GetPower() >= 200 && Random.Range(0, 4) < 3) || Random.Range(0, 2) == 1)
                            {
                                mostNeeded = ("Missile Tank");
                            }
                            else
                            {
                                mostNeeded = ("Laser Tank");
                            }
                        }
                    }

                    if (state == BattleState.Attack)
                    {
                        if (vendor.GetVendingBlueprint().items[0].entityBlueprint.intendedType == EntityBlueprint.IntendedType.Turret)
                        {
                            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");
                                }
                            }
                        }
                        else if (vendor.GetVendingBlueprint().items[0].entityBlueprint.intendedType == EntityBlueprint.IntendedType.Tank)
                        {
                            itemIndex = vendor.GetVendingBlueprint().getItemIndex(mostNeeded);
                        }
                    }
                    if (state == BattleState.ReinforceGround)
                    {
                        itemIndex = vendor.GetVendingBlueprint().getItemIndex(mostNeeded);
                    }
                    if (itemIndex == -1)
                    {
                        if (harvesterTurrets.Count < Mathf.Min(5, AIData.energyRocks.Count) &&
                            shellcore.GetPower() >= 100)
                        {
                            itemIndex = vendor.GetVendingBlueprint().getItemIndex("Harvester Turret");
                            foreach (var turret in harvesterTurrets.Values)
                            {
                                if (turret && Vector3.SqrMagnitude(turret.transform.position - shellcore.transform.position) <= 200)
                                {
                                    itemIndex = -1;
                                }
                            }
                        }
                        else
                        {
                            for (int j = 0; j < vendor.GetVendingBlueprint().items.Count; j++)
                            {
                                if (itemIndex != -1 && vendor.GetVendingBlueprint().items[j].cost <= vendor.GetVendingBlueprint().items[itemIndex].cost && vendor.GetVendingBlueprint().items[0].entityBlueprint.intendedType != EntityBlueprint.IntendedType.Tank) // more expensive => better (TODO: choose based on the situation)
                                {
                                    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.name != mostNeeded && vendor.GetVendingBlueprint().items[0].entityBlueprint.intendedType == EntityBlueprint.IntendedType.Tank) //TODO: get turret / tank attack category from somewhere else
                                    {
                                        continue;
                                    }

                                    itemIndex = j;
                                }
                            }
                        }
                    }

                    if (itemIndex != -1)
                    {
                        if (vendor.GetVendingBlueprint().items[itemIndex].cost <= shellcore.GetPower())
                        {
                            mostNeeded = null;
                        }
                        else
                        {
                            break;
                        }
                        var ent = VendorUI.BuyItem(shellcore, itemIndex, (AIData.vendors[i] as IVendor));
                        if (itemIndex == vendor.GetVendingBlueprint().getItemIndex("Harvester Turret"))
                        {
                            EnergyRock closestRock = null;
                            foreach (var rock in AIData.energyRocks.FindAll(e => !harvesterTurrets.ContainsKey(e)))
                            {
                                if (closestRock == null || Vector2.SqrMagnitude(rock.transform.position - shellcore.transform.position)
                                    < Vector2.SqrMagnitude(closestRock.transform.position - shellcore.transform.position))
                                {
                                    closestRock = rock;
                                }
                            }

                            harvesterTurrets.Add(closestRock, ent as Turret);
                            shellcore.SetTractorTarget(ent.GetComponent <Draggable>());
                        }

                        break;
                    }
                }
            }
        }

        void UpdateTargetInfluences()
        {
            for (int i = 0; i < AITargets.Count; i++)
            {
                var t = AITargets[i];
                if (t.entity == null || t.entity.GetIsDead())
                {
                    Debug.LogWarning("AI Warning: AI target null or dead!");
                    continue;
                }

                t.influence = 0f;
                for (int j = 0; j < AIData.entities.Count; j++)
                {
                    if (AIData.entities[j] is Turret)
                    {
                        if ((AIData.entities[j].transform.position - t.entity.transform.position).sqrMagnitude < 150f)
                        {
                            t.influence += FactionManager.IsAllied(AIData.entities[j].faction, t.entity.faction) ? 1f : -1f;
                        }
                    }
                }
            }
        }

        bool enemyGroundTargets(bool allEntities)
        {
            Entity[] targets = allEntities ? AIData.entities.ToArray() : BattleZoneManager.getTargets();
            for (int i = 0; i < targets.Length; i++)
            {
                if (!FactionManager.IsAllied(targets[i].faction, craft.faction) && targets[i].Terrain == Entity.TerrainType.Ground)
                {
                    return(true);
                }
            }

            return(false);
        }
    }
Esempio n. 7
0
    public override void StateTick()
    {
        pState = state;
        List <EnergyRock> deadRocks = new List <EnergyRock>();

        foreach (var kvp in harvesterTurrets)
        {
            if (!kvp.Value || kvp.Value.GetIsDead())
            {
                deadRocks.Add(kvp.Key);
            }
        }

        foreach (var key in deadRocks)
        {
            harvesterTurrets.Remove(key);
        }

        if (nextStateCheckTime < Time.time)                        // Don't change state every tick
        {
            ai.aggression = AirCraftAI.AIAggression.FollowInRange; // usually, allow chasing after enemies

            for (int i = 0; i < carriers.Count; i++)
            {
                if (carriers[i] && carriers[i].GetHealth()[0] < carriers[i].GetMaxHealth()[0] * 0.3f)
                {
                    // if base under attack -> defend
                    if (AirCraftAI.getEnemyCountInRange(carriers[i].transform.position, 45f, craft.faction) > 0)
                    {
                        if ((carriers[i].transform.position - craft.transform.position).sqrMagnitude > 1500f)
                        {
                            ai.aggression = AirCraftAI.AIAggression.KeepMoving; // Get to the home base asap
                            primaryTarget = carriers[i];
                        }
                        else
                        {
                            primaryTarget = null;
                            // TODO: find the most dangerous unit in the area, set as primary target
                        }

                        state = BattleState.Defend;
                    }
                    else
                    {
                        state = BattleState.Collect;
                    }

                    break;
                }
            }

            var turretIsHarvester = shellcore.GetTractorTarget() &&
                                    shellcore.GetTractorTarget().GetComponent <Turret>() &&
                                    shellcore.GetTractorTarget().GetComponent <Turret>().entityName == "Harvester Turret";
            // if population is nearly capped, attack
            if (shellcore.GetTotalCommandLimit() < shellcore.GetUnitsCommanding().Count + 1) // TODO: OR if enemy base is weak
            {
                state = BattleState.Attack;
            }
            else if (turretIsHarvester)
            {
                state = BattleState.Collect;
            }
            else if (shellcore.GetPower() >= 300)
            {
                bool enemyGround = false;
                for (int j = 0; j < AIData.entities.Count; j++)
                {
                    if (AIData.entities[j].faction != craft.faction && AIData.entities[j].Terrain == Entity.TerrainType.Ground)
                    {
                        enemyGround = true;
                        break;
                    }
                }
                if (enemyGround)
                {
                    state         = BattleState.ReinforceGround;
                    primaryTarget = null;
                }
                else
                {
                    state         = BattleState.Fortify;
                    primaryTarget = null;
                }
            }
            // if there's no need for more population space, try to create turrets to protect owned outposts and stations
            else
            {
                if (state != BattleState.Collect)
                {
                    collectTarget = null;
                }

                if ((shellcore.GetTractorTarget() != null && shellcore.GetTractorTarget().GetComponent <Turret>() != null && !turretIsHarvester &&
                     shellcore.GetHealth()[0] > shellcore.GetMaxHealth()[0] * 0.1f) || harvesterTurrets.Count >= Mathf.Min(1, AIData.energyRocks.Count))
                {
                    state = BattleState.Attack;
                }
                else
                {
                    state = BattleState.Collect;
                }
            }

            nextStateCheckTime = Time.time + 1f;
        }

        if (pState != state)
        {
            //Debug.LogFormat("Faction {0} Shellcore changed state to: {1}", craft.faction, state);
        }
    }