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JugglerAI.lua
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function widget:GetInfo()
return {
name = "JugglerAI",
desc = "attempt to make AI for Juggler. Version 1.00",
author = "terve886, parts by ivand/Shaman",
date = "2019",
license = "PD", -- should be compatible with Spring
layer = 10,
handler = true, --for adding customCommand into UI
enabled = true
}
end
local sqrt = math.sqrt
local UPDATE_FRAME=10
local JuggleStack = {}
local GetUnitMaxRange = Spring.GetUnitMaxRange
local GetUnitPosition = Spring.GetUnitPosition
local GetMyAllyTeamID = Spring.GetMyAllyTeamID
local GiveOrderToUnit = Spring.GiveOrderToUnit
local GetUnitsInSphere = Spring.GetUnitsInSphere
local GetUnitAllyTeam = Spring.GetUnitAllyTeam
local GetUnitIsDead = Spring.GetUnitIsDead
local GetMyTeamID = Spring.GetMyTeamID
local GetUnitDefID = Spring.GetUnitDefID
local GetUnitVelocity = Spring.GetUnitVelocity
local GetGroundHeight = Spring.GetGroundHeight
local nearest = Spring.GetUnitNearestAlly
local target = Spring.SetUnitTarget
local GetUnitArmored = Spring.GetUnitArmored
local GetTeamUnits = Spring.GetTeamUnits
local GetUnitHealth = Spring.GetUnitHealth
local GetUnitWeaponTarget = Spring.GetUnitWeaponTarget
local ENEMY_DETECT_BUFFER = 60
local Echo = Spring.Echo
local Jugglenaut_NAME = "jumpsumo"
local Crab_NAME = "spidercrabe"
local Imp_NAME = "cloakbomb"
local Scuttle_NAME = "jumpbomb"
local Snitch_NAME = "shieldbomb"
local Puppy_NAME = "jumpscout"
local Limpet_NAME = "amphbomb"
local CMD_PUSH_PULL = 35666
local Pull = 0
local Push = 1
local GetSpecState = Spring.GetSpectatingState
local CMD_STOP = CMD.STOP
local CMD_UNIT_SET_TARGET = 34923
local CMD_UNIT_CANCEL_TARGET = 34924
local GRAVITY = -Game.gravity/30/30
local AIR_DENSITY = 1.2/4
local DRAG_COEFF = 1.0
local radius = UnitDefNames["jumpsumo"].radius
local selectedJugglers = nil
local CMD_TOGGLE_SWITCH = 19890
local JugglenautUnitDefID = UnitDefNames["jumpsumo"].id
local cmdToggle = {
id = CMD_TOGGLE_SWITCH,
type = CMDTYPE.ICON,
tooltip = 'Makes Jugglenaut switch between push and pull automatically when enemy is near',
action = 'reclaim',
params = { },
texture = 'LuaUI/Images/commands/states/ai_on.png',
pos = {CMD_ONOFF,CMD_REPEAT,CMD_MOVE_STATE,CMD_FIRE_STATE, CMD_RETREAT},
}
local JuggleAI = {
unitID,
allyTeamID = GetMyAllyTeamID(),
range,
maxHealth,
toggle = true,
checkpoint = -1,
new = function(self, unitID)
--Echo("JuggleAI added:" .. unitID)
self = deepcopy(self)
self.unitID = unitID
self.range = GetUnitMaxRange(self.unitID)
self.maxHealth = UnitDefs[GetUnitDefID(self.unitID)].health
return self
end,
unset = function(self)
--Echo("JuggleAI removed:" .. self.unitID)
GiveOrderToUnit(self.unitID,CMD_STOP, {}, {""},1)
return nil
end,
getToggleState = function(self)
return self.toggle
end,
toggleOn = function (self)
self.toggle = true
Echo("JuggleAI toggled On")
end,
toggleOff = function (self)
self.toggle = false
Echo("JuggleAI toggled Off")
end,
pushBombsAndPullAircraft = function (self)
if (GetUnitHealth(self.unitID)<self.maxHealth*0.3)then --Health too low to pull units without risk of death.
local target = {GetUnitWeaponTarget(self.unitID, 1)}
if(target[1]==1)then
if not(GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
if not(DefID == nil)then
if (UnitDefs[DefID].isAirUnit == true)then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0) --Still wants to pull Aircraft.
return
end
end
end
else
target = {GetUnitWeaponTarget(self.unitID, 2)}
if(target[1]==1)then
if not(GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
if not(DefID == nil)then
if (UnitDefs[DefID].isAirUnit == true)then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)--Still wants to pull Aircraft.
return
end
end
end
end
end
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
local target = {GetUnitWeaponTarget(self.unitID, 1)}
if(target[1]==1)then
if not (GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
if not(DefID == nil)then
if(UnitDefs[DefID].name==Imp_NAME or UnitDefs[DefID].name==Scuttle_NAME or UnitDefs[DefID].name==Snitch_NAME or UnitDefs[DefID].name==Puppy_NAME or UnitDefs[DefID].name==Limpet_NAME) then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
if (UnitDefs[DefID].isAirUnit == true)then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)--Still wants to pull Aircraft.
return
end
end
end
else
target = {GetUnitWeaponTarget(self.unitID, 2)}
if(target[1]==1)then
if not (GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
if not(DefID == nil)then
if(UnitDefs[DefID].name==Imp_NAME or UnitDefs[DefID].name==Scuttle_NAME or UnitDefs[DefID].name==Snitch_NAME or UnitDefs[DefID].name==Puppy_NAME or UnitDefs[DefID].name==Limpet_NAME) then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
if (UnitDefs[DefID].isAirUnit == true)then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)--Still wants to pull Aircraft.
return
end
end
end
end
end
end,
handle = function(self)
if (GetUnitHealth(self.unitID)<self.maxHealth*0.3)then
local target = {GetUnitWeaponTarget(self.unitID, 1)}
if(target[1]==1)then
if not(GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
if not(DefID == nil)then
if (UnitDefs[DefID].isAirUnit == true)then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
return
end
end
end
else
target = {GetUnitWeaponTarget(self.unitID, 2)}
if(target[1]==1)then
if not(GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
if not(DefID == nil)then
if (UnitDefs[DefID].isAirUnit == true)then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
return
end
end
end
end
end
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
if (self.toggle)then
self.checkpoint = self.checkpoint+1
local target = {GetUnitWeaponTarget(self.unitID, 1)}
if(target[1]==1)then
if (WillHitMe(self.unitID, radius, target[3], Spring.GetUnitMass(target[3]), Spring.GetUnitRadius(target[3]), 25, 20))then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
if not(GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
local hasArmor = GetUnitArmored(target[3])
if not(DefID == nil)then
if (UnitDefs[DefID].isBuilding == false)then
if (self.checkpoint == 5)then
if (UnitDefs[DefID].isAirUnit==true or (UnitDefs[DefID].name==Crab_NAME and hasArmor==false))then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
return
else
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
end
return
end
if (self.checkpoint >= 10)then
self.checkpoint = -1
if((UnitDefs[DefID].mass>380 and UnitDefs[DefID].name~=Crab_NAME) or UnitDefs[DefID].name==Imp_NAME or UnitDefs[DefID].name==Scuttle_NAME or UnitDefs[DefID].name==Snitch_NAME or UnitDefs[DefID].name==Puppy_NAME or UnitDefs[DefID].name==Limpet_NAME) then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
else
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
end
return
end
if (UnitDefs[DefID].isAirUnit==true or (UnitDefs[DefID].name==Crab_NAME and hasArmor==false))then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
return
end
if((UnitDefs[DefID].mass>380 and UnitDefs[DefID].name~=Crab_NAME) or UnitDefs[DefID].name==Imp_NAME
or UnitDefs[DefID].name==Scuttle_NAME
or UnitDefs[DefID].name==Snitch_NAME
or UnitDefs[DefID].name==Puppy_NAME
or UnitDefs[DefID].name==Limpet_NAME) then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
end
end
end
else
target = {GetUnitWeaponTarget(self.unitID, 2)}
if(target[1]==1)then
if (WillHitMe(self.unitID, radius, target[3], Spring.GetUnitMass(target[3]), Spring.GetUnitRadius(target[3]), 25, 20))then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
if not(GetUnitAllyTeam(target[3]) == self.allyTeamID) then
DefID = GetUnitDefID(target[3])
local hasArmor = GetUnitArmored(target[3])
if not(DefID == nil)then
if (UnitDefs[DefID].isBuilding == false)then
if (self.checkpoint == 5)then
if (UnitDefs[DefID].isAirUnit==true or (UnitDefs[DefID].name==Crab_NAME and hasArmor==false))then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
return
else
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
end
return
end
if (self.checkpoint >= 10)then
self.checkpoint = -1
if((UnitDefs[DefID].mass>380 and UnitDefs[DefID].name~=Crab_NAME) or UnitDefs[DefID].name==Imp_NAME or UnitDefs[DefID].name==Scuttle_NAME or UnitDefs[DefID].name==Snitch_NAME or UnitDefs[DefID].name==Puppy_NAME or UnitDefs[DefID].name==Limpet_NAME) then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
else
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
end
return
end
if (UnitDefs[DefID].isAirUnit==true or (UnitDefs[DefID].name==Crab_NAME and hasArmor==false))then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Pull}, 0)
return
end
if((UnitDefs[DefID].mass>380 and UnitDefs[DefID].name~=Crab_NAME) or UnitDefs[DefID].name==Imp_NAME
or UnitDefs[DefID].name==Scuttle_NAME
or UnitDefs[DefID].name==Snitch_NAME
or UnitDefs[DefID].name==Puppy_NAME
or UnitDefs[DefID].name==Limpet_NAME) then
GiveOrderToUnit(self.unitID,CMD_PUSH_PULL, {Push}, 0)
return
end
end
end
end
end
end
else
self:pushBombsAndPullAircraft()
end
end
}
local function GetDragAccelerationVec(vx, vy, vz, mass, radius)
local sx = vx <= 0 and -1 or 1
local sy = vy <= 0 and -1 or 1
local sz = vz <= 0 and -1 or 1
local dragScale = 0.5 * AIR_DENSITY * DRAG_COEFF * (math.pi * radius * radius * 0.01 * 0.01)
return
math.clamp((vx * vx * dragScale * -sx) / mass, -math.abs(vx), math.abs(vx)),
math.clamp((vy * vy * dragScale * -sy) / mass, -math.abs(vy), math.abs(vy)),
math.clamp((vz * vz * dragScale * -sz) / mass, -math.abs(vz), math.abs(vz));
end
function WillHitMe(unitID, unitRadius, targetID, targetMass, targetRadius, frames, distTolerance)
DefID = GetUnitDefID(targetID)
if(DefID and UnitDefs[DefID].isAirUnit==true)then
return false
end
local tvx, tvy, tvz = GetUnitVelocity(targetID)
if (tvx==nil)then
return false
end
local _, _, _, umx, umy, umz = GetUnitPosition(unitID, true) --mid pos
local tx, ty, tz, tmx, tmy, tmz = GetUnitPosition(targetID, true) --mid pos
if (tmx==nil)then
return false
end
local tox, toy, toz = tmx - tx, tmy - ty, tmz - tz --offsets
for i = 1, frames do
height = GetGroundHeight(tx, tz)
if ty > height then
tvy = tvy + GRAVITY
local dx, dy, dz = GetDragAccelerationVec(tvx, tvy, tvz, targetMass, targetRadius)
tvx, tvy, tvz = tvx + dx, tvy + dy, tvz + dz --drag will decrease velocity
tx, ty, tz = tx + tvx, ty + tvy, tz + tvz
if ty <= GetGroundHeight(tx, tz) then --crashed onto land
tvy = 0
end
else
tx, ty, tz = tx + tvx, height, tz + tvz
end
tmx, tmy, tmz = tx + tox, ty + toy, tz + toz --apply offsets
local distance = sqrt( (umx - tmx)^2 + (umy - tmy)^2 + (umz - tmz)^2 ) - unitRadius - targetRadius
if distance < distTolerance then
return true
end
end
return false
end
function widget:UnitFinished(unitID, unitDefID, unitTeam)
if (UnitDefs[unitDefID].name==Jugglenaut_NAME)
and (unitTeam==GetMyTeamID()) then
JuggleStack[unitID] = JuggleAI:new(unitID);
end
end
function widget:UnitDestroyed(unitID)
if not (JuggleStack[unitID]==nil) then
JuggleStack[unitID]=JuggleStack[unitID]:unset();
end
end
function widget:GameFrame(n)
if (n%UPDATE_FRAME==0) then
for _,juggle in pairs(JuggleStack) do
juggle:handle()
end
end
end
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else
copy = orig
end
return copy
end
--- COMMAND HANDLING
function widget:CommandNotify(cmdID, params, options)
if selectedJugglers ~= nil then
if (cmdID == CMD_TOGGLE_SWITCH)then
local toggleStateGot = false
local toggleState
for i=1, #selectedJugglers do
if (JuggleStack[selectedJugglers[i]])then
if (toggleStateGot == false)then
toggleState = JuggleStack[selectedJugglers[i]]:getToggleState()
toggleStateGot = true
end
if (toggleState) then
JuggleStack[selectedJugglers[i]]:toggleOff()
else
JuggleStack[selectedJugglers[i]]:toggleOn()
end
end
end
return true
end
end
end
function widget:SelectionChanged(selectedUnits)
selectedJugglers = filterJuggles(selectedUnits)
end
function filterJuggles(units)
local filtered = {}
local n = 0
for i = 1, #units do
local unitID = units[i]
if (JugglenautUnitDefID == GetUnitDefID(unitID)) then
n = n + 1
filtered[n] = unitID
end
end
if n == 0 then
return nil
else
return filtered
end
end
function widget:CommandsChanged()
if selectedJugglers then
local customCommands = widgetHandler.customCommands
customCommands[#customCommands+1] = cmdToggle
end
end
-- The rest of the code is there to disable the widget for spectators
local function DisableForSpec()
if GetSpecState() then
widgetHandler:RemoveWidget()
end
end
function widget:Initialize()
DisableForSpec()
local units = GetTeamUnits(GetMyTeamID())
for i=1, #units do
DefID = GetUnitDefID(units[i])
if (UnitDefs[DefID].name==Jugglenaut_NAME) then
if (JuggleStack[units[i]]==nil) then
JuggleStack[units[i]]=JuggleAI:new(units[i])
end
end
end
end
function widget:PlayerChanged (playerID)
DisableForSpec()
end