-
Notifications
You must be signed in to change notification settings - Fork 20
/
sim_faction_brain_human.script
390 lines (325 loc) · 12 KB
/
sim_faction_brain_human.script
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
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
local TASK_POINT_NONE = 0
local TASK_POINT_CAPTURE = 1
local TASK_POINT_ELIMINATE = 2
local TASK_POINT_DYNAMIC = 3
class "faction_brain_human"
function faction_brain_human:__init(faction)
self.faction = faction
self.use_issue_order = true
self.use_cover_attack = true
self.use_prepare_phase = true
self.use_delay_attack = false
self.use_counter_attack = faction.player_name ~= "killer"
end
local faction_leader_tbl =
{
["csky"] = "mar_csky_commander_name",
["stalker"] = "esc_leader_stalkerbase_name",
["bandit"] = "gar_bandit_leader_name",
["dolg"] = "agr_duty_base_commander_name",
["freedom"] = "val_freedom_leader_name",
}
function faction_brain_human:calculate_current_expansion(no_sound)
local faction = self.faction
local cur_exp = faction.current_expansion_level
local exp_table = faction.expansion_level
local exp_clear = true
local actor = db.actor
local relative_power = faction:get_relative_power()
for i = 0, cur_exp - 1 do
local expansion = exp_table[i]
local power_valid = relative_power >= expansion.precondition_power - 0.05
local advance_valid = self:check_sim_targets_advance(expansion)
local cond_valid = xr_logic.pick_section_from_condlist(actor, self, expansion.precondition_cond) == "true"
local actor_valid = expansion.precondition_actor_in_faction ~= true or faction.community_player == true
if not (cond_valid and power_valid and advance_valid and actor_valid) then
if faction.community_player == true then
if actor ~= nil then
local down_snd = exp_table[i + 1].level_down_snd
if down_snd ~= nil then
local faction_name = faction.player_name
xr_sound.set_sound_play(faction.id, down_snd, faction_name, faction_leader_tbl[faction_name])
end
end
end
cur_exp = i
exp_clear = false
break
end
end
if exp_clear then
if cur_exp < #exp_table then
local expansion = exp_table[cur_exp]
local power_valid = relative_power >= expansion.precondition_power
local advance_valid = self:check_sim_targets_advance(expansion)
local cond_valid = xr_logic.pick_section_from_condlist(actor, self, expansion.precondition_cond) == "true"
local actor_valid = expansion.precondition_actor_in_faction ~= true or faction.community_player == true
if (cond_valid and power_valid and advance_valid and actor_valid) then
if no_sound ~= true then
if faction.community_player == true then
if actor ~= nil then
local up_snd = expansion.level_up_snd
if up_snd ~= nil then
local faction_name = faction.player_name
xr_sound.set_sound_play(faction.id, up_snd, faction_name, faction_leader_tbl[faction_name])
end
end
end
end
cur_exp = cur_exp + 1
end
end
end
faction.current_expansion_level = cur_exp
self:calculate_expansion_targets()
end
function faction_brain_human:check_sim_targets_advance(expansion)
local faction = self.faction
local faction_name = faction.player_name
local smarts_by_name = faction.board.smarts_by_names
for k, smart_name in pairs (expansion.precondition_target) do
if smarts_by_name[smart_name].player_name ~= faction_name then
return false
end
end
for k, smart_name in pairs (expansion.precondition_target_eliminate) do
local smart_owner = smarts_by_name[smart_name].player_name
if smart_owner ~= "none" then
if game_relations.is_factions_enemies(faction_name, smart_owner) then
return false
end
end
end
return true
end
function faction_brain_human:calculate_expansion_targets()
local faction = self.faction
faction.target_smart_value = {}
-- Secondary targets are registered first so power and expansion target
-- parameters take precedence if the same smart is specified for them:
self:get_sim_targets_secondary()
self:get_sim_targets_power()
self:get_sim_targets_advance()
if db.actor ~= nil and faction.community_player == true then
self:reset_actor_tasks()
end
faction:calculate_squad_tasks()
end
function faction_brain_human:get_sim_targets_secondary()
local faction = self.faction
for smart_name in pairs (faction.secondary_targets) do
self:register_target_point(faction.board.smarts_by_names[smart_name], TASK_POINT_NONE, 0)
end
end
function faction_brain_human:get_sim_targets_power()
local faction = self.faction
local faction_name = faction.player_name
local need_power_targets = faction:get_relative_power() < faction.expansion_level[faction.current_expansion_level].precondition_power
for k, smart in pairs (faction.board.smarts_by_names) do
local smart_type = smart.sim_type
if smart_type == "territory" or smart_type == "resource" then
local is_smart_owner = smart.player_name == faction_name
if need_power_targets or is_smart_owner then
if sim_board.is_point_avail(smart, faction_name) then
-- Makes squads reluctant to leave resource smarts empty:
self:register_target_point(smart, TASK_POINT_DYNAMIC, is_smart_owner and smart_type == "resource" and 2 or 1)
end
end
end
end
end
function faction_brain_human:get_sim_targets_advance()
local faction = self.faction
local faction_name = faction.player_name
local smarts_by_name = faction.board.smarts_by_names
local exp_table = faction.expansion_level
local cur_exp = faction.current_expansion_level
local is_actor_in_faction = faction.community_player
-- Makes squads reluctant to leave expansion targets for higher expansion levels than the current one:
for i = cur_exp + 1, #exp_table do
for k, smart_name in pairs (exp_table[i].precondition_target) do
local smart = smarts_by_name[smart_name]
if smart.player_name == faction_name then
self:register_target_point(smart, TASK_POINT_NONE, 2)
end
end
end
for i = 0, cur_exp do
local expansion = exp_table[i]
for k, smart_name in pairs (expansion.precondition_target_eliminate) do
local smart = smarts_by_name[smart_name]
if game_relations.is_factions_enemies(faction_name, smart.player_name) then
self:register_target_point(smart, TASK_POINT_ELIMINATE, 2)
end
end
for k, smart_name in pairs (expansion.precondition_target) do
self:register_target_point(smarts_by_name[smart_name], TASK_POINT_CAPTURE, 2, is_actor_in_faction and i == cur_exp)
end
end
end
function faction_brain_human:register_target_point(smart, task_point_type, smart_value, is_current_priority)
local faction = self.faction
local point_capacity = smart.squad_capacity
local point_faction = smart.player_name
if point_faction == faction.player_name or point_faction == "none" then
-- if smart.important_point then
if is_current_priority or smart.sim_type == "base" then
if smart.respawn_sector ~= nil then
-- local respawn_faction = xr_logic.pick_section_from_condlist(db.actor_proxy, smart, smart.respawn_sector)
-- if respawn_faction == faction.player_name or respawn_faction == "all" then
point_capacity = point_capacity - 1
-- end
end
else
point_capacity = 1
end
end
local smart_id = smart.id
faction.target_smart_value[smart_id] =
{
smart = smart,
cap = point_capacity,
num = 0,
smart_id = smart_id,
task_point_type = task_point_type,
value = smart_value,
}
end
function faction_brain_human:reset_actor_tasks() -- all and only tasks assigned from here, possibly via init_player_task(), go into faction.random_tasks
local allies_by_smart = {}
local obstacle_points = {}
local faction = self.faction
local faction_target_smarts = faction.target_smart_value
self.interfirience_points = obstacle_points
for k, squad in pairs (faction.squads) do
local current_action = squad.current_action
if current_action ~= nil then
if current_action.name == "stay_point" then
local next_smart = current_action.next_point_id
if next_smart ~= nil then
local next_smart_target = faction_target_smarts[next_smart]
if next_smart_target ~= nil then
next_smart_target.allies_exist = true
else
local point = faction.board.smarts[next_smart].smrt
if not point.combat_manager:point_under_attack() then
if game_relations.is_factions_enemies(squad.player_id, point.player_name) then
obstacle_points[next_smart] = point
end
end
end
end
else
local dest_smart = current_action.dest_smrt_id
local dest_smart_target = faction_target_smarts[dest_smart]
if dest_smart_target ~= nil then
dest_smart_target.allies_exist = true
else
local point = faction.board.smarts[dest_smart].smrt
-- This test will always fail because a point is always under attack when a squad that isn't its owner has it as an attack_point destination smart:
-- if not point.combat_manager:point_under_attack() then
if game_relations.is_factions_enemies(squad.player_id, point.player_name) then
obstacle_points[dest_smart] = point
end
-- end
end
allies_by_smart[dest_smart] = true
end
end
end
local faction_rand_tasks = faction.random_tasks
local tm = task_manager.get_task_manager()
for smart_id, entity_id in pairs (faction_rand_tasks) do -- closes capture/eliminate tasks for any previous but not current next/dest smarts
if faction_target_smarts[smart_id] == nil then
if obstacle_points[smart_id] == nil then
local task = tm:get_task_by_entity_id(entity_id)
if task ~= nil then
if task.actor_helped then
if task.type == "capture_smart" and allies_by_smart[smart_id] == nil then
task.last_check_task = "reversed"
end
else
task.last_check_task = "reversed"
end
end
end
end
end
for k, smart_data in pairs (faction_target_smarts) do
self:init_player_task(smart_data)
end
local act_vx = db.actor:game_vertex_id()
for smart_id, smart in pairs (obstacle_points) do
if tm:get_tasks_by_smart(smart_id) == nil then -- implies faction_rand_tasks[smart_id] == nil
if utils.graph_distance(act_vx, smart.m_game_vertex_id) <= 300 then
local task = tm:select_task("eliminate_smart", smart, faction.player_name)
faction_rand_tasks[smart_id] = task.entity_id
task:give_task(faction.player_name)
end
end
end
end
local faction_cluster =
{
csky = 1,
stalker = 2,
bandit = 2,
dolg = 2,
freedom = 2,
}
function faction_brain_human:init_player_task(target_data)
if target_data.task_point_type == TASK_POINT_NONE then
return
end
local faction = self.faction
local smart = target_data.smart
local faction_name = faction.player_name
local smart_faction = smart.player_name
if smart_faction == faction_name then
return
end
local empty_point = smart_faction == "none"
local enemy_point = game_relations.is_factions_enemies(faction_name, smart_faction)
if not empty_point and not enemy_point then
return -- smart is populated by non-hostiles
end
if faction_cluster[faction_name] ~= sim_board.sim_level_cluster[smart.smart_level] then
return
end
local task_type = nil
if target_data.task_point_type == TASK_POINT_ELIMINATE then
if enemy_point == true then
task_type = "eliminate_smart"
end
elseif target_data.task_point_type == TASK_POINT_CAPTURE then
task_type = "capture_smart"
elseif enemy_point == true then
if target_data.allies_exist == true then
task_type = "capture_smart"
elseif level.name() == smart.smart_level and db.actor:position():distance_to_sqr(smart.position) <= 300*300 then -- TASK_DISTANCE
task_type = "eliminate_smart"
end
end
local tm = task_manager.get_task_manager()
local current_faction_task = faction.random_tasks[smart.id]
local current_task = current_faction_task and tm:get_task_by_entity_id(current_faction_task)
if task_type == nil then
if current_task and current_task.type == "capture_smart" and not target_data.allies_exist then
current_task.last_check_task = "reversed"
end
return
end
if current_task and current_task.type == task_type then
return
end
local task = tm:select_task(task_type, smart, faction_name)
faction.random_tasks[smart.id] = task.entity_id
if current_task ~= nil then
task.is_task_update = true
task.actor_helped = current_task.actor_helped
current_task.last_check_task = "reversed_silent"
end
if task.status ~= "selected" then
task:give_task(faction_name)
end
end