/
commands.go
333 lines (302 loc) · 8.55 KB
/
commands.go
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package scl
import (
"github.com/aiseeq/s2l/lib/actions"
"github.com/aiseeq/s2l/lib/point"
"github.com/aiseeq/s2l/protocol/api"
)
type CommandsStack struct {
Simple map[api.AbilityID]Units
SimpleQueue map[api.AbilityID]Units
Pos map[api.AbilityID]map[point.Point]Units
PosQueue map[api.AbilityID]map[point.Point]Units
Tag map[api.AbilityID]map[api.UnitTag]Units
TagQueue map[api.AbilityID]map[api.UnitTag]Units
}
func FilterCmdSetAndSetItForTheRest(us Units) Units {
units := Units{}
for _, unit := range us {
if !unit.CmdSet {
unit.CmdSet = true
units.Add(unit)
}
}
return units
}
func (cs *CommandsStack) AddSimple(a api.AbilityID, queue bool, u ...*Unit) {
if queue {
if cs.SimpleQueue == nil {
cs.SimpleQueue = map[api.AbilityID]Units{}
}
c := cs.SimpleQueue[a]
c = append(c, u...)
cs.SimpleQueue[a] = c
} else {
u = FilterCmdSetAndSetItForTheRest(u)
if cs.Simple == nil {
cs.Simple = map[api.AbilityID]Units{}
}
c := cs.Simple[a]
c = append(c, u...)
cs.Simple[a] = c
}
}
func (cs *CommandsStack) AddPos(a api.AbilityID, p point.Point, queue bool, u ...*Unit) {
if queue {
if cs.PosQueue == nil {
cs.PosQueue = map[api.AbilityID]map[point.Point]Units{}
}
c := cs.PosQueue[a]
if c == nil {
c = map[point.Point]Units{}
}
cp := c[p]
cp = append(cp, u...)
c[p] = cp
cs.PosQueue[a] = c
} else {
u = FilterCmdSetAndSetItForTheRest(u)
if cs.Pos == nil {
cs.Pos = map[api.AbilityID]map[point.Point]Units{}
}
c := cs.Pos[a]
if c == nil {
c = map[point.Point]Units{}
}
cp := c[p]
cp = append(cp, u...)
c[p] = cp
cs.Pos[a] = c
}
}
func (cs *CommandsStack) AddTag(a api.AbilityID, t api.UnitTag, queue bool, u ...*Unit) {
if queue {
if cs.TagQueue == nil {
cs.TagQueue = map[api.AbilityID]map[api.UnitTag]Units{}
}
c := cs.TagQueue[a]
if c == nil {
c = map[api.UnitTag]Units{}
}
ct := c[t]
ct = append(ct, u...)
c[t] = ct
cs.TagQueue[a] = c
} else {
u = FilterCmdSetAndSetItForTheRest(u)
if cs.Tag == nil {
cs.Tag = map[api.AbilityID]map[api.UnitTag]Units{}
}
c := cs.Tag[a]
if c == nil {
c = map[api.UnitTag]Units{}
}
ct := c[t]
ct = append(ct, u...)
c[t] = ct
cs.Tag[a] = c
}
}
func (cs *CommandsStack) ProcessSimple(actions *actions.Actions, simple map[api.AbilityID]Units, queue bool) {
for ability, units := range simple {
us := Units{}
if queue {
// No repeat checks for queued orders
us = units
for _, unit := range units {
// But save history for the last action
B.U.UnitsOrders[unit.Tag] = UnitOrder{
Loop: B.Loop,
Ability: ability,
}
}
} else {
for _, unit := range units {
// Check unit's current state and last order
if unit.SpamCmds ||
(unit.TargetAbility() != ability &&
(unit.IsIdle() || B.U.UnitsOrders[unit.Tag].Ability != ability)) {
us.Add(unit)
B.U.UnitsOrders[unit.Tag] = UnitOrder{
Loop: B.Loop,
Ability: ability,
}
}
}
}
if us.Exists() {
*actions = append(*actions, &api.Action{
ActionRaw: &api.ActionRaw{
Action: &api.ActionRaw_UnitCommand{
UnitCommand: &api.ActionRawUnitCommand{
AbilityId: ability,
UnitTags: us.Tags(),
QueueCommand: queue,
}}}})
}
}
}
func (cs *CommandsStack) ProcessPos(actions *actions.Actions, posList map[api.AbilityID]map[point.Point]Units, queue bool) {
for ability, positions := range posList {
for position, units := range positions {
us := Units{}
if queue {
// No repeat checks for queued orders
us = units
for _, unit := range units {
// But save history for the last action
B.U.UnitsOrders[unit.Tag] = UnitOrder{
Loop: B.Loop,
Ability: ability,
Pos: position,
}
}
} else {
for _, unit := range units {
// Check unit's current state and last order
/*log.Info(unit.TargetAbility(), ability)
log.Info((unit.TargetPos()-position).Len())
log.Info(UnitsOrders[unit.Tag].Ability, ability)
log.Info(UnitsOrders[unit.Tag].Pos, position)*/
if unit.SpamCmds ||
((unit.TargetAbility() != ability ||
(unit.TargetPos()-position).Len() > samePoint) &&
(unit.IsIdle() ||
B.U.UnitsOrders[unit.Tag].Ability != ability ||
B.U.UnitsOrders[unit.Tag].Pos != position)) {
us.Add(unit)
B.U.UnitsOrders[unit.Tag] = UnitOrder{
Loop: B.Loop,
Ability: ability,
Pos: position,
}
}
}
}
if us.Exists() {
*actions = append(*actions, &api.Action{
ActionRaw: &api.ActionRaw{
Action: &api.ActionRaw_UnitCommand{
UnitCommand: &api.ActionRawUnitCommand{
AbilityId: ability,
UnitTags: us.Tags(),
QueueCommand: queue,
Target: &api.ActionRawUnitCommand_TargetWorldSpacePos{
TargetWorldSpacePos: position.To2D(),
}}}}})
}
}
}
}
func (cs *CommandsStack) ProcessTag(actions *actions.Actions, tagList map[api.AbilityID]map[api.UnitTag]Units, queue bool) {
for ability, tags := range tagList {
for tag, units := range tags {
us := Units{}
if queue {
// No repeat checks for queued orders
us = units
for _, unit := range units {
// But save history for the last action
B.U.UnitsOrders[unit.Tag] = UnitOrder{
Loop: B.Loop,
Ability: ability,
Tag: tag,
}
}
} else {
for _, unit := range units {
// Check unit's current state and last order
if unit.SpamCmds ||
((unit.TargetAbility() != ability ||
unit.TargetTag() != tag) &&
(unit.IsIdle() ||
B.U.UnitsOrders[unit.Tag].Ability != ability ||
B.U.UnitsOrders[unit.Tag].Tag != tag)) {
us.Add(unit)
B.U.UnitsOrders[unit.Tag] = UnitOrder{
Loop: B.Loop,
Ability: ability,
Tag: tag,
}
}
}
}
if us.Exists() {
*actions = append(*actions, &api.Action{
ActionRaw: &api.ActionRaw{
Action: &api.ActionRaw_UnitCommand{
UnitCommand: &api.ActionRawUnitCommand{
AbilityId: ability,
UnitTags: us.Tags(),
QueueCommand: queue,
Target: &api.ActionRawUnitCommand_TargetUnitTag{
TargetUnitTag: tag,
}}}}})
}
}
}
}
func (cs *CommandsStack) Process(actions *actions.Actions) {
cs.ProcessSimple(actions, cs.Simple, false)
cs.ProcessPos(actions, cs.Pos, false)
cs.ProcessTag(actions, cs.Tag, false)
// todo: Тут, скорее всего, бага. Но она проявится если давать несколько команд в очереди сразу
// они могут быть разного типа и идти в любом порядке. Здесь же, походу, пределён порядок типов
// Короче, будет работать только если сначала давать одну команду без очереди, а потом одну с очередью и всё
cs.ProcessSimple(actions, cs.SimpleQueue, true)
cs.ProcessPos(actions, cs.PosQueue, true)
cs.ProcessTag(actions, cs.TagQueue, true)
}
func (u *Unit) Command(ability api.AbilityID) {
B.Cmds.AddSimple(ability, false, u)
}
func (u *Unit) CommandQueue(ability api.AbilityID) {
B.Cmds.AddSimple(ability, true, u)
}
func (u *Unit) CommandPos(ability api.AbilityID, target point.Pointer) {
B.Cmds.AddPos(ability, target.Point(), false, u)
}
func (u *Unit) CommandPosQueue(ability api.AbilityID, target point.Pointer) {
B.Cmds.AddPos(ability, target.Point(), true, u)
}
func (u *Unit) CommandTag(ability api.AbilityID, target api.UnitTag) {
B.Cmds.AddTag(ability, target, false, u)
}
func (u *Unit) CommandTagQueue(ability api.AbilityID, target api.UnitTag) {
B.Cmds.AddTag(ability, target, true, u)
}
func (us Units) Command(ability api.AbilityID) {
if us.Empty() {
return
}
B.Cmds.AddSimple(ability, false, us...)
}
func (us Units) CommandQueue(ability api.AbilityID) {
if us.Empty() {
return
}
B.Cmds.AddSimple(ability, true, us...)
}
func (us Units) CommandPos(ability api.AbilityID, target point.Pointer) {
if us.Empty() {
return
}
B.Cmds.AddPos(ability, target.Point(), false, us...)
}
func (us Units) CommandPosQueue(ability api.AbilityID, target point.Pointer) {
if us.Empty() {
return
}
B.Cmds.AddPos(ability, target.Point(), true, us...)
}
func (us Units) CommandTag(ability api.AbilityID, target api.UnitTag) {
if us.Empty() {
return
}
B.Cmds.AddTag(ability, target, false, us...)
}
func (us Units) CommandTagQueue(ability api.AbilityID, target api.UnitTag) {
if us.Empty() {
return
}
B.Cmds.AddTag(ability, target, true, us...)
}