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BaseManagerBuildConditions.lua
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467 lines (427 loc) · 16.4 KB
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-----------------------------------------------------------------
-- File : /cdimage/lua/editor/EconomyBuildConditions.lua
-- Author(s): Dru Staltman, John Comes
-- Summary : Generic AI Platoon Build Conditions
-- Build conditions always return true or false
-- Copyright © 2005 Gas Powered Games, Inc. All rights reserved.
-----------------------------------------------------------------
local AIUtils = import('/lua/ai/aiutilities.lua')
local ScenarioFramework = import('/lua/scenarioframework.lua')
local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')
-- function: NeedAnyStructure = BuildCondition doc = "Please work function docs."
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string baseName = "base_name"
function NeedAnyStructure(aiBrain, baseName)
if not aiBrain.BaseManagers[baseName] then
return false
end
local bManager = aiBrain.BaseManagers[baseName]
for dNum, data in bManager.LevelNames do
if data.Priority > 0 then
local buildTemplate = aiBrain.BaseTemplates[baseName .. data.Name].Template
local buildList = aiBrain.BaseTemplates[baseName .. data.Name].List
local buildCounter = aiBrain.BaseTemplates[baseName .. data.Name].BuildCounter
if not buildTemplate or not buildList then
return false
end
for _, v in buildTemplate do
if bManager:CheckStructureBuildable(v[1][1]) then
-- Get the building to build
local category
for catName, catData in buildList do
if catData.StructureType == v[1][1] then
category = catData.StructureCategory
break
end
end
-- Iterate through build locations
for num, location in v do
if category and num > 1 then
-- Check if it can be built and then build
if aiBrain:CanBuildStructureAt(category, {location[1], 0, location[2]})
and bManager:CheckUnitBuildCounter(location, buildCounter) then
return true
end
end
end
end
end
end
end
return false
end
-- function: NumUnitsLessNearBase = BuildCondition doc = "Please work function docs."
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string baseName = "MAIN" doc = "docs for param1"
-- parameter 2: expr category = categories.ALLUNITS
-- parameter 3: string varName = "VariableName"
function NumUnitsLessNearBase(aiBrain, baseName, category, varName)
if aiBrain.BaseManagers[baseName] == nil then
return false
else
local base = aiBrain.BaseManagers[baseName]
local unitList = aiBrain:GetUnitsAroundPoint(category, base:GetPosition(), base.Radius, 'Ally')
local count = 0
for i, unit in unitList do
if unit:GetAIBrain() == aiBrain then
count = count + 1
end
end
if not varName then
if count < base.EngineerQuantity then
return true
end
elseif type(varName) == 'string' then
if count < ScenarioInfo.VarTable[varName] then
return true
end
else
if count < varName then
return true
end
end
return false
end
end
function BaseManagerNeedsEngineers(aiBrain, baseName)
if not aiBrain.BaseManagers[baseName] then
return false
end
local bManager = aiBrain.BaseManagers[baseName]
if bManager.EngineerQuantity > bManager.CurrentEngineerCount then
return true
end
return false
end
function ExpansionBasesNeedEngineers(aiBrain, baseName)
if not aiBrain.BaseManagers[baseName] then
return false
end
local bManager = aiBrain.BaseManagers[baseName]
if not bManager.ExpansionBaseData then
return false
end
for num, eData in bManager.ExpansionBaseData do
local eBaseName = eData.BaseName
local base = aiBrain.BaseManagers[eBaseName]
if base and base:GetPosition() and base.Radius then
local count = base.CurrentEngineerCount
count = count + eData.IncomingEngineers
if count < eData.Engineers then
return true
end
end
end
return false
end
-- Check if specific expansion base needs engineers
function NumEngiesInExpansionBase(aiBrain, baseName, eBaseName)
if not aiBrain.BaseManagers[baseName] or not aiBrain.BaseManagers[eBaseName] then
return false
end
local bManager = aiBrain.BaseManagers[baseName]
if not bManager.ExpansionBaseData then
return false
end
for num, eData in bManager.ExpansionBaseData do
if eData.BaseName == eBaseName then
local base = aiBrain.BaseManagers[eBaseName]
if base and base:GetPosition() and base.Radius then
local count = base.CurrentEngineerCount
count = count + eData.IncomingEngineers
if count < eData.Engineers then
return true
end
end
end
end
return false
end
function CDRInPoolNeedAnyStructure(aiBrain, baseName)
if not aiBrain.BaseManagers[baseName] then
return false
end
local pool = aiBrain:GetPlatoonUniquelyNamed('ArmyPool')
local cdrUnit = false
for _, v in pool:GetPlatoonUnits() do
if not v.Dead and EntityCategoryContains(categories.COMMAND, v) then
cdrUnit = v
end
end
if not cdrUnit then
return false
end
for dNum, data in aiBrain.BaseManagers[baseName].LevelNames do
if data.Priority > 0 then
local buildTemplate = aiBrain.BaseTemplates[baseName .. data.Name].Template
local buildList = aiBrain.BaseTemplates[baseName .. data.Name].List
if not buildTemplate or not buildList then
return false
end
for _, v in buildTemplate do
-- Get the building to build
local category
for catName, catData in buildList do
if catData.StructureType == v[1][1] then
category = catData.StructureCategory
break
end
end
if category and cdrUnit:CanBuild(category) then
-- Iterate through build locations
for num, location in v do
-- Check if it can be built and then build
if num > 1 and aiBrain:CanBuildStructureAt(category, {location[1], 0, location[2]}) then
return true
end
end
end
end
end
end
return false
end
function SubCDRInPoolNeedAnyStructure(aiBrain, baseName)
if not aiBrain.BaseManagers[baseName] then
return false
end
local pool = aiBrain:GetPlatoonUniquelyNamed('ArmyPool')
local cdrUnit = false
for _, v in pool:GetPlatoonUnits() do
if not v.Dead and EntityCategoryContains(categories.SUBCOMMANDER, v) then
cdrUnit = v
end
end
if not cdrUnit then
return false
end
for dNum, data in aiBrain.BaseManagers[baseName].LevelNames do
if data.Priority > 0 then
local buildTemplate = aiBrain.BaseTemplates[baseName .. data.Name].Template
local buildList = aiBrain.BaseTemplates[baseName .. data.Name].List
if not buildTemplate or not buildList then
return false
end
for _, v in buildTemplate do
-- Get the building to build
local category
for catName, catData in buildList do
if catData.StructureType == v[1][1] then
category = catData.StructureCategory
break
end
end
if category and cdrUnit:CanBuild(category) then
-- Iterate through build locations
for num, location in v do
-- Check if it can be built and then build
if num > 1 and aiBrain:CanBuildStructureAt(category, {location[1], 0, location[2]}) then
return true
end
end
end
end
end
end
return false
end
function CategoriesBeingBuilt(aiBrain, baseName, catTable)
if not aiBrain.BaseManagers[baseName] then
return false
end
local basePos = aiBrain.BaseManagers[baseName]:GetPosition()
local baseRad = aiBrain.BaseManagers[baseName].Radius
if not basePos or not baseRad then
return false
end
local unitsBuilding = aiBrain:GetListOfUnits(categories.CONSTRUCTION, false)
for unitNum, unit in unitsBuilding do
if not unit.Dead and unit:IsUnitState('Building') then
local buildingUnit = unit.UnitBeingBuilt
if buildingUnit and not buildingUnit.Dead then
for catNum, buildeeCat in catTable do
local buildCat = ParseEntityCategory(buildeeCat)
if EntityCategoryContains(buildCat, buildingUnit) then
local unitPos = unit:GetPosition()
if unitPos and VDist2(basePos[1], basePos[3], unitPos[1], unitPos[3]) < baseRad then
return true
end
end
end
end
end
end
return false
end
function HighestFactoryLevel(aiBrain, level, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then
return false
end
local t3FacList = AIUtils.GetOwnUnitsAroundPoint(aiBrain, categories.FACTORY * categories.TECH3, bManager:GetPosition(), bManager.Radius)
local t2FacList = AIUtils.GetOwnUnitsAroundPoint(aiBrain, categories.FACTORY * categories.TECH2, bManager:GetPosition(), bManager.Radius)
if t3FacList and table.getn(t3FacList) > 0 then
if level == 3 then
return true
else
return false
end
elseif t2FacList and table.getn(t2FacList) > 0 then
if level == 2 then
return true
else
return false
end
end
return true
end
function FactoryCountAndNeed(aiBrain, techLevel, engQuantity, pType, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then
return false
end
local facCat = ParseEntityCategory('FACTORY * TECH'..techLevel)
local facList = AIUtils.GetOwnUnitsAroundPoint(aiBrain, facCat, bManager:GetPosition(), bManager.Radius)
local typeCount = {Air = 0, Land = 0, Sea = 0, }
for k, v in facList do
if EntityCategoryContains(categories.AIR, v) then
typeCount['Air'] = typeCount['Air'] + 1
elseif EntityCategoryContains(categories.LAND, v) then
typeCount['Land'] = typeCount['Land'] + 1
elseif EntityCategoryContains(categories.NAVAL, v) then
typeCount['Sea'] = typeCount['Sea'] + 1
end
end
if typeCount[pType] >= typeCount['Air'] and typeCount[pType] >= typeCount['Land'] and typeCount[pType] >= typeCount['Sea'] then
if typeCount[pType] == engQuantity and bManager.EngineerQuantity >= (bManager.CurrentEngineerCount + bManager:GetEngineersBuilding() + engQuantity) then
return true
elseif bManager.EngineerQuantity - (bManager.CurrentEngineerCount + bManager:GetEngineersBuilding() + engQuantity) == 0 and typeCount[pType] >= engQuantity then
return true
elseif bManager.EngineerQuantity - (bManager.CurrentEngineerCount + bManager:GetEngineersBuilding() + engQuantity) > 0 and engQuantity == 5 and typeCount[pType] >= 5 then
return true
end
end
return false
end
function BaseManagerEngineersStarted(aiBrain, platoonData)
aiBrain.BaseManagers[platoonData.BaseName]:SetEngineersBuilding(platoonData.NumBuilding)
end
function UnfinishedBuildingsCheck(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then
return false
end
-- Return out if the list is empty or all buildings are finished
if table.getn(bManager.UnfinishedBuildings) == 0 then
return false
else
local allFinished = true
for _, v in bManager.UnfinishedBuildings do
if v then
allFinished = false
break
end
end
if allFinished then
return false
end
end
-- Check list
local armyIndex = bManager.AIBrain:GetArmyIndex()
local beingBuiltList = {}
local buildingEngs = bManager.AIBrain:GetListOfUnits(categories.ENGINEER, false)
for _, v in buildingEngs do
local buildingUnit = v.UnitBeingBuilt
if buildingUnit and buildingUnit.UnitName then
beingBuiltList[buildingUnit.UnitName] = true
end
end
for k, v in bManager.UnfinishedBuildings do
if v and ScenarioInfo.UnitNames[armyIndex][k] and not ScenarioInfo.UnitNames[armyIndex][k].Dead then
if not beingBuiltList[k] then
return true
end
end
end
return false
end
function HighestFactoryLevelType(aiBrain, level, baseName, type)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then
return false
end
local catCheck
if type == 'Air' then
catCheck = categories.AIR
elseif type == 'Land' then
catCheck = categories.LAND
elseif type == 'Sea' then
catCheck = categories.NAVAL
end
local t3FacList = AIUtils.GetOwnUnitsAroundPoint(aiBrain, categories.FACTORY * categories.TECH3 * catCheck, bManager:GetPosition(), bManager.Radius)
local t2FacList = AIUtils.GetOwnUnitsAroundPoint(aiBrain, categories.FACTORY * categories.TECH2 * catCheck, bManager:GetPosition(), bManager.Radius)
if t3FacList and table.getn(t3FacList) > 0 then
if level == 3 then
return true
else
return false
end
elseif t2FacList and table.getn(t2FacList) > 0 then
if level == 2 then
return true
else
return false
end
end
return true
end
function BaseActive(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.Active
end
function BaseReclaimEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.EngineerReclaiming
end
function BasePatrollingEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.Patrolling
end
function BaseBuildingEngineers(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.BuildEngineers
end
function BaseEngineersEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.Engineers
end
function LandScoutingEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.LandScouting
end
function AirScoutingEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.AirScouting
end
function ExpansionBasesEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.ExpansionBases
end
function TMLsEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.TMLs
end
function NukesEnabled(aiBrain, baseName)
local bManager = aiBrain.BaseManagers[baseName]
if not bManager then return false end
return bManager.FunctionalityStates.Nukes
end