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MiscBuildConditions.lua
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----------------------------------------------------------------------------
--
-- File : /lua/MiscBuildConditions.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 Utils = import('/lua/utilities.lua')
------------------------------------------------------------------------------
-- function: True = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function True(aiBrain)
return true
end
------------------------------------------------------------------------------
-- function: False = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function False(aiBrain)
return false
end
------------------------------------------------------------------------------
-- function: RandomNumber = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int higherThan = 0 doc = "docs for param1"
-- parameter 2: int lowerThan = 0 doc = "param2 docs"
-- parameter 3: int minNumber = 0 doc = "param2 docs"
-- parameter 4: int maxNumber = 0 doc = "param2 docs"
--
------------------------------------------------------------------------------
function RandomNumber(aiBrain, higherThan, lowerThan, minNumber, maxNumber)
local num = Random(minNumber, maxNumber)
if higherThan < num and lowerThan > num then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: IsAIBrainLayerPref = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string layerPref = "Land" doc = "docs for param1"
--
------------------------------------------------------------------------------
function IsAIBrainLayerPref(aiBrain, layerPref)
if layerPref == aiBrain.LayerPref then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: MissionNumber = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function MissionNumber(aiBrain, num)
if ScenarioInfo.MissionNumber and num == ScenarioInfo.MissionNumber then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: MissionNumberGreaterOrEqual = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function MissionNumberGreaterOrEqual(aiBrain, num)
if ScenarioInfo.MissionNumber and num <= ScenarioInfo.MissionNumber then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: MissionNumberLessOrEqual = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function MissionNumberLessOrEqual(aiBrain, num)
if ScenarioInfo.MissionNumber and num >= ScenarioInfo.MissionNumber then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: CheckScenarioInfoVarTable = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string varName = "VarName" doc = "docs for param1"
--
------------------------------------------------------------------------------
function CheckScenarioInfoVarTable(aiBrain, varName)
if ScenarioInfo.VarTable then
local i = 1
if not ScenarioInfo.VarTable[varName] then
return false
end
return true
end
end
------------------------------------------------------------------------------
-- function: CheckScenarioInfoVarTableFalse = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string varName = "VarName" doc = "docs for param1"
--
------------------------------------------------------------------------------
function CheckScenarioInfoVarTableFalse(aiBrain, varName)
if ScenarioInfo.VarTable then
local i = 1
if ScenarioInfo.VarTable[varName] then
return false
end
return true
end
end
------------------------------------------------------------------------------
-- function: DifficultyEqual = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int diffLevel = "1" doc = "docs for param1"
--
------------------------------------------------------------------------------
function DifficultyEqual(aiBrain, diffLevel)
if not ScenarioInfo.Options.Difficulty then
return false
end
if ScenarioInfo.Options.Difficulty == diffLevel then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: DifficultyGreaterOrEqual = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int diffLevel = "1" doc = "docs for param1"
--
------------------------------------------------------------------------------
function DifficultyGreaterOrEqual(aiBrain, diffLevel)
if not ScenarioInfo.Options.Difficulty then
return false
end
if ScenarioInfo.Options.Difficulty >= diffLevel then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: DifficultyLessOrEqual = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int diffLevel = "1" doc = "docs for param1"
--
------------------------------------------------------------------------------
function DifficultyLessOrEqual(aiBrain, diffLevel)
if not ScenarioInfo.Options.Difficulty then
return false
end
if ScenarioInfo.Options.Difficulty <= diffLevel then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: MarkerChainExists = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string chainName = "CHAIN_NAME" doc = "docs for param1"
--
------------------------------------------------------------------------------
function MarkerChainExists(aiBrain, chainName)
local chain = Scenario.Chains[chainName]
if not chain then
return false
else
return true
end
end
------------------------------------------------------------------------------
-- function: FactionIndex = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: table factionNum = {1,2,3,4,5}
--
------------------------------------------------------------------------------
function FactionIndex(aiBrain, ...)
local FactionIndex = aiBrain:GetFactionIndex()
for index, faction in arg do
if index == 'n' then continue end
if faction == FactionIndex then
return true
end
end
return false
end
------------------------------------------------------------------------------
-- function: ReclaimablesInArea = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string locType = "MAIN"
--
------------------------------------------------------------------------------
function ReclaimablesInArea(aiBrain, locType)
--DUNCAN - was .9. Reduced as dont need to reclaim yet if plenty of mass
if aiBrain:GetEconomyStoredRatio('MASS') > .7 then
return false
end
--DUNCAN - who cares about energy for reclaming?
--if aiBrain:GetEconomyStoredRatio('ENERGY') > .9 then
-- return false
--end
local ents = AIUtils.AIGetReclaimablesAroundLocation(aiBrain, locType)
if ents and table.getn(ents) > 0 then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: CheckAvailableGates = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: string locType = "MAIN"
--
------------------------------------------------------------------------------
function CheckAvailableGates(aiBrain, locType)
local pos, rad
if aiBrain.HasPlatoonList then
for k,v in aiBrain.PBM.Locations do
if v.LocationType == locType then
pos = v.Location
rad = v.Radius
break
end
end
elseif aiBrain.BuilderManagers[locType] then
pos = aiBrain.BuilderManagers[locType].FactoryManager:GetLocationCoords()
rad = aiBrain.BuilderManagers[locType].FactoryManager.Radius
end
if not pos then
return false
end
local gates = GetOwnUnitsAroundPoint(aiBrain, categories.GATE, pos, rad)
if not gates then
return false
else
for k,v in gates do
if not v:IsUnitState('TransportLoading') then
return true
end
end
end
return false
end
------------------------------------------------------------------------------
-- function: GreaterThanMapWaterRatio = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function GreaterThanMapWaterRatio(aiBrain, num)
local ratio = aiBrain:GetMapWaterRatio()
if ratio > num then
return true
end
return false
end
function LessThanMapWaterRatio(aiBrain, num)
local ratio = aiBrain:GetMapWaterRatio()
if ratio < num then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: ArmyNeedsTransports = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function ArmyNeedsTransports(aiBrain)
if aiBrain and aiBrain:GetNoRushTicks() <= 0 and aiBrain.NeedTransports and aiBrain.NeedTransports > 0 then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: TransportNeedGreater = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function TransportNeedGreater(aiBrain, number)
if aiBrain and aiBrain.NeedsTransports and aiBrain:GetNoRushTicks() <= 0 and aiBrain.NeedTransports > number then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: ArmyWantsTransports = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function ArmyWantsTransports(aiBrain)
if aiBrain and aiBrain:GetNoRushTicks() <= 0 and aiBrain.WantTransports then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: CDRRunningAway = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function CDRRunningAway(aiBrain)
local units = aiBrain:GetListOfUnits(categories.COMMAND, false)
for k,v in units do
if not v.Dead and v.Running then
return true
end
end
return false
end
------------------------------------------------------------------------------
-- function: GreaterThanGameTime = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function GreaterThanGameTime(aiBrain, num)
local time = GetGameTimeSeconds()
if aiBrain.CheatEnabled and (0.5 * num) < time then
return true
elseif num < time then
return true
end
return false
end
------------------------------------------------------------------------------
-- function: LessThanGameTime = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: int num = 1 doc = "docs for param1"
--
------------------------------------------------------------------------------
function LessThanGameTime(aiBrain, num)
return (not GreaterThanGameTime(aiBrain, num))
end
------------------------------------------------------------------------------
-- function: PreBuiltBase = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function PreBuiltBase(aiBrain)
if aiBrain.PreBuilt then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: NotPreBuilt = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
--
------------------------------------------------------------------------------
function NotPreBuilt(aiBrain)
if not aiBrain.PreBuilt then
return true
else
return false
end
end
--DUNCAN - added to check the map.
function MapCheck(aiBrain, mapname, check)
if (ScenarioInfo.name == mapname) == check then
return true
end
return false
end
--DUNCAN - added to check for islands
function IsIsland(aiBrain, check)
if not aiBrain.islandCheck then
local startX, startZ = aiBrain:GetArmyStartPos()
aiBrain.isIsland = false
aiBrain.islandMarker = AIUtils.AIGetClosestMarkerLocation(aiBrain, 'Island', startX, startZ)
aiBrain.islandCheck = true
if aiBrain.islandMarker then
aiBrain.isIsland = true
end
end
if check == aiBrain.isIsland then
return true
else
return false
end
end
------------------------------------------------------------------------------
-- function: MapGreaterThan = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: integer sizeX = "sizeX"
-- parameter 2: integer sizeZ = "sizeZ"
--
------------------------------------------------------------------------------
function MapGreaterThan(aiBrain, sizeX, sizeZ)
local mapSizeX, mapSizeZ = GetMapSize()
if mapSizeX > sizeX or mapSizeZ > sizeZ then
--LOG('*AI DEBUG: MapGreaterThan returned True SizeX: ' .. sizeX .. ' sizeZ: ' .. sizeZ)
return true
end
--LOG('*AI DEBUG: MapGreaterThan returned False SizeX: ' .. sizeX .. ' sizeZ: ' .. sizeZ)
return false
end
------------------------------------------------------------------------------
-- function: MapLessThan = BuildCondition
--
-- parameter 0: string aiBrain = "default_brain"
-- parameter 1: integer sizeX = "sizeX"
-- parameter 2: integer sizeZ = "sizeZ"
--
------------------------------------------------------------------------------
function MapLessThan(aiBrain, sizeX, sizeZ)
local mapSizeX, mapSizeZ = GetMapSize()
if mapSizeX < sizeX and mapSizeZ < sizeZ then
--LOG('*AI DEBUG: MapLessThan returned True SizeX: ' .. sizeX .. ' sizeZ: ' .. sizeZ)
return true
end
--LOG('*AI DEBUG: MapLessThan returned False SizeX: ' .. sizeX .. ' sizeZ: ' .. sizeZ)
return false
end