Merge branch 'FightSystem/DummyAI' into FightSystem/LixfelAI
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# Conflicts:
#	FightSystem/FightSystem_Core/src/de/steamwar/fightsystem/ai/AI.java
#	FightSystem/FightSystem_Core/src/de/steamwar/fightsystem/ai/AIManager.java
#	FightSystem/FightSystem_Core/src/de/steamwar/fightsystem/ai/DummyAI.java
This commit is contained in:
Lixfel
2024-08-18 18:03:21 +02:00
4 changed files with 4 additions and 203 deletions

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@ -79,8 +79,8 @@ public abstract class AI {
public static AI getAI(UUID uuid) { public static AI getAI(UUID uuid) {
return ais.get(uuid); return ais.get(uuid);
} }
@Getter
@Getter
protected final FightTeam team; protected final FightTeam team;
@Getter @Getter
private final LivingEntity entity; private final LivingEntity entity;

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@ -32,6 +32,8 @@ import java.util.Random;
public class DummyAI extends AI { public class DummyAI extends AI {
private static final Random random = new Random();
public DummyAI(FightTeam team) { public DummyAI(FightTeam team) {
super(team, SteamwarUser.get("public")); super(team, SteamwarUser.get("public"));
@ -42,7 +44,7 @@ public class DummyAI extends AI {
@Override @Override
public SchematicNode chooseSchematic() { public SchematicNode chooseSchematic() {
List<SchematicNode> publics = SchematicNode.getAllSchematicsOfType(0, Config.SchematicType.toDB()); List<SchematicNode> publics = SchematicNode.getAllSchematicsOfType(0, Config.SchematicType.toDB());
return publics.get(new Random().nextInt(publics.size())); return publics.get(random.nextInt(publics.size()));
} }
@Override @Override

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@ -1,60 +0,0 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.fightsystem.ai;
import de.steamwar.fightsystem.Config;
import de.steamwar.fightsystem.fight.FightTeam;
import de.steamwar.sql.SchematicNode;
import de.steamwar.sql.SteamwarUser;
import org.bukkit.util.Vector;
import java.util.List;
import java.util.Random;
public class LixfelAI extends AI {
private final Random random = new Random();
private LixfelPathplanner pathplanner;
public LixfelAI(FightTeam team, String user) {
super(team, SteamwarUser.get(user));
}
@Override
public SchematicNode chooseSchematic() {
List<SchematicNode> publics = SchematicNode.getAllSchematicsOfType(0, Config.SchematicType.toDB());
SchematicNode schem = publics.get(new Random().nextInt(publics.size()));
pathplanner = new LixfelPathplanner(schem);
return schem;
}
@Override
protected void plan() {
setReady();
Vector destination = pathplanner.getWalkable().get(random.nextInt(pathplanner.getWalkable().size()));
List<Vector> path = pathplanner.plan(getPosition(), destination);
if(!path.isEmpty())
chat("Path size: " + path.size());
for(Vector p : path) {
move(p);
}
}
}

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@ -1,141 +0,0 @@
/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.fightsystem.ai;
import com.sk89q.worldedit.extent.clipboard.Clipboard;
import com.sk89q.worldedit.math.BlockVector3;
import com.sk89q.worldedit.regions.Region;
import com.sk89q.worldedit.world.block.BlockType;
import de.steamwar.fightsystem.Config;
import de.steamwar.sql.SchematicData;
import de.steamwar.sql.SchematicNode;
import org.bukkit.util.Vector;
import java.io.IOException;
import java.util.*;
public class LixfelPathplanner {
private static BlockType getBlockType(Clipboard clipboard, BlockVector3 vector) {
return clipboard.getBlock(vector).getBlockType();
}
private static boolean nonsolid(Clipboard clipboard, BlockVector3 vector) {
return !getBlockType(clipboard, vector).getMaterial().isSolid();
}
private static Vector toBukkit(BlockVector3 vector) {
return new Vector(vector.getX() + 0.5, vector.getY(), vector.getZ() + 0.5);
}
private final List<Vector> walkable = new ArrayList<>();
private final Map<Vector, Vector[]> neighbours = new HashMap<>();
public LixfelPathplanner(SchematicNode schem) {
try {
fillWalkable(new SchematicData(schem).load());
} catch (IOException e) {
throw new IllegalStateException(e);
}
}
public List<Vector> getWalkable() {
return walkable;
}
private void fillWalkable(Clipboard clipboard) {
BlockVector3 min = clipboard.getRegion().getMinimumPoint().subtract(Config.PreperationArea, 0, Config.PreperationArea); //TODO assumes nonextended Schematic with maximal size
Region region = clipboard.getRegion();
clipboard.getRegion().forEach(vector -> {
BlockVector3 below = vector.subtract(0, 1, 0);
if(!region.contains(below))
return;
BlockType belowMaterial = getBlockType(clipboard, below);
BlockVector3 above = vector.add(0, 1, 0);
if(nonsolid(clipboard, vector)) {
if(
(belowMaterial.getMaterial().isSolid() || belowMaterial.getId().equals("minecraft:ladder")) &&
(!region.contains(above) || nonsolid(clipboard, above))
)
walkable.add(toBukkit(vector.subtract(min)));
} else {
if(!region.contains(above))
walkable.add(toBukkit(above.subtract(min)));
}
});
for(Vector vector : walkable) {
neighbours.put(vector, walkable.stream().filter(neighbour -> neighbouring(neighbour, vector)).filter(neighbour -> neighbour != vector).toArray(Vector[]::new));
}
}
public List<Vector> planToAnywhere(Vector start, Vector destination) {
Vector intermediate = walkable.stream().filter(vector -> neighbouring(vector, destination)).findAny().orElse(null);
if(intermediate == null)
return Collections.emptyList();
List<Vector> plan = plan(start, intermediate);
plan.add(destination);
return plan;
}
public List<Vector> plan(Vector start, Vector destination) {
if(neighbouring(start, destination))
return Collections.singletonList(destination);
Map<Vector, Vector> approach = new HashMap<>();
Set<Vector> checking = Collections.singleton(destination);
while(!checking.isEmpty()) {
Set<Vector> toCheck = new HashSet<>();
for(Vector current : checking) {
Vector firstStep = Arrays.stream(neighbours.get(current))
.filter(vector -> !approach.containsKey(vector))
.filter(next -> {
approach.put(next, current);
toCheck.add(next);
return neighbouring(next, start);
})
.findAny().orElse(null);
if(firstStep != null) {
List<Vector> path = new ArrayList<>();
path.add(firstStep);
while(path.get(path.size()-1) != destination) {
path.add(approach.get(path.get(path.size()-1)));
}
return path;
}
}
checking = toCheck;
}
return Collections.emptyList();
}
private boolean neighbouring(Vector a, Vector b) {
return Math.abs(a.getX() - b.getX()) <= 1 && Math.abs(a.getY() - b.getY()) <= 1 && Math.abs(a.getZ() - b.getZ()) <= 1;
}
}