
04-24-2012, 09:48 PM
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Approved Member
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Join Date: Dec 2009
Location: Austria
Posts: 1,536
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Quote:
Originally Posted by SNAFU
I am very interested in this subject, due to the fact that I use a similar "AI find your target yourself" script on our server. It works so far quite well, but a routine, which would set the intervall the AI searches for new targets and sets their new tasks accordingly would be really good.
I have at the moment other irons to hammer, but if you find a solution, please drop a line.
PS: I used Naryvs approach, had no time to compare it with yours, but you find the code below:
Code:
using System;
using System.Collections;
using maddox.game;
using maddox.game.world;
using maddox.GP;
public class Mission : AMission
{
int AirStrikeMissNum = -1;
internal AiActor FindGroundTarget(int army, Point3d attackerPos)
{
AiActor result = null;
AiGroundGroup[] enemyGG = GamePlay.gpGroundGroups((army == 1) ? 2 : 1);
if (enemyGG != null)
{
result = enemyGG[0];
for (int i = 1; i < enemyGG.Length; i++)
{
if (enemyGG[i] != null)
if (result.Pos().distance(ref attackerPos) > enemyGG[i].Pos().distance(ref attackerPos))
{ result = enemyGG[i]; }
}
}
return result;
}
internal AiActor FindAirTarget(AiAirGroup myGroup)
{
AiActor result = null;
AiAirGroup[] enemyAG = GamePlay.gpAirGroups((myGroup.Army() == 1) ? 2 : 1);
Point3d attackerPos = myGroup.Pos();
if (enemyAG != null)
{
foreach (AiAirGroup eGroup in enemyAG)
{
if (eGroup.isAircraftType(AircraftType.Bomber) || eGroup.isAircraftType(AircraftType.DiveBomber))
{
if (result != null)
{
if (result.Pos().distance(ref attackerPos) > eGroup.Pos().distance(ref attackerPos))
result = eGroup;
}
else result = eGroup;
}
}
if (result == null)
{
foreach (AiAirGroup eGroup in enemyAG)
{
if (result != null)
{
if (result.Pos().distance(ref attackerPos) > eGroup.Pos().distance(ref attackerPos))
result = eGroup;
}
else result = eGroup;
}
}
}
return result;
}
internal AiAirport FindOurAirfield(int army, AiActor actor)
{
AiAirport result = null;
Point3d attackerPos = actor.Pos();
AiAirport[] airports = GamePlay.gpAirports();
if (airports != null)
{
foreach (AiAirport airport in airports)
{
if (GamePlay.gpFrontArmy(airport.Pos().x, airport.Pos().y) == army)
{
if (result != null)
{
if (result.Pos().distance(ref attackerPos) > airport.Pos().distance(ref attackerPos))
result = airport;
}
else result = airport;
}
}
}
return result;
}
internal AiWayPoint[] LandingWay(AiAirGroup airGroup)
{
AiWayPoint[] result = new AiWayPoint[1];
if (airGroup.GetWay().Length != 1)
{
Point3d curPos = airGroup.Pos();
double speed = (airGroup.GetItems()[0] as AiAircraft).getParameter(part.ParameterTypes.Z_VelocityTAS, -1);
AiAirport findOurAirfield = FindOurAirfield(airGroup.Army(), airGroup);
if (findOurAirfield != null)
{
curPos = findOurAirfield.Pos();
AiAirWayPoint aaWP = new AiAirWayPoint(ref curPos, speed);
aaWP.Action = AiAirWayPointType.LANDING;
aaWP.Target = findOurAirfield;
result[0] = aaWP;
}
else
{
result = WaitingTargetWay(airGroup);
}
}
else result = airGroup.GetWay();
return result;
}
internal AiWayPoint[] WaitingTargetWay(AiAirGroup airGroup)
{
AiWayPoint[] result = new AiWayPoint[3];
double speed = (airGroup.GetItems()[0] as AiAircraft).getParameter(part.ParameterTypes.Z_VelocityTAS, -1);
Point3d addPoint = airGroup.Pos();
addPoint.add(2000, 2000, 0);
AiAirWayPoint aaWP = new AiAirWayPoint(ref addPoint, speed);
if (airGroup.isAircraftType(AircraftType.Fighter) || airGroup.isAircraftType(AircraftType.HeavyFighter))
{ aaWP.Action = AiAirWayPointType.HUNTING; }
else aaWP.Action = AiAirWayPointType.NORMFLY;
result[0] = aaWP;
addPoint.add(-1500, -1500, 0);
aaWP.P = addPoint;
result[1] = aaWP;
addPoint.add(1000, 1000, 0);
aaWP.P = addPoint;
aaWP.Action = AiAirWayPointType.LANDING;
result[2] = aaWP;
return result;
}
internal void SetNewTask(AiAirGroup airGroup)
{
AiWayPoint[] chkWP = airGroup.GetWay();
Point3d curPos = airGroup.Pos();
AiWayPoint[] airGroupWay = new AiWayPoint[2];
if ((chkWP.Length == 1) && ((chkWP[0] as AiAirWayPoint).Action == AiAirWayPointType.LANDING))
{
return;
/*if (((chkWP[0] as AiAirWayPoint).Target as AiAirport) != null)
if (GamePlay.gpFrontArmy(((chkWP[0] as AiAirWayPoint).Target as AiAirport).Pos().x, ((chkWP[0] as AiAirWayPoint).Target as AiAirport).Pos().y) == airGroup.Army())
{ return; }
else
{
airGroupWay = WaitingTargetWay(airGroup);
airGroup.SetWay(airGroupWay);
return;
} */
}
double speed = (airGroup.GetItems()[0] as AiAircraft).getParameter(part.ParameterTypes.Z_VelocityTAS, -1);
Point3d addPoint = curPos;
AiAirWayPoint aaWP = new AiAirWayPoint(ref addPoint, speed);
aaWP.Action = AiAirWayPointType.NORMFLY;
airGroupWay[0] = aaWP;
if (airGroup.isAircraftType(AircraftType.Bomber) || airGroup.isAircraftType(AircraftType.DiveBomber))
{
AiActor nearestGT = FindGroundTarget(airGroup.Army(), airGroup.Pos());
if (airGroup.hasBombs())
{
if (nearestGT != null)
{
aaWP.P = nearestGT.Pos();
aaWP.P.z = curPos.z;
aaWP.Target = nearestGT;
aaWP.GAttackType = AiAirWayPointGAttackType.LEVEL;
aaWP.Action = AiAirWayPointType.GATTACK_TARG;
airGroupWay[1] = aaWP;
}
else
{
airGroupWay = WaitingTargetWay(airGroup);
}
}
else airGroupWay = LandingWay(airGroup);
}
if (airGroup.isAircraftType(AircraftType.Fighter) || airGroup.isAircraftType(AircraftType.HeavyFighter))
{
AiAirGroup enemyGroup = FindAirTarget(airGroup) as AiAirGroup;
if (enemyGroup == null)
return;
if (airGroup.hasCourseWeapon())
{
aaWP.P = enemyGroup.Pos();
aaWP.Target = enemyGroup;
if (enemyGroup.isAircraftType(AircraftType.Bomber) || enemyGroup.isAircraftType(AircraftType.DiveBomber))
aaWP.Action = AiAirWayPointType.AATTACK_BOMBERS;
else aaWP.Action = AiAirWayPointType.AATTACK_FIGHTERS;
airGroupWay[1] = aaWP;
}
else
{
airGroupWay = LandingWay(airGroup);
}
}
if (airGroupWay != null)
{
foreach (AiWayPoint aWP in airGroupWay)
{
if (aWP == null)
return;
}
airGroup.SetWay(airGroupWay);
}
}
internal void SetNewFighterTask(AiAirGroup airGroup, AiAirGroup enemyGroup)
{
AiWayPoint[] chkWP = airGroup.GetWay();
Point3d curPos = airGroup.Pos();
AiWayPoint[] airGroupWay = new AiWayPoint[2];
double speed = (airGroup.GetItems()[0] as AiAircraft).getParameter(part.ParameterTypes.Z_VelocityTAS, -1);
Point3d addPoint = curPos;
AiAirWayPoint aaWP = new AiAirWayPoint(ref addPoint, speed);
aaWP.Action = AiAirWayPointType.NORMFLY;
airGroupWay[0] = aaWP;
if (airGroup.isAircraftType(AircraftType.Fighter) || airGroup.isAircraftType(AircraftType.HeavyFighter))
{
if (enemyGroup == null)
return;
aaWP.P = enemyGroup.Pos();
aaWP.Target = enemyGroup;
if (enemyGroup.isAircraftType(AircraftType.Bomber) || enemyGroup.isAircraftType(AircraftType.DiveBomber))
aaWP.Action = AiAirWayPointType.AATTACK_BOMBERS;
else aaWP.Action = AiAirWayPointType.AATTACK_FIGHTERS;
airGroupWay[1] = aaWP;
}
if (airGroupWay != null) airGroup.SetWay(airGroupWay);
}
public override void OnActorTaskCompleted(int missionNumber, string shortName, AiActor actor)
{
base.OnActorTaskCompleted(missionNumber, shortName, actor);
AiAirGroup airGroup = actor as AiAirGroup;
if ((airGroup != null) && (missionNumber != AirStrikeMissNum))
{
SetNewTask(airGroup);
}
}
public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
if (missionNumber != AirStrikeMissNum)
{
AiAirGroup airGroup = actor as AiAirGroup;
if (airGroup != null)
{
SetNewTask(airGroup);
AiAirGroup[] eGroups = GamePlay.gpAirGroups((airGroup.Army() == 1) ? 2 : 1);
if (eGroups != null)
foreach (AiAirGroup eGroup in eGroups)
{
if (eGroup != null)
{
if ((eGroup.hasCourseWeapon()) && ((airGroup.isAircraftType(AircraftType.Fighter)) || (airGroup.isAircraftType(AircraftType.HeavyFighter))))
{
AiWayPoint[] chkWP = eGroup.GetWay();
bool res = true;
foreach (AiWayPoint eWP in chkWP)
{
AiAirWayPoint aAWP = (eWP as AiAirWayPoint);
if ((aAWP.Action != AiAirWayPointType.HUNTING) || (aAWP.Action != AiAirWayPointType.NORMFLY) || ((aAWP.Action == AiAirWayPointType.AATTACK_BOMBERS) && (aAWP.Target != null) && (aAWP.Target.IsValid())) || ((aAWP.Action == AiAirWayPointType.AATTACK_BOMBERS) && (aAWP.Target != null) && (aAWP.Target.IsValid())))
{
res = false;
break;
}
}
if (res)
{
SetNewFighterTask(eGroup, airGroup);
}
}
}
}
}
}
}
///////////////ENDE
}
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how exactly does the AI behave differently with than without the script???
how can i imagine that?
if i set waypoints for a AI group, will they act spontaniously when they get in the surrounding of enemies, and ignore there waypoints?
or will they know automatically where all enemies are on the map, when they get spawned, and fly to that point?
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