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--[[
Control fleets, assign formations, have ships stick together.
Created by Loki and BTAxis
Usage:
First create a fleet with pilot.add()
Then pass that to the Forma:new() function.
Then use Forma:setTask() to control the fleader
-usage is:
Forma:new(fleet,"formation",combat_dist, preferred_fleet_leader)
--combat_dist is the distance from the fleet leader to an enemy before the formation breaks and ships attack.
--preferred_fleet_leader is the ship you want to be leader. if that ship dies, the scripts hands leadership to another ship.
-if formation or distance isn't provided, formation will be "circle" and distance will be 3000
Control the fleet's movements by controlling the fleet leader, or "fleader".
example:
my_fleet = pilot.add("Pirate Hyena Pack")
my_fleet = Forma:new(my_fleet,"echelon left",1500)
my_fleet:setTask("goto",vec2.new(0,0))
Current formations are:
buffer echelon left
cross echelon right
wedge wall
vee column
circle fishbone
chevron
]]--
-- First define the base object. There are no default values, I only wrote in the variables for reader reference.
Forma = {
fleet = nil,
formation = nil,
fleader = nil,
fleetspeed = nil,
thook = nil,
incombat = nil,
class_count = nil,
combat_dist = nil,
lead_ship = nil,
d1 = {},
d2 = {},
d3 = {},
task = nil,
}
-- The functions below that start with Forma: are all elements of the Forma table above.
-- Every such function is automatically passed the Forma object they are called on.
-- This object is referenced as "self".
-- Create a new object based on the Forma "class".
-- Usage: forma = Forma:new(table_of_pilots, "formation_name")
function Forma:new(fleet, formation, combat_dist, lead_ship)
-- We want to make sure a fleet was specified. The formation can be nil.
if not fleet then
error( _("Forma must have a fleet.") )
return
end
if combat_dist == nil then
combat_dist = 3000
end
-- Fleets need at least two ships.
if #fleet <= 1 then
error( _("Fleets need at least 2 ships") )
return
end
-- Create the object.
local forma = {fleet = fleet, formation = formation, combat_dist = combat_dist, lead_ship = lead_ship}
setmetatable(forma, self) -- Metatable fanciness.
self.__index = self -- This means the object will look for its functions in "Forma" if it doesn't have them itself.
-- Set up stuff and start control loop.
for _, p in ipairs(forma.fleet) do
-- We pass the Forma object itself to the hooks.
self.d1[p] = hook.pilot(p, "death", "dead", forma)
self.d2[p] = hook.pilot(p, "jump", "jumper", forma)
self.d3[p] = hook.pilot(p, "land", "lander", forma)
end
hook.pilot(player.pilot(),"jump","jumper",forma)
hook.pilot(player.pilot(),"land","lander",forma)
forma:reorganize()
forma:control() -- This is sadly the only time we can do this.
return forma, self.fleader --return the fleader so control of the fleet can be handled in a script.
end
-- Cleans up a forma object.
function Forma:destroy()
if self.thook then
hook.rm(self.thook)
end
-- Remove any pilots that might still be around.
for _, p in ipairs(self.fleet) do
p:rm()
end
-- Finally, remove the object itself.
self = nil
end
function Forma:disband()
if self.thook then
hook.rm(self.thook)
end
--Remove the land/jump/death hooks over the pilots
for i, p in ipairs(self.fleet) do
hook.rm(self.d1[p])
hook.rm(self.d2[p])
hook.rm(self.d3[p])
end
self = nil
end
-- Reorganizes a formation.
-- Finds the slowest ship in a fleet and assigns it the leader role.
function Forma:reorganize()
local minspeed = nil -- Holds the LOWEST speed we know.
local pspeed = nil -- Holds the speed for the current pilot.
local fleader = nil -- Holds the pilot with the lowest speed.
for _, p in ipairs(self.fleet) do -- We will assume there are no gaps in the table, so we don't need to check if any pilots exist. See dead() for why.
pspeed = p:stats().speed_max
if not minspeed or minspeed > pspeed then
minspeed = pspeed
fleader = self.lead_ship or p
end
end
if self.formation == "buffer" then
self:shipCount()
end
for _,p in ipairs(self.fleet) do
if p ~= fleader then
p:setFaction(fleader:faction())
end
end
self.fleader = fleader
self.fleetspeed = minspeed
self.incombat = false --Combat flag, used in the controlling function.
end
-- Death function. Removes a pilot from a fleet and reorganizes the fleet if necessary.
function Forma:dead(victim)
for i, p in ipairs(self.fleet) do
if p == victim then
table.remove(self.fleet, i) -- This will automatically reorganize the table, so there won't be any entries for pilots that have been removed.
break -- Don't keep iterating after a table.remove, as it can cause trouble.
end
end
--can't have a fleet with one ship.
if #self.fleet == 1 then
self:disband()
return
end
-- Now, if our fleet has been completely wiped out, we need to clean up.
if #self.fleet == 0 then
self:destroy()
return
end
-- if the scripter set a lead ship which dies, set the lead_ship to nil.
if victim == self.lead_ship then
self.lead_ship = nil
end
-- We need to update the fleet's organization if the leader got killed.
if victim == self.fleader then
self:reorganize()
end
-- Update the ship count if the formation is "buffer".
if self.formation == "buffer" then
self:shipCount()
end
end
function Forma:shipCount()
self.class_count = {}
for i, p in ipairs(self.fleet) do
if self.class_count[p:ship():class()] == nil then
self.class_count[p:ship():class()] = 1
else
self.class_count[p:ship():class()] = self.class_count[p:ship():class()] + 1
end
end
end
-- Jump hook. Ensures the entire fleet jumps if the fleader jumps.
-- Takes an ID that tells this function which formation the pilot belonged to.
function Forma:jumper(jumper, jumpoint)
if jumper == self.fleader then
self:dead(jumper) -- Jumping out is the same as dying, for our purpose; we need to not run this before the if statement.
self.fleader:setSpeedLimit(0)
for _, p in ipairs(self.fleet) do
--Make the whole fleet use the jump.
p:control() -- control pilots or clear their orders.
p:hyperspace(jumpoint:dest())
end
-- Stop the control loop, or it will override our hyperspace() order.
if self.thook then
hook.rm(self.thook)
end
elseif jumper == player.pilot() then
self:destroy()
else
self:dead(jumper) --we need to not run this before the if statement.
end
end
-- Land hook. Ensures the entire fleet lands if the fleader lands.
-- Takes an ID that tells this function which formation the pilot belonged to.
function Forma:lander(lander, planet)
if lander == self.fleader then
self:dead(lander) -- Landing is the same as dying, for our purpose.
self.fleader:setSpeedLimit(0)
for _, p in ipairs(self.fleet) do
--Have the fleet land on the asset.
p:control() -- control pilots or clear their orders.
p:land(planet)
end
-- Stop the control loop, or it will override our land() order.
if self.thook then
hook.rm(self.thook)
end
elseif lander == player.pilot() then
self:destroy()
else
self:dead(lander)
end
end
-- Hooks. The hook functions are just wrappers for the Forma functions.
-- We need these because hooks can't reference table elements as their callbacks.
function dead(victim, killer, forma)
forma:dead(victim)
end
function jumper(jumper, jumpoint, forma)
forma:jumper(jumper, jumpoint)
end
function lander(lander, planet, forma)
forma:lander(lander, planet)
end
--Used in formation creation, this creates vec2s for each ship to follow.
-- Defined on a formation table.
-- This is where formations will ultimately be defined.
function Forma:assignCoords()
--setup
local posit = {} --position array. I'm using this twice, once for polar coordinates and once for absolute vec2s.
local numships = #self.fleet -- Readability.
local offset, x, y, angle, radius, flip
if numships <= 1 then
return {} -- A fleet of 1 ship or less has no business flying in formation.
end
--cross formation
if self.formation == "cross" then
-- Cross logic. Forms an X.
angle = math.pi / 4 -- Spokes start rotated at a 45 degree angle.
radius = 100 -- First ship distance.
for i = 1, numships do
posit[i] = {angle = angle, radius = radius} -- Store as polar coordinates.
angle = (angle + math.pi / 2) % (math.pi * 2) -- Rotate spokes by 90 degrees.
radius = 100 * (math.floor(i / 4) + 1) -- Increase the radius every 4 positions.
end
--buffer formation
elseif self.formation == "buffer" then
-- Buffer logic. Consecutive arcs emanating from the fleader. Stored as polar coordinates.
local radii = {Scout = 1200, Fighter = 900, Bomber = 850, Corvette = 700, Destroyer = 500, Cruiser = 350, Carrier = 250} -- Different radii for each class.
local count = {Scout = 1, Fighter = 1, Bomber = 1, Corvette = 1, Destroyer = 1, Cruiser = 1, Carrier = 1} -- Need to keep track of positions already iterated through.
for i, p in ipairs(self.fleet) do
ship_class = p:ship():class() -- For readability.
if self.class_count[ship_class] == 1 then -- If there's only one ship in this specific class...
angle = 0 --The angle needs to be zero.
else -- If there's more than one ship in each class...
angle = ((count[ship_class]-1)*((math.pi/2)/(self.class_count[ship_class]-1)))-(math.pi/4) -- ..the angle rotates from -45 degrees to 45 degrees, assigning coordinates at even intervals.
count[ship_class] = count[ship_class] + 1 --Update the count
end
radius = radii[ship_class] --Assign the radius, defined above.
posit[i] = {angle = angle, radius = radius}
end
--vee formation
elseif self.formation == "vee" then
-- The vee formation forms a v, with the fleader at the apex, and the arms extending in front.
angle = math.pi / 4 -- Arms start at a 45 degree angle.
radius = 100 -- First ship distance.
for i = 1, numships do
posit[i] = {angle = angle, radius = radius} -- Store as polar coordinates.
angle = angle * -1 -- Flip the arms between -45 and 45 degrees.
radius = 100 * (math.floor(i / 2) + 1) -- Increase the radius every 2 positions.
end
--wedge formation
elseif self.formation == "wedge" then
-- The wedge formation forms a v, with the fleader at the apex, and the arms extending out back.
flip = -1
angle = (flip * (math.pi / 4)) + math.pi
radius = 100 -- First ship distance.
for i = 1, numships do
posit[i] = {angle = angle, radius = radius} -- Store as polar coordinates.
flip = flip * -1
angle = (flip * (math.pi / 4)) + math.pi-- Flip the arms between 135 and 215 degrees.
radius = 100 * (math.floor(i / 2) + 1) -- Increase the radius every 2 positions.
end
elseif self.formation == "echelon left" then
--This formation forms a "/", with the fleader in the middle.
radius = 100
flip = -1
angle = ((math.pi / 4) * 3) + ((math.pi / 2) * flip) --Flip between 45 degrees and 225 degrees.
for i = 1, numships do
posit[i] = {angle = angle, radius = radius}
flip = flip * -1
angle = ((math.pi / 4) * 3) + ((math.pi / 2) * flip)
radius = 100 * (math.ceil(i / 2)) -- Increase the radius every 2 positions
end
elseif self.formation == "echelon right" then
--This formation forms a "\", with the fleader in the middle.
radius = 100
flip = 1
angle = ((math.pi / 4) * 5) + ((math.pi / 2) * flip) --Flip between 315 degrees, and 135 degrees
for i = 1, numships do
posit[i] = {angle = angle, radius = radius}
flip = flip * -1
angle = ((math.pi / 4) * 5) + ((math.pi / 2) * flip)
radius = 100 * (math.ceil(i / 2))
end
elseif self.formation == "column" then
--This formation is a simple "|", with fleader in the middle.
radius = 100
flip = -1
angle = (math.pi / 2) + ((math.pi / 2) * flip) --flip between 0 degrees and 180 degrees
for i = 1, numships do
posit[i] = {angle = angle, radius = radius}
flip = flip * -1
angle = (math.pi / 2) + ((math.pi / 2) * flip)
radius = 100 * (math.ceil(i/2)) --Increase the radius every 2 ships.
end
elseif self.formation == "wall" then
--This formation is a "-", with the fleader in the middle.
radius = 100
flip = -1
angle = math.pi + ((math.pi / 2) * flip) --flip between 90 degrees and 270 degrees
for i = 1, numships do
posit[i] = {angle = angle, radius = radius}
flip = flip * -1
angle = math.pi + ((math.pi / 2) * flip)
radius = 100 * (math.ceil(i/2)) --Increase the radius every 2 ships.
end
elseif self.formation == "fishbone" then
radius = 500
flip = -1
orig_radius = radius
angle = ((math.pi / 8) * flip) / (radius / orig_radius)
for i = 1, numships do
posit[i] = {angle = angle, radius = radius}
if flip == 0 then
flip = -1
radius = (orig_radius * (math.ceil(i/3))) + ((orig_radius * (math.ceil(i/3))) / 30)
elseif flip == -1 then
flip = 1
elseif flip == 1 then
flip = 0
radius = orig_radius * (math.ceil(i/3))
end
angle = ((math.pi / 8) * flip) / (radius / orig_radius)
end
elseif self.formation == "chevron" then
radius = 500
flip = -1
orig_radius = radius
angle = ((math.pi / 8) * flip) / (radius / orig_radius)
for i = 1, numships do
posit[i] = {angle = angle, radius = radius}
if flip == 0 then
flip = -1
radius = (orig_radius * (math.ceil(i/3))) - ((orig_radius * (math.ceil(i/3))) / 20)
elseif flip == -1 then
flip = 1
elseif flip == 1 then
flip = 0
radius = orig_radius * (math.ceil(i/3))
end
angle = ((math.pi / 8) * flip) / (radius / orig_radius)
end
elseif self.formation == "circle" or self.formation == nil then
-- Default to circle.
angle = math.pi * 2 / numships -- The angle between each ship, in radians.
radius = 80 + numships * 25 -- Pulling these numbers out of my ass. The point being that more ships mean a bigger circle.
for i = 1, numships do
posit[i] = {angle = angle * i, radius = radius} -- Store as polar coordinates.
end
end
for i, position in ipairs(posit) do
-- We want a fleet formed in positions relative to the direction the
-- captain is facing, not static offsets.
offset = self.fleader:dir() / 180 * math.pi -- convert to radians
x = position.radius * math.cos(position.angle + offset) --x coordinate assignment.
y = position.radius * math.sin(position.angle + offset) --y coordinate assignment.
posit[i] = self.fleader:pos() + vec2.new(x, y) -- You can add and subtract vec2s as you would expect to, no need to bend over backwards.
end
return posit
end
-- Formation control function. A wrapper again.
function toRepeat (forma)
forma:control()
end
function Forma:control()
local inrange = false --Using false instead of nil for readability.
-- A little unconventional, re-set the timer hook at the start of the function. This is because execution might not reach the end.
self.thook = hook.timer(100, "toRepeat", self) -- Call the wrapper, not this function.
--combat. mmmm.
local enemies = pilot.get(self.fleader:faction():enemies())
if self.fleader:hostile() then
enemies[#enemies+1] = player.pilot() -- Includes the player as an enemy to be iterated over.
end
for _, enemy in ipairs(enemies) do --Iterate over enemies to see if at least one is in range.
if enemy:pos():dist(self.fleader:pos()) < self.combat_dist then
inrange = true --The inrange variable was already defaulted to false.
break --If an enemy is in range, no need to continue looping.
end
end
--We want to separate out the for loop that finds enemies and the if functions that control combat, so that all of the enemy pilots are iterated over to see if one is in range before controlling the pilots.
--It's also easier on my brain. </lazy>
if inrange then
if not self.incombat then --If baddies are in range and the fleet isn't set to do combat yet, then...
self.fleader:setSpeedLimit(0)
for _, p in ipairs(self.fleet) do
if p ~= player.pilot() then
p:control(false) -- ...cut 'em loose.
end
end
self.incombat = true
return -- No need to iterate further. No need to do the rest of this function either!
else
return --If baddies are in range, and the fleet was already in combat, no need to de-control them again. Prevents spam broadcasting.
end
else --If no badguys are in range...
if self.incombat then --...and the fleet is no longer in combat, then...
self.incombat = false --...flip the combat flag, and continue the function.
self:manageTask() --give the fleader his orders back
end
end
-- At this point we know we're not in combat (well, the leader isn't).
-- Assign the coordinates.
local posit = self:assignCoords()
-- Remember, there is no need to check if a pilot exists, because we've already made sure all pilots exist.
for i, p in ipairs(self.fleet) do
if not (p == self.fleader) then
p:control() -- Clear orders.
local cons = (posit[i]-p:pos())*10 + (self.fleader:vel()-p:vel())*20 --Computing the direction using a pd controller
local goal = cons + p:pos()
if cons:mod() >= 300 then
p:goto(goal, false, false)
else
p:face(goal)
end
else
if p ~= player.pilot() then
p:setSpeedLimit(self.fleetspeed) -- Make mon capitan travel at 5 below the slow speed, so other ships can catch up.
end
-- Logic for fleet leader goes here. For now, let's allow the fleader to act according to the regular AI.
end
end
end
--Task management
function Forma:manageTask()
if self.task and self.task[1] then
self.fleader:control()
if self.task[1] == "goto" then
self.fleader:goto(self.task[2])
elseif self.task[1] == "land" then
self.fleader:land(self.task[2])
elseif self.task[1] == "hyperspace" then
self.fleader:hyperspace(self.task[2])
elseif self.task[1] == "follow" then
if self.task[2]:exists() then
self.fleader:follow(self.task[2])
end
elseif self.task[1] == "attack" then
if self.task[2]:exists() then
self.fleader:attack(self.task[2])
end
elseif self.task[1] == "runaway" then
if self.task[2]:exists() then
self.fleader:runaway(self.task[2])
end
elseif self.task[1] == "brake" then
self.fleader:brake()
else
error( _("task unknown") )
end
end
end
function Forma:setTask(title, arg)
self.task = {title, arg}
if not self.incombat then
self:manageTask()
end
end
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