Dieser Commit ist enthalten in:
Ursprung
ab08f5c131
Commit
7b26b7bf91
@ -23,6 +23,7 @@ import com.comphenix.tinyprotocol.TinyProtocol;
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import de.steamwar.core.Core;
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import de.steamwar.fightsystem.ai.LixfelAI;
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import de.steamwar.fightsystem.ai.navmesh.NavMesh;
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import de.steamwar.fightsystem.ai.chaos.ChaosAI;
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import de.steamwar.fightsystem.commands.*;
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import de.steamwar.fightsystem.countdown.*;
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import de.steamwar.fightsystem.event.HellsBells;
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@ -171,11 +172,10 @@ public class FightSystem extends JavaPlugin {
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}
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FightStatistics.unrank();
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FightWorld.forceLoad();
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Bukkit.getScheduler().runTask(getPlugin(), () -> {
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new LixfelAI(Fight.getBlueTeam(), "Lixfel.AI");
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new LixfelAI(Fight.getRedTeam(), "YoyoNow.AI");
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new ChaosAI(Fight.getBlueTeam());
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new LixfelAI(Fight.getRedTeam(), SteamwarUser.get(-1));
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});
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}
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@ -23,7 +23,6 @@ import de.steamwar.entity.REntityServer;
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import de.steamwar.fightsystem.Config;
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import de.steamwar.fightsystem.ai.navmesh.NavMesh;
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import de.steamwar.fightsystem.fight.FightTeam;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.sql.SchematicNode;
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import de.steamwar.sql.SteamwarUser;
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import org.bukkit.Material;
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@ -31,7 +30,6 @@ import org.bukkit.entity.Player;
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import org.bukkit.util.Vector;
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import java.util.*;
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import java.util.function.Function;
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public class LixfelAI extends AI {
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@ -40,8 +38,8 @@ public class LixfelAI extends AI {
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private final FightTeam team;
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private final NavMesh navMesh;
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public LixfelAI(FightTeam team, String user) {
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super(team, SteamwarUser.get(user));
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public LixfelAI(FightTeam team, SteamwarUser user) {
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super(team, user);
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this.team = team;
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navMesh = new NavMesh(team, entityServer);
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}
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@ -69,14 +67,6 @@ public class LixfelAI extends AI {
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private Vector destination = null;
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private int index = 0;
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LixfelPathplanner getPathplanner() {
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return pathplanner;
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}
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void setAction(Action action) {
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this.action = action;
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}
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@Override
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protected void plan() {
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setReady();
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@ -1,31 +0,0 @@
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/*
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* This file is a part of the SteamWar software.
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*
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* Copyright (C) 2023 SteamWar.de-Serverteam
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package de.steamwar.fightsystem.ai.chaos;
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import org.bukkit.util.Vector;
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public class Bridge {
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private Bridge() {
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}
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public static final Vector BRIDGE_POS = new Vector(25, 14, 24);
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public static final Vector BRIDGE_SHIELDS = new Vector(25, 15, 25);
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public static final Vector BRIDGE_MG = new Vector(21, 15, 24);
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}
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@ -28,7 +28,7 @@ public class Cannon {
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public final Vector escape;
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public final String name;
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private Cannon(String name, Vector[] tnt, Vector button, Vector load, Vector escape) {
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public Cannon(String name, Vector[] tnt, Vector button, Vector load, Vector escape) {
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this.tnt = tnt;
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this.button = button;
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this.load = load;
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@ -36,137 +36,23 @@ public class Cannon {
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this.name = name;
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}
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public static final Vector[] DS_LEFT_TNT = new Vector[] {
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new Vector(40, 24, 12),
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new Vector(39, 24, 12),
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new Vector(38, 23, 12),
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new Vector(38, 24, 12),
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new Vector(40, 23, 15),
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new Vector(40, 23, 14),
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new Vector(40, 24, 15),
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new Vector(40, 24, 14),
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new Vector(38, 23, 15),
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new Vector(38, 23, 14),
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new Vector(38, 24, 15),
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new Vector(38, 24, 14),
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new Vector(40, 23, 12),
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};
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public static final Vector DS_LEFT_BUTTON = new Vector(39, 25, 11);
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public static final Vector DS_LEFT_LOAD = new Vector(39, 25, 13);
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public static final Vector DS_LEFT_ESCAPE = new Vector(31, 26, 13);
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public static final Cannon DS_LEFT = new Cannon("Downstäb Links", DS_LEFT_TNT, DS_LEFT_BUTTON, DS_LEFT_LOAD, DS_LEFT_ESCAPE);
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public Vector[] getTnt() {
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return tnt;
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}
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public static final Vector[] DS_RIGHT_TNT = new Vector[] {
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new Vector(12, 24, 12),
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new Vector(11, 24, 12),
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new Vector(10, 23, 12),
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new Vector(10, 24, 12),
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new Vector(10, 23, 15),
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new Vector(10, 23, 14),
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new Vector(10, 24, 15),
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new Vector(10, 24, 14),
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new Vector(12, 23, 14),
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new Vector(12, 24, 14),
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new Vector(12, 23, 15),
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new Vector(12, 24, 15),
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new Vector(12, 23, 12),
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};
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public static final Vector DS_RIGHT_BUTTON = new Vector(11, 25, 11);
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public static final Vector DS_RIGHT_LOAD = new Vector(11, 25, 13);
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public static final Vector DS_RIGHT_ESCAPE = new Vector(19, 26, 13);
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public static final Cannon DS_RIGHT = new Cannon("Downstäb Rechts", DS_RIGHT_TNT, DS_RIGHT_BUTTON, DS_RIGHT_LOAD, DS_RIGHT_ESCAPE);
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public Vector getButton() {
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return button;
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}
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public static final Vector[] STATIC_LEFT_TNT = new Vector[] {
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new Vector(37, 17, 15),
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new Vector(37, 17, 14),
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new Vector(37, 18, 16),
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new Vector(37, 18, 15),
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new Vector(37, 18, 14),
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new Vector(36, 17, 16),
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new Vector(36, 17, 15),
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new Vector(36, 17, 14),
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new Vector(36, 18, 16),
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new Vector(36, 18, 15),
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new Vector(36, 18, 14),
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new Vector(37, 17, 16),
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};
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public static final Vector STATIC_LEFT_BUTTON = new Vector(38, 18, 11);
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public static final Vector STATIC_LEFT_LOAD = new Vector(37, 17, 12);
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public static final Vector STATIC_LEFT_ESCAPE = new Vector(30, 13, 9);
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public static final Cannon STATIC_LEFT = new Cannon("Lupf Links", STATIC_LEFT_TNT, STATIC_LEFT_BUTTON, STATIC_LEFT_LOAD, STATIC_LEFT_ESCAPE);
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public Vector getLoad() {
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return load;
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}
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public static final Vector[] STATIC_RIGHT_TNT = new Vector[] {
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new Vector(14, 17, 15),
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new Vector(14, 18, 16),
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new Vector(14, 18, 15),
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new Vector(14, 17, 14),
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new Vector(14, 18, 14),
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new Vector(13, 17, 16),
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new Vector(13, 17, 15),
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new Vector(13, 17, 14),
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new Vector(13, 18, 16),
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new Vector(13, 18, 15),
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new Vector(13, 18, 14),
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new Vector(14, 17, 16),
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};
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public static final Vector STATIC_RIGHT_BUTTON = new Vector(12, 18, 11);
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public static final Vector STATIC_RIGHT_LOAD = new Vector(13, 17, 12);
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public static final Vector STATIC_RIGHT_ESCAPE = new Vector(20, 13, 9);
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public static final Cannon STATIC_RIGHT = new Cannon("Lupf Rechts", STATIC_RIGHT_TNT, STATIC_RIGHT_BUTTON, STATIC_RIGHT_LOAD, STATIC_RIGHT_ESCAPE);
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public Vector getEscape() {
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return escape;
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}
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public static final Vector[] AK_TNT = new Vector[] {
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new Vector(10, 7, 17),
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new Vector(10, 11, 17),
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new Vector(10, 10, 17),
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new Vector(10, 8, 17),
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new Vector(10, 9, 17),
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new Vector(10, 7, 15),
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new Vector(11, 7, 15),
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new Vector(12, 7, 15),
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new Vector(10, 10, 15),
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new Vector(11, 10, 15),
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new Vector(12, 10, 15),
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new Vector(12, 8, 15),
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new Vector(12, 9, 15),
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new Vector(11, 8, 15),
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new Vector(11, 9, 15),
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new Vector(10, 8, 15),
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new Vector(10, 9, 15),
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new Vector(10, 7, 19),
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new Vector(11, 7, 19),
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new Vector(12, 7, 19),
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new Vector(12, 8, 19),
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new Vector(11, 8, 19),
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new Vector(10, 8, 19),
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new Vector(10, 10, 19),
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new Vector(11, 10, 19),
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new Vector(12, 10, 19),
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new Vector(12, 9, 19),
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new Vector(11, 9, 19),
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new Vector(10, 9, 19),
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new Vector(10, 6, 17),
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};
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public static final Vector AK_BUTTON = new Vector(9, 9, 16);
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public static final Vector AK_LOAD = new Vector(11, 8, 17);
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public static final Cannon AK = new Cannon("Arschkratzer", AK_TNT, AK_BUTTON, AK_LOAD, null);
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public static final Vector[] HA_RIGHT_TNT = new Vector[] {
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new Vector(23, 5, 9),
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new Vector(23, 6, 9),
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new Vector(23, 7, 9),
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new Vector(23, 8, 9),
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};
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public static final Vector[] HA_LEFT_TNT = new Vector[] {
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new Vector(27, 5, 9),
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new Vector(27, 6, 9),
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new Vector(27, 7, 9),
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new Vector(27, 8, 9),
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};
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public static final Vector HA_RIGHT_LOAD = new Vector(23, 8, 8);
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public static final Vector HA_LEFT_LOAD = new Vector(27, 8, 8);
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public static final Cannon HA_LEFT = new Cannon("Halbautomatik Links", HA_LEFT_TNT, null, HA_LEFT_LOAD, null);
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public static final Cannon HA_RIGHT = new Cannon("Halbautomatik Rechts", HA_RIGHT_TNT, null, HA_RIGHT_LOAD, null);
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public String getName() {
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return name;
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}
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}
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@ -19,39 +19,44 @@
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package de.steamwar.fightsystem.ai.chaos;
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import de.steamwar.entity.REntityServer;
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import de.steamwar.fightsystem.FightSystem;
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import de.steamwar.fightsystem.ai.AI;
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import de.steamwar.fightsystem.ai.LixfelPathplanner;
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import de.steamwar.fightsystem.ai.chaos.gears.Gear;
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import de.steamwar.fightsystem.ai.chaos.gears.TheUnderground;
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import de.steamwar.fightsystem.ai.navmesh.NavMesh;
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import de.steamwar.fightsystem.fight.FightTeam;
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import de.steamwar.fightsystem.states.FightState;
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import de.steamwar.sql.SchematicNode;
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import de.steamwar.sql.SteamwarUser;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.entity.Player;
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import org.bukkit.event.player.PlayerTeleportEvent;
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import org.bukkit.util.Vector;
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import java.util.*;
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public class ChaosAI extends AI {
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private final LixfelPathplanner pathplanner = new LixfelPathplanner(chooseSchematic());
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private State state = State.PRE_PREPARE;
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private static final Cannon[] cannons = new Cannon[] {
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Cannon.DS_LEFT,
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Cannon.DS_RIGHT,
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Cannon.STATIC_LEFT,
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Cannon.STATIC_RIGHT,
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Cannon.HA_LEFT,
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Cannon.HA_RIGHT,
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//Cannon.AK,
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};
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private static final Gear gear = TheUnderground.THE_UNDERGROUND;
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private Cannon currentCannon;
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private boolean igniteMg = false;
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private static final Random random = new Random();
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public static Map<FightTeam, Boolean> onePrepares = new HashMap<>();
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private boolean prepares = false;
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private static final Map<FightTeam, Set<Cannon>> cannonsShot = new HashMap<>();
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private final NavMesh navMesh;
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private final REntityServer entityServer = new REntityServer();
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private Vector source = null;
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private Vector destination = null;
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private int index = 0;
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private State nextState = null;
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public ChaosAI(FightTeam team) {
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this(team, SteamwarUser.get(14533));
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}
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@ -59,6 +64,7 @@ public class ChaosAI extends AI {
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public ChaosAI(FightTeam team, SteamwarUser user) {
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super(team, user);
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this.navMesh = new NavMesh(team, entityServer);
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if (Boolean.FALSE.equals(onePrepares.getOrDefault(team, false))) {
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prepares = true;
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onePrepares.put(team, true);
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@ -67,7 +73,7 @@ public class ChaosAI extends AI {
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@Override
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public SchematicNode chooseSchematic() {
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return SchematicNode.getSchematicNode(111476);
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return SchematicNode.getSchematicNode(gear.getSchematicId());
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}
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@Override
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@ -77,16 +83,17 @@ public class ChaosAI extends AI {
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Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> {
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state = State.PREPARE;
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}, 20 * 15);
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state = State.PREPARING_PREPARE;
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break;
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case WAIT_TILL_IGNITE:
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case PREPARING_PREPARE:
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state = State.WAIT;
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break;
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case PREPARE:
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prepare();
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state = State.PREPARE_READY;
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break;
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case PREPARE_READY:
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if (prepares) {
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for (Vector prepareButton : gear.getPrepareButtons()) {
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interact(prepareButton);
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}
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}
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setReady();
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state = State.WAIT_TILL_START;
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break;
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@ -99,10 +106,10 @@ public class ChaosAI extends AI {
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case IGNITE_MG:
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if(igniteMg) {
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if (prepares) {
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interact(Bridge.BRIDGE_MG);
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interact(gear.getMgButton());
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chat("Die MG ist angezündet!");
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}
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state = State.WAIT_TILL_IGNITE;
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state = State.WAIT;
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currentCannon = randomCannon();
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Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> state = State.FIGHT, 20 * 9);
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}
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@ -110,20 +117,69 @@ public class ChaosAI extends AI {
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case FIGHT:
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fireCannon(currentCannon);
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break;
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case LOAD_CANNON:
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loadCannon(currentCannon);
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break;
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case ESCAPE:
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chat("Ich flüchte!");
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if (currentCannon.escape != null) {
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pathplanner.planToAnywhere(getPosition(), currentCannon.escape.add(new Vector(0.5, 0, 0.5))).forEach(this::move);
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}
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cannonsShot.computeIfAbsent(team, fightTeam -> new HashSet<>()).remove(currentCannon);
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currentCannon = randomCannon();
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state = State.FIGHT;
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state = State.WAIT;
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Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> state = State.FIGHT, 20 * 4);
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break;
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case WAIT:
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break;
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case WALK:
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if (!getEntity().isOnGround() && getEntity().getLocation().getBlock().getType() != Material.LADDER) return;
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List<Vector> oldRoute = navMesh.path(source, destination);
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navMesh.update(getEntity().getLocation().toVector());
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List<Vector> path = navMesh.path(source, destination);
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if (path.isEmpty()) {
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source = null;
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destination = null;
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state = nextState;
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chat("no route");
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return;
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}
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if (!oldRoute.equals(path)) {
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source = getEntity().getLocation().toVector();
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index = 0;
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chat("new route");
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return;
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}
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if (index == 0) {
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chat(source + " -> " + destination + " = " + path.size());
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}
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Vector loc = path.get(index++);
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move(toAIPosition(loc));
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if (index == path.size()) {
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source = null;
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destination = null;
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state = nextState;
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}
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break;
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}
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}
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private void moveTo(Vector vec, State nextState) {
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source = getEntity().getLocation().toVector();
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Vector currentBest = null;
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for (Vector vector : navMesh.getWalkableBlocks(source)) {
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if (currentBest == null || vector.distanceSquared(vec) < currentBest.distanceSquared(vec)) {
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currentBest = vector;
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}
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}
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destination = currentBest;
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index = 0;
|
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state = State.WALK;
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this.nextState = nextState;
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}
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@Override
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public void stop() {
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chat("gege wp eZ win 4nus");
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@ -135,19 +191,25 @@ public class ChaosAI extends AI {
|
||||
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@Override
|
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public boolean acceptJoinRequest(Player player, FightTeam team) {
|
||||
if (team == this.team) {
|
||||
entityServer.addPlayer(player);
|
||||
}
|
||||
return team == this.team;
|
||||
}
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||||
|
||||
public void fireCannon(Cannon cannon) {
|
||||
chat("Ich feuere " + cannon.name + " an!");
|
||||
pathplanner.planToAnywhere(getPosition(), cannon.load.add(new Vector(0.5, 0, 0.5))).forEach(this::move);
|
||||
moveTo(cannon.load.clone().add(new Vector(0.5, 0, 0.5)), State.LOAD_CANNON);
|
||||
}
|
||||
|
||||
private void loadCannon(Cannon cannon) {
|
||||
if (cannon.button == null) {
|
||||
for (int i = 0; i < 20; i++) {
|
||||
for (Vector vector : cannon.tnt) {
|
||||
setTNT(vector);
|
||||
}
|
||||
for (int j = 0; j < 30; j++) {
|
||||
getBlock(Bridge.BRIDGE_MG);
|
||||
getBlock(gear.getMgButton());
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@ -157,13 +219,15 @@ public class ChaosAI extends AI {
|
||||
interact(cannon.button);
|
||||
}
|
||||
|
||||
state = State.ESCAPE;
|
||||
if (currentCannon.escape != null) {
|
||||
moveTo(cannon.getEscape().clone().add(new Vector(0.5, 0, 0.5)), State.ESCAPE);
|
||||
}
|
||||
}
|
||||
|
||||
private Cannon randomCannon() {
|
||||
Cannon nextCannon = cannons[random.nextInt(cannons.length)];
|
||||
Cannon nextCannon = gear.getCannons()[random.nextInt(gear.getCannons().length)];
|
||||
while (cannonsShot.computeIfAbsent(team, fightTeam -> new HashSet<>()).contains(nextCannon)) {
|
||||
nextCannon = cannons[random.nextInt(cannons.length)];
|
||||
nextCannon = gear.getCannons()[random.nextInt(gear.getCannons().length)];
|
||||
}
|
||||
|
||||
cannonsShot.computeIfAbsent(team, fightTeam -> new HashSet<>()).add(nextCannon);
|
||||
@ -178,28 +242,26 @@ public class ChaosAI extends AI {
|
||||
}
|
||||
Bukkit.getScheduler().runTaskLater(FightSystem.getPlugin(), () -> {
|
||||
igniteMg = true;
|
||||
}, 20 * 21);
|
||||
}, 20L * gear.getMgTime());
|
||||
}
|
||||
|
||||
public void prepare() {
|
||||
chat("Prepare your fkin 4nus");
|
||||
if (prepares) {
|
||||
pathplanner.planToAnywhere(getPosition(), Bridge.BRIDGE_POS.add(new Vector(0.5, 0, 0.5))).forEach(this::move);
|
||||
interact(Bridge.BRIDGE_SHIELDS);
|
||||
pathplanner.planToAnywhere(getPosition(), Bridge.BRIDGE_POS.add(new Vector(0.5, 0, 0.5)).subtract(new Vector(2, 0, 0))).forEach(this::move);
|
||||
moveTo(gear.getBridge().clone().add(new Vector(0.5, 0, 0.5)), State.PREPARE_READY);
|
||||
}
|
||||
}
|
||||
|
||||
private enum State {
|
||||
PRE_PREPARE,
|
||||
PREPARING_PREPARE,
|
||||
PREPARE,
|
||||
PREPARE_READY,
|
||||
WAIT_TILL_START,
|
||||
IGNITE_MG,
|
||||
WAIT_TILL_IGNITE,
|
||||
FIGHT,
|
||||
LOAD_CANNON,
|
||||
ESCAPE,
|
||||
|
||||
WAIT,
|
||||
WALK,
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,66 @@
|
||||
/*
|
||||
* 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.chaos.gears;
|
||||
|
||||
import de.steamwar.fightsystem.ai.chaos.Cannon;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
public class Gear {
|
||||
|
||||
private final Cannon[] cannons;
|
||||
private final Vector bridge;
|
||||
private final Vector[] prepareButtons;
|
||||
private final Vector mgButton;
|
||||
private final int mgTime;
|
||||
private final int schematicId;
|
||||
|
||||
protected Gear(Cannon[] cannons, Vector bridge, Vector[] prepareButtons, Vector mgButton, int mgTime, int schematicId) {
|
||||
this.cannons = cannons;
|
||||
this.bridge = bridge;
|
||||
this.prepareButtons = prepareButtons;
|
||||
this.mgButton = mgButton;
|
||||
this.mgTime = mgTime;
|
||||
this.schematicId = schematicId;
|
||||
}
|
||||
|
||||
public Cannon[] getCannons() {
|
||||
return cannons;
|
||||
}
|
||||
|
||||
public Vector getBridge() {
|
||||
return bridge;
|
||||
}
|
||||
|
||||
public Vector[] getPrepareButtons() {
|
||||
return prepareButtons;
|
||||
}
|
||||
|
||||
public Vector getMgButton() {
|
||||
return mgButton;
|
||||
}
|
||||
|
||||
public int getMgTime() {
|
||||
return mgTime;
|
||||
}
|
||||
|
||||
public int getSchematicId() {
|
||||
return schematicId;
|
||||
}
|
||||
}
|
@ -0,0 +1,184 @@
|
||||
/*
|
||||
* 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.chaos.gears;
|
||||
|
||||
import de.steamwar.fightsystem.ai.chaos.Cannon;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
public class TheUnderground {
|
||||
|
||||
public static final Vector[] DS_LEFT_TNT = new Vector[] {
|
||||
new Vector(40, 24, 12),
|
||||
new Vector(39, 24, 12),
|
||||
new Vector(38, 23, 12),
|
||||
new Vector(38, 24, 12),
|
||||
new Vector(40, 23, 15),
|
||||
new Vector(40, 23, 14),
|
||||
new Vector(40, 24, 15),
|
||||
new Vector(40, 24, 14),
|
||||
new Vector(38, 23, 15),
|
||||
new Vector(38, 23, 14),
|
||||
new Vector(38, 24, 15),
|
||||
new Vector(38, 24, 14),
|
||||
new Vector(40, 23, 12),
|
||||
};
|
||||
public static final Vector DS_LEFT_BUTTON = new Vector(39, 25, 11);
|
||||
public static final Vector DS_LEFT_LOAD = new Vector(39, 25, 13);
|
||||
public static final Vector DS_LEFT_ESCAPE = new Vector(31, 26, 13);
|
||||
public static final Cannon DS_LEFT = new Cannon("Downstäb Links", DS_LEFT_TNT, DS_LEFT_BUTTON, DS_LEFT_LOAD, DS_LEFT_ESCAPE);
|
||||
|
||||
public static final Vector[] DS_RIGHT_TNT = new Vector[] {
|
||||
new Vector(12, 24, 12),
|
||||
new Vector(11, 24, 12),
|
||||
new Vector(10, 23, 12),
|
||||
new Vector(10, 24, 12),
|
||||
new Vector(10, 23, 15),
|
||||
new Vector(10, 23, 14),
|
||||
new Vector(10, 24, 15),
|
||||
new Vector(10, 24, 14),
|
||||
new Vector(12, 23, 14),
|
||||
new Vector(12, 24, 14),
|
||||
new Vector(12, 23, 15),
|
||||
new Vector(12, 24, 15),
|
||||
new Vector(12, 23, 12),
|
||||
};
|
||||
public static final Vector DS_RIGHT_BUTTON = new Vector(11, 25, 11);
|
||||
public static final Vector DS_RIGHT_LOAD = new Vector(11, 25, 13);
|
||||
public static final Vector DS_RIGHT_ESCAPE = new Vector(19, 26, 13);
|
||||
public static final Cannon DS_RIGHT = new Cannon("Downstäb Rechts", DS_RIGHT_TNT, DS_RIGHT_BUTTON, DS_RIGHT_LOAD, DS_RIGHT_ESCAPE);
|
||||
|
||||
public static final Vector[] STATIC_LEFT_TNT = new Vector[] {
|
||||
new Vector(37, 17, 15),
|
||||
new Vector(37, 17, 14),
|
||||
new Vector(37, 18, 16),
|
||||
new Vector(37, 18, 15),
|
||||
new Vector(37, 18, 14),
|
||||
new Vector(36, 17, 16),
|
||||
new Vector(36, 17, 15),
|
||||
new Vector(36, 17, 14),
|
||||
new Vector(36, 18, 16),
|
||||
new Vector(36, 18, 15),
|
||||
new Vector(36, 18, 14),
|
||||
new Vector(37, 17, 16),
|
||||
};
|
||||
public static final Vector STATIC_LEFT_BUTTON = new Vector(38, 18, 11);
|
||||
public static final Vector STATIC_LEFT_LOAD = new Vector(37, 17, 12);
|
||||
public static final Vector STATIC_LEFT_ESCAPE = new Vector(30, 13, 9);
|
||||
public static final Cannon STATIC_LEFT = new Cannon("Lupf Links", STATIC_LEFT_TNT, STATIC_LEFT_BUTTON, STATIC_LEFT_LOAD, STATIC_LEFT_ESCAPE);
|
||||
|
||||
public static final Vector[] STATIC_RIGHT_TNT = new Vector[] {
|
||||
new Vector(14, 17, 15),
|
||||
new Vector(14, 18, 16),
|
||||
new Vector(14, 18, 15),
|
||||
new Vector(14, 17, 14),
|
||||
new Vector(14, 18, 14),
|
||||
new Vector(13, 17, 16),
|
||||
new Vector(13, 17, 15),
|
||||
new Vector(13, 17, 14),
|
||||
new Vector(13, 18, 16),
|
||||
new Vector(13, 18, 15),
|
||||
new Vector(13, 18, 14),
|
||||
new Vector(14, 17, 16),
|
||||
};
|
||||
public static final Vector STATIC_RIGHT_BUTTON = new Vector(12, 18, 11);
|
||||
public static final Vector STATIC_RIGHT_LOAD = new Vector(13, 17, 12);
|
||||
public static final Vector STATIC_RIGHT_ESCAPE = new Vector(20, 13, 9);
|
||||
public static final Cannon STATIC_RIGHT = new Cannon("Lupf Rechts", STATIC_RIGHT_TNT, STATIC_RIGHT_BUTTON, STATIC_RIGHT_LOAD, STATIC_RIGHT_ESCAPE);
|
||||
|
||||
public static final Vector[] AK_TNT = new Vector[] {
|
||||
new Vector(10, 7, 17),
|
||||
new Vector(10, 11, 17),
|
||||
new Vector(10, 10, 17),
|
||||
new Vector(10, 8, 17),
|
||||
new Vector(10, 9, 17),
|
||||
new Vector(10, 7, 15),
|
||||
new Vector(11, 7, 15),
|
||||
new Vector(12, 7, 15),
|
||||
new Vector(10, 10, 15),
|
||||
new Vector(11, 10, 15),
|
||||
new Vector(12, 10, 15),
|
||||
new Vector(12, 8, 15),
|
||||
new Vector(12, 9, 15),
|
||||
new Vector(11, 8, 15),
|
||||
new Vector(11, 9, 15),
|
||||
new Vector(10, 8, 15),
|
||||
new Vector(10, 9, 15),
|
||||
new Vector(10, 7, 19),
|
||||
new Vector(11, 7, 19),
|
||||
new Vector(12, 7, 19),
|
||||
new Vector(12, 8, 19),
|
||||
new Vector(11, 8, 19),
|
||||
new Vector(10, 8, 19),
|
||||
new Vector(10, 10, 19),
|
||||
new Vector(11, 10, 19),
|
||||
new Vector(12, 10, 19),
|
||||
new Vector(12, 9, 19),
|
||||
new Vector(11, 9, 19),
|
||||
new Vector(10, 9, 19),
|
||||
new Vector(10, 6, 17),
|
||||
};
|
||||
public static final Vector AK_BUTTON = new Vector(9, 9, 16);
|
||||
public static final Vector AK_LOAD = new Vector(11, 8, 17);
|
||||
public static final Cannon AK = new Cannon("Arschkratzer", AK_TNT, AK_BUTTON, AK_LOAD, null);
|
||||
|
||||
public static final Vector[] HA_RIGHT_TNT = new Vector[] {
|
||||
new Vector(23, 5, 9),
|
||||
new Vector(23, 6, 9),
|
||||
new Vector(23, 7, 9),
|
||||
new Vector(23, 8, 9),
|
||||
};
|
||||
|
||||
public static final Vector[] HA_LEFT_TNT = new Vector[] {
|
||||
new Vector(27, 5, 9),
|
||||
new Vector(27, 6, 9),
|
||||
new Vector(27, 7, 9),
|
||||
new Vector(27, 8, 9),
|
||||
};
|
||||
|
||||
public static final Vector HA_RIGHT_LOAD = new Vector(23, 8, 8);
|
||||
public static final Vector HA_LEFT_LOAD = new Vector(27, 8, 8);
|
||||
|
||||
public static final Cannon HA_LEFT = new Cannon("Halbautomatik Links", HA_LEFT_TNT, null, HA_LEFT_LOAD, null);
|
||||
public static final Cannon HA_RIGHT = new Cannon("Halbautomatik Rechts", HA_RIGHT_TNT, null, HA_RIGHT_LOAD, null);
|
||||
|
||||
public static final Vector BRIDGE_POS = new Vector(25, 14, 24);
|
||||
public static final Vector BRIDGE_SHIELDS = new Vector(25, 15, 25);
|
||||
public static final Vector BRIDGE_MG = new Vector(21, 15, 24);
|
||||
|
||||
public static final Gear THE_UNDERGROUND = new Gear(
|
||||
new Cannon[] {
|
||||
DS_LEFT,
|
||||
DS_RIGHT,
|
||||
STATIC_LEFT,
|
||||
STATIC_RIGHT,
|
||||
AK,
|
||||
HA_LEFT,
|
||||
HA_RIGHT,
|
||||
//Cannon.AK,
|
||||
},
|
||||
BRIDGE_POS,
|
||||
new Vector[] {
|
||||
BRIDGE_SHIELDS
|
||||
},
|
||||
BRIDGE_MG,
|
||||
21,
|
||||
124667
|
||||
);
|
||||
}
|
@ -78,14 +78,12 @@ public class NavMesh implements Listener {
|
||||
});
|
||||
floorBlock.forEach(this::checkNeighbouring);
|
||||
System.out.println(System.currentTimeMillis() - time + " ms");
|
||||
/*
|
||||
iterateWalkableBlocks((vector, ceilingOffset) -> {
|
||||
RArmorStand armorStand = new RArmorStand(entityServer, vector.toLocation(WORLD), RArmorStand.Size.MARKER);
|
||||
armorStand.setNoGravity(true);
|
||||
armorStand.setInvisible(true);
|
||||
armorStand.setDisplayName("+" + (ceilingOffset == null ? "∞" : ceilingOffset));
|
||||
});
|
||||
*/
|
||||
}, 20);
|
||||
});
|
||||
new OneShotStateDependent(ArenaMode.All, FightState.Spectate, () -> {
|
||||
|
0
gradlew
vendored
Ausführbare Datei → Normale Datei
0
gradlew
vendored
Ausführbare Datei → Normale Datei
In neuem Issue referenzieren
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