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under welcomeText, add a help text "how to play..."
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on the popup write the text "Welcome on Dune."
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before game starts, show popup Asset
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before the game starts display a popup
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how would you handle energy so that low energy level slow down constructions
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'type')' in or related to this line: 'player1.spice += buildableRepository.getBuildableInfo(currentBuildingForPlacement.type).cost;' Line Number: 462
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Please fix the bug: 'ReferenceError: unit is not defined' in or related to this line: 'switch (unit.type) {' Line Number: 2176
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Please fix the bug: 'ReferenceError: rockIlot2Center is not defined' in or related to this line: 'baseBuilding = {' Line Number: 1740
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Please fix the bug: 'TypeError: LK.getTime is not a function' in or related to this line: 'self.lastHitTime = LK.getTime();' Line Number: 1099
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could you implement findFactoryForUnit
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add a new function findEmplacementForBuilding(building, cellX, cellY) that scans the map around the given cellX,cellY to find a free area of rocks that fits the given building size
===================================================================
--- original.js
+++ change.js
@@ -906,8 +906,9 @@
self.attackMode = 0; // 0 = not attacking, 1 = attacking, 2 = moving to target
self.lastAttackTime = 0;
self.lastHitTime = 0;
self.lastAttaker = null;
+ self.isArmy = false;
self.defenders = [];
self.actions = unitInfo.actions;
self.asset = self.attachAsset(type, {
anchorX: 0.5,
@@ -938,9 +939,11 @@
console.log("Not Navigating don't select unit...", currentUserActionState);
}
});
self.moveAlongPath = function (path, callback) {
- //console.log("moveAlongPath", path, callback);
+ if (self.isArmy) {
+ console.log("Army " + self.type + " #" + self.id + " moveAlongPath", path, callback);
+ }
self.path = path;
self.pathIndex = 0;
self.isMoving = true;
self.onArrivedCallback = callback;
@@ -1576,8 +1579,9 @@
if (playerId === player1.playerId) {
player1.addUnit(unit);
} else if (playerId === player2.playerId) {
if (aiCurrentlyBuildingForArmy) {
+ unit.isArmy = true;
aiCurrentArmyUnits.push(unit);
}
player2.addUnit(unit);
}
@@ -1658,9 +1662,9 @@
y: targetUnit.cellY
}, {
x: destinationX,
y: destinationY
- });
+ }, targetUnit.attackRange);
targetUnit.moveAlongPath(path);
}
}
function attackActionLogic(theUnit, targetCellX, targetCellY) {
@@ -1916,26 +1920,26 @@
};
var getNextId = function getNextId() {
return nextId++;
};
-var getAllUnitsPerDistance = function getAllUnitsPerDistance(position, unitList) {
- var orderedUnitList = [];
+var orderEntitiesPerDistance = function orderEntitiesPerDistance(position, entityList) {
+ var orderedEntityList = [];
// Calculer la distance de chaque unité par rapport à la position donnée
- unitList.forEach(function (unit) {
- var distance = Math.sqrt(Math.pow(position.cellX - unit.cellX, 2) + Math.pow(position.cellY - unit.cellY, 2));
+ entityList.forEach(function (entity) {
+ var distance = Math.sqrt(Math.pow(position.cellX - entity.cellX, 2) + Math.pow(position.cellY - entity.cellY, 2));
// Ajouter l'unité à la liste
- orderedUnitList.push({
- unit: unit,
+ orderedEntityList.push({
+ entity: entity,
distance: distance
});
- console.log("unit", unit.id, " ", unit.type, " Pos:", unit.cellX, unit.cellY, " distance", distance);
+ console.log("entity", entity.id, " ", entity.type, " Pos:", entity.cellX, entity.cellY, " distance", distance);
});
// Trier les unités en fonction de leurs distances
- orderedUnitList.sort(function (a, b) {
+ orderedEntityList.sort(function (a, b) {
return a.distance - b.distance;
});
- console.log("orderedUnitList", orderedUnitList);
- return orderedUnitList;
+ console.log("orderedEntityList", orderedEntityList);
+ return orderedEntityList;
};
/* ******************************************** GLOBAL GAME VARIABLES ******************************************** */
/* ******************************************** GLOBAL GAME VARIABLES ******************************************** */
/* ******************************************** GLOBAL GAME VARIABLES ******************************************** */
@@ -2046,9 +2050,9 @@
var aiNeededAttackUnitsList = null;
var aiLastAttackWaveTime = 0;
var aiNextAttackWaveSize = 0;
var aiCurrentAttackWave = 1;
-var aiNextAttackWaveDelayMs = 1000 * 5; //1000 * 60; // TODO : handle in AiLevel // TEMP DEBUG !!!// TEMP DEBUG !!!// TEMP DEBUG !!!
+var aiNextAttackWaveDelayMs = 1000 * 5; //1000 * 60; // TODO : handle in AiLevel
var aiUnderAttackDelayMs = aiCurrentLevel.thinkingDelay * 10;
// Think of what AI must do
function aiThinking() {
if (LK.ticks % aiCurrentLevel.thinkingDelay !== 0) {
@@ -2103,31 +2107,36 @@
return tempUnderAttackBuildingArray;
}
function checkUnitsUnderAttack() {
console.log("checkUnitsUnderAttack...");
- // Check delay since lastHitTime of all AI units
+ // Check delay since lastHitTime of all AI units except army
var tempUnderAttackUnitsArray = [];
player2.units.forEach(function (unit) {
- if (Date.now() - unit.lastHitTime < aiUnderAttackDelayMs) {
+ if (!unit.isArmy && Date.now() - unit.lastHitTime < aiUnderAttackDelayMs) {
// Unit is under attack
tempUnderAttackUnitsArray.push(unit);
}
});
return tempUnderAttackUnitsArray;
}
function checkAttckWaveUnitNeeds() {
- console.log("checkAttckWaveUnitNeeds...");
+ console.log("checkAttckWaveUnitNeeds...Wave ", aiCurrentAttackWave);
var tempNeededUnitList = {};
var aiBaseUnitListPerWave = getUnitNeedsPerWave(aiCurrentAttackWave);
+ console.log("Wave requires :", aiBaseUnitListPerWave);
// aiThinking : evaluate army needs => list needed units
// Browse aiCurrentArmyUnits and compare with aiBaseUnitListPerWave
var tempNbQuads = 0;
var tempNbLightTanks = 0;
var tempNbHeavyTanks = 0;
+ console.log("check current ", aiCurrentArmyUnits.length, " army units:", aiCurrentArmyUnits);
for (var i = 0; i < aiCurrentArmyUnits.length; i++) {
+ var _aiCurrentArmyUnits$i, _aiCurrentArmyUnits$i2;
+ console.log("check army unit:", (_aiCurrentArmyUnits$i = aiCurrentArmyUnits[i]) === null || _aiCurrentArmyUnits$i === void 0 ? void 0 : _aiCurrentArmyUnits$i.type, " h=", (_aiCurrentArmyUnits$i2 = aiCurrentArmyUnits[i]) === null || _aiCurrentArmyUnits$i2 === void 0 ? void 0 : _aiCurrentArmyUnits$i2.health);
if (!aiCurrentArmyUnits[i] || aiCurrentArmyUnits[i].health <= 0) {
continue;
}
+ console.log("Take ", aiCurrentArmyUnits[i].type, "#", aiCurrentArmyUnits[i].id, " H=", aiCurrentArmyUnits[i].health);
switch (aiCurrentArmyUnits[i].type) {
case "unitQuad":
tempNbQuads++;
break;
@@ -2141,30 +2150,35 @@
console.error("unknown army unit type:", aiCurrentArmyUnits[i].type);
break;
}
}
- Object.keys(aiBaseUnitListPerWave).forEach(function (unitType) {
- switch (unit.type) {
+ console.log("=> We have:", tempNbQuads, tempNbLightTanks, tempNbHeavyTanks, " units");
+ for (var j = 0; j < Object.keys(aiBaseUnitListPerWave).length; j++) {
+ var tempUnitType = Object.keys(aiBaseUnitListPerWave)[j];
+ if (!aiBaseUnitListPerWave[tempUnitType]) {
+ continue;
+ }
+ switch (tempUnitType) {
case "unitQuad":
- if (tempNbQuads < aiBaseUnitListPerWave[unitType]) {
- tempNeededUnitList[unitType] = aiBaseUnitListPerWave[unitType] - tempNbQuads;
+ if (tempNbQuads < aiBaseUnitListPerWave[tempUnitType]) {
+ tempNeededUnitList[tempUnitType] = aiBaseUnitListPerWave[tempUnitType] - tempNbQuads;
}
break;
case "unitLightTank":
- if (tempNbLightTanks < aiBaseUnitListPerWave[unitType]) {
- tempNeededUnitList[unitType] = aiBaseUnitListPerWave[unitType] - tempNbLightTanks;
+ if (tempNbLightTanks < aiBaseUnitListPerWave[tempUnitType]) {
+ tempNeededUnitList[tempUnitType] = aiBaseUnitListPerWave[tempUnitType] - tempNbLightTanks;
}
break;
case "unitHeavyTank":
- if (tempNbHeavyTanks < aiBaseUnitListPerWave[unitType]) {
- tempNeededUnitList[unitType] = aiBaseUnitListPerWave[unitType] - tempNbHeavyTanks;
+ if (tempNbHeavyTanks < aiBaseUnitListPerWave[tempUnitType]) {
+ tempNeededUnitList[tempUnitType] = aiBaseUnitListPerWave[tempUnitType] - tempNbHeavyTanks;
}
break;
default:
- console.error("unknown base unit type:", unit.type);
- break;
+ console.error("unknown base unit type:", tempUnitType);
}
- });
+ }
+ console.log("=> We need:", tempNeededUnitList);
return tempNeededUnitList;
}
function getUnitNeedsPerWave(waveIndex) {
console.log("getUnitNeedsPerWave...", waveIndex);
@@ -2257,14 +2271,41 @@
} else {
console.warn("5 - No factory found for unit " + tempUnitToBuild);
}
} else {
- console.log("Army is ready:", aiCurrentArmyUnits);
- aiArmyIsReady = true;
+ console.log("Clean Army...", aiCurrentArmyUnits);
+ var tempCleanArmy = aiCurrentArmyUnits.filter(function (unit) {
+ // keep only units alive
+ return !unit.isDestroyed;
+ });
+ aiCurrentArmyUnits = tempCleanArmy;
+ if (aiCurrentArmyUnits.length >= aiCurrentAttackWave) {
+ // ATTENTION !!! Arbitray rue : Nb units == Wave index
+ console.log("Army is ready:", aiCurrentArmyUnits);
+ aiArmyIsReady = true;
+ }
}
// 6) Launch attack wave
- if (aiArmyIsReady && Date.now() - aiLastAttackWaveTime < aiNextAttackWaveDelayMs) {
+ if (aiArmyIsReady && Date.now() - aiLastAttackWaveTime > aiNextAttackWaveDelayMs) {
+ aiLastAttackWaveTime = Date.now();
+ aiCurrentAttackWave++;
+ aiNextAttackWaveDelayMs = Math.min(5 * 20 * 1000, aiCurrentAttackWave * 20 * 1000); //Math.min(5*60*1000, aiCurrentAttackWave * 60 * 1000); TEMP DEBUG !!!
console.warn("6 - ATTACK !!! ATTACK !!! ATTACK !!! ATTACK !!! ATTACK !!!");
+ // Find a building to attack
+ var firstAttaker = null;
+ for (var i = 0; i < aiCurrentArmyUnits.length; i++) {
+ if (!aiCurrentArmyUnits[i] || aiCurrentArmyUnits[i].health <= 0) {
+ continue;
+ }
+ firstAttaker = aiCurrentArmyUnits[i];
+ break;
+ }
+ var nextBuildingTarget = aiFindClosestBuildingToAttack(firstAttaker);
+ if (nextBuildingTarget) {
+ aiStartAttack(nextBuildingTarget);
+ } else {
+ console.warn("6 - No building found to attack");
+ }
}
}
function aiHandleBuildingConstruction(buildingToBuild) {
console.log("aiHandleBuildingConstruction...", buildingToBuild);
@@ -2301,12 +2342,12 @@
console.log("already have defenders...", buildingToDefend.defenders);
return;
}
// List all units per distance to building [] = { unit: unit, distance: distance }
- var potentialDefenders = getAllUnitsPerDistance(buildingToDefend, player2.units);
+ var potentialDefenders = orderEntitiesPerDistance(buildingToDefend, player2.units);
// Browse potentialDefenders and add as defenders the ones that can attack & are idle
potentialDefenders.forEach(function (defenderEntry) {
- var defender = defenderEntry.unit;
+ var defender = defenderEntry.entity;
console.log("potential defender ", defender.id, " attackDamage:", defender.attackDamage, " / moving:", defender.isMoving, " / attackMode:", defender.attackMode);
if (buildingToDefend.defenders.length < 2 && defender.attackDamage && !defender.isMoving && defender.attackMode == 0) {
buildingToDefend.defenders.push(defender);
}
@@ -2330,12 +2371,12 @@
console.log("unit already have defenders...", unitToDefend.defenders);
return;
}
// List all units per distance to building [] = { unit: unit, distance: distance }
- var potentialDefenders = getAllUnitsPerDistance(unitToDefend, player2.units);
+ var potentialDefenders = orderEntitiesPerDistance(unitToDefend, player2.units);
// Browse potentialDefenders and add as defenders the ones that can attack & are idle
potentialDefenders.forEach(function (defenderEntry) {
- var defender = defenderEntry.unit;
+ var defender = defenderEntry.entity;
console.log("potential defender ", defender.id, " attackDamage:", defender.attackDamage, " / moving:", defender.isMoving, " / attackMode:", defender.attackMode);
if (unitToDefend.defenders.length < 2 && defender.attackDamage && !defender.isMoving && defender.attackMode == 0) {
unitToDefend.defenders.push(defender);
}
@@ -2360,8 +2401,27 @@
player2.isCurrentlyBuildingUnit = true;
aiCurrentlyBuildingForArmy = !!forArmy; // Flag to add the unit to the army
enqueueBuildable(unitToBuild, sourceFactory, player2);
}
+function aiFindClosestBuildingToAttack(firstAttaker) {
+ // Browse player1.buildings
+ var potientialTargetBuildings = orderEntitiesPerDistance(firstAttaker, player1.buildings);
+ if (potientialTargetBuildings && potientialTargetBuildings.length > 0) {
+ return potientialTargetBuildings[0].entity;
+ }
+ return null;
+}
+function aiStartAttack(target) {
+ var nbUnits = aiCurrentArmyUnits.length;
+ console.log("aiStartAttack... nbUnits=", nbUnits, " target=", target);
+ // Send all army around the target
+ for (var i = 0; i < nbUnits; i++) {
+ // Find a place for each unit by adding a delta depending on index
+ var deltaX = -1 + i % 3;
+ var deltaY = Math.floor(i / 3);
+ moveActionLogic(aiCurrentArmyUnits[i], target.cellX + deltaX, target.cellY + deltaY);
+ }
+}
/* ***************************************************************************************************** */
/* ********************************************* INIT FUNCTIONS ****************************************** */
/* ***************************************************************************************************** */
// Prepare the map
a tileable sand terrain tile.
A square tileable rock terrain tile WITHOUT BBORDER. Single Game Texture. In-Game asset. 2d. No shadows. No Border
Zenith view of Dune's Wind Trap power facility square fence. Ressembles a bit to Sydney's Opera. Zenith view Directly from above.
grey cancel icon. UI
thin white circle empty.
0x5e86ff
Zenith view of a white rectangular Harvester shape of a garbage truck with a triangular head. Harvesting on sand, with flowing spice in the back. inside a square fence. Zenith view. Directly overhead. Plumb view.
Minimal Ui icon of an right sign aside with an icon of a target. sand background
Minimal icon of a home with direction icon pointing to the home. sand background
3 white flat isometric concentric circles like a target.
Remove background
Gray background
Minimal Ui icon of target sign on a fire icon.. sand background
top view of an explosion effect.
Simple heavy army tank factory buiding a tank with a crane. Square fence... Zenith view Directly overhead. Plumb view.
an empty black popup UI. UI