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Increased AI

tags/chalkboard
madiwka3 4 년 전
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62b38d54d9
5개의 변경된 파일175개의 추가작업 그리고 51개의 파일을 삭제
  1. +32
    -0
      main.lua
  2. +1
    -1
      music.lua
  3. +139
    -0
      src/AI.lua
  4. +2
    -50
      src/baseGame.lua
  5. +1
    -0
      src/dependencies.lua

+ 32
- 0
main.lua 파일 보기

@@ -243,6 +243,15 @@ function love.load()
end
)
)
table.insert(
difbuttons,
newButton(
"Smart",
function()
hardmanager("smart")
end
)
)
table.insert(
settings,
newButton(
@@ -493,6 +502,15 @@ function love.load()
end
)
)
table.insert(
difbuttons,
newButton(
"ballCount",
function()
speedSetter("ballz")
end
)
)
table.insert(
playerCountButtons,
newButton(
@@ -687,6 +705,7 @@ function hardmanager(diff)
AI_SPEED = ballSet / 10
AI_STRIKEMOD = 100
AI_NUKEMOD = 1000
AI_LEVEL = 350
difficultyl = 200
selecting = 0
gameState = "1serve"
@@ -717,6 +736,19 @@ function hardmanager(diff)
gameState = "1serve"
globalState = "base"
end
if (diff == "smart") then
INDIC[3] = ">"
AI_SPEED = ballSpeed * 1.1 + 50
AI_SPEED = AI_SPEED / 10
AI_LEVEL = 1500
AI_NUKEMOD = 200
AI_STRIKEMOD = 20
selecting = 0
difficultyl = 350
AGAINST_AI = 1
gameState = "1serve"
globalState = "base"
end
if (diff == "practice") then
INDIC[3] = ">"
AI_SPEED = ballSpeed * 500 + 50


+ 1
- 1
music.lua 파일 보기

@@ -26,7 +26,7 @@ function musicController(orders, toggling)
sounds['gayTheme2']:setLooping(true)
sounds['gayTheme2']:setVolume(0.5)
sounds['gayTheme2']:play()
elseif gameState == 'play' and player1score > ptw-4 or player2score > ptw-4 and areanuclear == 0 then
elseif gameState == 'play' and player1score > ptw-5 or player2score > ptw-5 and areanuclear == 0 then
print(ptw-4)
sounds['gayTheme']:stop()
sounds['gayTheme2']:stop()


+ 139
- 0
src/AI.lua 파일 보기

@@ -0,0 +1,139 @@
function AI(target, ballCnt, diff)
currentTarget = evaluateClosestBall(target);
print("CLOSEST TARGET IS " .. currentTarget)
if diff < 1200 then
print ("Normal targeting ".. currentTarget .. " " .. target.x - ball[currentTarget].x .. " " .. ball[currentTarget].y - target.y)
if (ball[currentTarget].y - target.y >= target.height and target.x - ball[currentTarget].x < diff) then
target.dy = AI_SPEED
elseif (target.y - ball[currentTarget].y >= -target.height/2 and target.x - ball[currentTarget].x < diff) then
target.dy = -AI_SPEED
else
target.dy = 0
end
else
print("Complex targeting")
neededTarget = predictBall(ball[currentTarget], target.x)
if neededTarget ~= -1 then
print("Calculated target = " .. neededTarget)
if (target.y - neededTarget >= -target.height/2) then
target.dy = -AI_SPEED
elseif (neededTarget - target.y >= target.height*0.9) then
target.dy = AI_SPEED
else
target.dy = 0
end
end
end
if
difficultyl == 350 and player2reverbav == true and VIRTUAL_WIDTH - ball[currentTarget].x < 90 and
math.abs(ball[currentTarget].y - targe.y) > 150
then
sounds["time"]:play()
player2reverbav = false
timeIsSlow2 = true
originalPaddle = paddle_SPEED
originalSpeed = ballSpeed
player2reverbav = 0
potentialnuke2 = 0
potentialstrike2 = 0
end

if (player2nukescore > AI_STRIKEMOD and striken == 0) then
player2striken = 1
elseif (player2nukescore > AI_NUKEMOD and striken == 1) then
if (areanuclear == 1) then
maxspeed = maxspeed + 50
end
sounds["nuke"]:play()
potentialstrike2 = 0
areanuclear = 1
ballSpeed = ballSpeed * 2
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 2
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 2.2
end
if (synctype == 1) then
AI_SPEED = ballSpeed * 1.1 / 10
end
player2nukescore = 0
player2reverbav = 0
potentialnuke2 = 0
end
end
function evaluateClosestBall(target)
local ans = 0
local min = 99999;
for i = 1, maxBalls do
if math.abs(target.x - ball[i].x ) < min then
min = math.abs(target.x - ball[i].x)
ans = i
end
end
return ans
end
function predictBall(target, px)
print("BALLSTATS:" .. target.x .. " " .. target.y)
if VIRTUAL_WIDTH - target.x < AI_SPEED then
return target.y
elseif target.dx > 0 then
local ans = recursiveCalculations(px, target.x, target.y, target.dx, target.dy, 1)
return ans
else
print("GO TO CENTER!!")
return VIRTUAL_HEIGHT/2
end
end
function recursiveCalculations(px, ex, ey, edx, edy, ifspecial)
if (edy > 0) then
print ("normal" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (VIRTUAL_HEIGHT-ey) / (ballSpeed * edy)
local distance = (ballSpeed * edx) * time
print(distance .. " " .. edx .. " " .. time .. " " .. (px-ex))
if distance > (px - ex) then
local anstime = (px - ex) / (ballSpeed * edx)
local bonus = (ballSpeed * edy) * anstime
print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (px-ex))
-- if (ifspecial == 0) then
return ey + bonus
-- else
-- return -1
--end
else
local emulatedx = ex + distance
local emulatedy = VIRTUAL_HEIGHT
return recursiveCalculations(px, emulatedx, emulatedy, edx, -edy, 0)
end
elseif edy == 0 then
return ey
else
print ("inverse" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (ey) / math.abs((ballSpeed * edy))
local distance = (ballSpeed * edx) * time
print(distance .. " " .. edx .. " " .. time .. " " .. (px-ex))

--print("Why th efuck ")

if distance > (px - ex) then
local anstime = (px - ex) / (ballSpeed * edx)
local bonus = (ballSpeed * edy) * anstime
print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (px-ex))
-- if (ifspecial == 0) then
return ey + bonus
-- else
-- return -1
-- end
else
local emulatedx = ex + distance
local emulatedy = 0
-- print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (VIRTUAL_WIDTH-ex))
return recursiveCalculations(px, emulatedx, emulatedy, edx, -edy, 0)
end
end
end

+ 2
- 50
src/baseGame.lua 파일 보기

@@ -15,55 +15,7 @@ function basegame(dt)
serveBot()
if gameState == 'play' then
if (AGAINST_AI == 1) then
for i = 1, maxBalls do
if (ball[i].y - player2.y >= 50 and player2.x - ball[i].x < AI_LEVEL) then
player2.dy = AI_SPEED
elseif (player2.y - ball[i].y >= -20 and player2.x - ball[i].x < AI_LEVEL) then
player2.dy = -AI_SPEED
else
player2.dy = 0
end
if
difficultyl == 350 and player2reverbav == true and VIRTUAL_WIDTH - ball[i].x < 90 and
math.abs(ball[i].y - player2.y) > 150
then
sounds["time"]:play()
player2reverbav = false
timeIsSlow2 = true
originalPaddle = paddle_SPEED
originalSpeed = ballSpeed
player2reverbav = 0
potentialnuke2 = 0
potentialstrike2 = 0
end
if (player2nukescore > AI_STRIKEMOD and striken == 0) then
player2striken = 1
elseif (player2nukescore > AI_NUKEMOD and striken == 1) then
if (areanuclear == 1) then
maxspeed = maxspeed + 50
end
sounds["nuke"]:play()
potentialstrike2 = 0
areanuclear = 1
ballSpeed = ballSpeed * 2
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 2
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 2.2
end
if (synctype == 1) then
AI_SPEED = ballSpeed * 1.1 / 10
end
player2nukescore = 0
player2reverbav = 0
potentialnuke2 = 0
end
end
AI(player2, maxBalls, AI_LEVEL)
end
if (love.keyboard.isDown(p1control.up)) then
player1.dy = (paddle_SPEED + p1bonus) * -1
@@ -392,7 +344,7 @@ end
function debugCheck(dt)
if (gameState == "menu") then
updateTEXT = "0.7.2 Chalkboard Update"
updateTEXT = "0.7.4 Chalkboard Update"
end
dangerChecker()
elapsed = elapsed + dt


+ 1
- 0
src/dependencies.lua 파일 보기

@@ -11,5 +11,6 @@ require 'animator'
require 'src/baseGame'
require 'src/constantvars'
require 'src/menus'
require 'src/AI'
require 'src/reverseGame'
serialize = require 'ser'

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