1 | expdef:
|
---|
2 | name:Deathmatch
|
---|
3 | info:~
|
---|
4 | This experiment simulates a team deathmatch. It means that framstick creatures are grouped in teams and the basic rule is: "My team vs WORLD!".
|
---|
5 |
|
---|
6 | The basic battle rules and collectibles are implemented. Statistics for the battle are saved to text files in CSV format: creatures.txt, teams.txt.
|
---|
7 |
|
---|
8 | For more information, see http://www.framsticks.com/deathmatch
|
---|
9 | ~
|
---|
10 | code:~
|
---|
11 |
|
---|
12 | //Author: Mateusz Cicheñski @ Poznan University of Technology, 2012
|
---|
13 |
|
---|
14 | @include "deathmatch-utils.inc"
|
---|
15 | @include "deathmatch-levels.inc"
|
---|
16 |
|
---|
17 | global idleSimulationSteps;
|
---|
18 | global battleNumber;
|
---|
19 | global teams;
|
---|
20 |
|
---|
21 | function onExpDefLoad()
|
---|
22 | {
|
---|
23 | idleSimulationSteps = 0;
|
---|
24 | battleNumber = 0;
|
---|
25 | initLevels();
|
---|
26 | initPopulations();
|
---|
27 |
|
---|
28 | WireframeAppearance.set("1p_weaponbox","""//0
|
---|
29 | p:-0.5, -0.5, -0.5
|
---|
30 | p: 0.5, -0.5, -0.5
|
---|
31 | p: 0.5, 0.5, -0.5
|
---|
32 | p: -0.5, 0.5, -0.5
|
---|
33 | p:-0.5, -0.5, 0.5
|
---|
34 | p:0.5, -0.5, 0.5
|
---|
35 | p:0.5, 0.5, 0.5
|
---|
36 | p:-0.5, 0.5, 0.5
|
---|
37 | j: 0,1
|
---|
38 | j: 1,2
|
---|
39 | j: 2,3
|
---|
40 | j: 3,0
|
---|
41 | j: 4,5
|
---|
42 | j: 5,6
|
---|
43 | j: 6,7
|
---|
44 | j: 7,4
|
---|
45 | j: 0,4
|
---|
46 | j: 1,5
|
---|
47 | j: 2,6
|
---|
48 | j: 3,7""", 0x0FAA0F);
|
---|
49 |
|
---|
50 | WireframeAppearance.set("1p_hpbox","""//0
|
---|
51 | p:-0.5, -0.5, -0.5
|
---|
52 | p: 0.5, -0.5, -0.5
|
---|
53 | p: 0.5, 0.5, -0.5
|
---|
54 | p: -0.5, 0.5, -0.5
|
---|
55 | p:-0.5, -0.5, 0.5
|
---|
56 | p:0.5, -0.5, 0.5
|
---|
57 | p:0.5, 0.5, 0.5
|
---|
58 | p:-0.5, 0.5, 0.5
|
---|
59 | j: 0,1
|
---|
60 | j: 1,2
|
---|
61 | j: 2,3
|
---|
62 | j: 3,0
|
---|
63 | j: 4,5
|
---|
64 | j: 5,6
|
---|
65 | j: 6,7
|
---|
66 | j: 7,4
|
---|
67 | j: 0,4
|
---|
68 | j: 1,5
|
---|
69 | j: 2,6
|
---|
70 | j: 3,7""", 0xAA0F0F);
|
---|
71 | }
|
---|
72 |
|
---|
73 | function initPopulations()
|
---|
74 | {
|
---|
75 | //clear anything in populations
|
---|
76 | Populations.clear();
|
---|
77 |
|
---|
78 | //add Food population (group 0)
|
---|
79 | var p=Populations[0];
|
---|
80 | p.name = "Food";
|
---|
81 | p.nnsim = 0;
|
---|
82 | p.enableperf = 0;
|
---|
83 | p.death = 1;
|
---|
84 | p.energy = 1;
|
---|
85 | p.selfmask = 0x20002;
|
---|
86 | p.othermask = 0x10002;
|
---|
87 |
|
---|
88 | //add Weapon Upgrade population (group 1)
|
---|
89 | p=Populations.addGroup("Upgrades");
|
---|
90 | p.nnsim = 0;
|
---|
91 | p.enableperf = 0;
|
---|
92 | p.death = 1;
|
---|
93 | p.energy = 1;
|
---|
94 | p.selfmask = 0x20002;
|
---|
95 | p.othermask = 0x10002;
|
---|
96 |
|
---|
97 | //add Teams populations (group above 2)
|
---|
98 | var i = 0;
|
---|
99 | teams = ExpProperties.teamCount;
|
---|
100 | if (teams == 1)
|
---|
101 | teams = GenePools[0].size;
|
---|
102 | for (i = 0; i < teams; i++)
|
---|
103 | {
|
---|
104 | p=Populations.addGroup("Team "+i);
|
---|
105 | p.nnsim = 1;
|
---|
106 | p.enableperf = 1;
|
---|
107 | p.death = 0;
|
---|
108 | p.energy = 1;
|
---|
109 | p.selfmask = 0x50001;
|
---|
110 | p.othermask = 0x60001;
|
---|
111 | }
|
---|
112 |
|
---|
113 | //Collisions on 32 bit mask:
|
---|
114 | // standard - rebound creatures => if lower bits 0xFFFF
|
---|
115 | // custom - custom function handler => if higher bits 0xFFFF0000
|
---|
116 | //Collisions map:
|
---|
117 | // Food vs Food = 0x20002 & 0x10002 = 2 - standard
|
---|
118 | // Upgrades vs Upgrades = 0x20002 & 0x10002 = 2 - standard
|
---|
119 | // Team X vs Team X = 0x50001 & 0x60001 = 0x40001 - standard + custom
|
---|
120 | // Team X vs Team Y = 0x50001 & 0x60001 = 0x40001 - standard + custom
|
---|
121 | // Food vs Upgrades = 0x20002 & 0x10002 = 2 - standard
|
---|
122 | // Food vs Team X = 0x20002 & 0x60001 = 0x20000 || 0x50001 & 0x10002 = 0x10000 - custom
|
---|
123 | // Upgrades vs Team X = 0x20002 & 0x60001 = 0x20000 || 0x50001 & 0x10002 = 0x10000 - custom
|
---|
124 | }
|
---|
125 |
|
---|
126 | function initCreatures()
|
---|
127 | {
|
---|
128 | for (var i = 0; i < Populations.size - 2; i++)
|
---|
129 | {
|
---|
130 | for (var j = 0; j < ExpProperties.teamSize; j++)
|
---|
131 | {
|
---|
132 | var g; //Genotype object
|
---|
133 | if (ExpProperties.teamCount != 1)
|
---|
134 | g = GenePools[0].random();
|
---|
135 | else
|
---|
136 | g = GenePools[0][i];
|
---|
137 | Populations[i+2].add(g).name = "Member " + j;
|
---|
138 | }
|
---|
139 | }
|
---|
140 | }
|
---|
141 |
|
---|
142 | function onExpInit()
|
---|
143 | {
|
---|
144 | battleNumber = 0;
|
---|
145 | initAll();
|
---|
146 | }
|
---|
147 |
|
---|
148 | function initAll()
|
---|
149 | {
|
---|
150 | idleSimulationSteps = 0;
|
---|
151 | battleNumber += 1;
|
---|
152 | initLevel();
|
---|
153 | initPopulations();
|
---|
154 | initCreatures();
|
---|
155 | initFiles();
|
---|
156 | writeTeamStatistics();
|
---|
157 | }
|
---|
158 |
|
---|
159 | function initFiles()
|
---|
160 | {
|
---|
161 | var f=File.createDirect("creatures"+battleNumber+".txt","Creature statistics");
|
---|
162 | f.writeString("#Creature name; Team; Kills; Assists; Total damage dealt; Total damage received; HP boxes collected; Upgrade boxes collected; Lifespan\n");
|
---|
163 | f.close();
|
---|
164 |
|
---|
165 | var s = "#Time interval; ";
|
---|
166 | for (var i = 0; i < Populations.size - 2; i++)
|
---|
167 | {
|
---|
168 | s += "Team " + i + "; ";
|
---|
169 | s += "Team members; ";
|
---|
170 | }
|
---|
171 | s += "Total energy\n";
|
---|
172 |
|
---|
173 | var f=File.createDirect("teams"+battleNumber+".txt","Teams statistics");
|
---|
174 | f.writeString(s);
|
---|
175 | f.close();
|
---|
176 | }
|
---|
177 |
|
---|
178 | function initLevel()
|
---|
179 | {
|
---|
180 | var levelNumber;
|
---|
181 | if (ExpProperties.level == -1)
|
---|
182 | levelNumber = Math.random(levels.size);
|
---|
183 | else
|
---|
184 | levelNumber = ExpProperties.level;
|
---|
185 |
|
---|
186 | var level = levels[levelNumber];
|
---|
187 | Simulator.print("Level #" + (levelNumber + 1) + ": " + level[0]);
|
---|
188 |
|
---|
189 | World.wrldbnd = level[2];
|
---|
190 | World.wrldsiz = level[1];
|
---|
191 | World.wrldwat = -1;
|
---|
192 | World.wrldtyp = level[3];
|
---|
193 | World.wrldmap = level[4];
|
---|
194 |
|
---|
195 | World.wrldchg();
|
---|
196 | }
|
---|
197 |
|
---|
198 | function tryCreateHPBox()
|
---|
199 | {
|
---|
200 | if (Populations[0].size >= ExpProperties.hpBoxTotalCount) return;
|
---|
201 |
|
---|
202 | if (Math.rnd01 > ExpProperties.hpBoxProbability) return;
|
---|
203 |
|
---|
204 | var food = Populations[0].add("//0\nm:Vstyle=hpbox\np:");
|
---|
205 | food.name = "HP Box";
|
---|
206 | food.idleen = ExpProperties.hpBoxIdleEnergy;
|
---|
207 | food.energy0 = ExpProperties.hpBoxStartingEnergy;
|
---|
208 | food.energy = food.energy0;
|
---|
209 | food.nnenabled = 0;
|
---|
210 | }
|
---|
211 |
|
---|
212 | function tryCreateUpgradeBox()
|
---|
213 | {
|
---|
214 | if (Populations[1].size >= ExpProperties.upgradeBoxTotalCount) return;
|
---|
215 |
|
---|
216 | if (Math.rnd01 > ExpProperties.upgradeBoxProbability) return;
|
---|
217 |
|
---|
218 | var weapon = Populations[1].add("//0\nm:Vstyle=weaponbox\np:");
|
---|
219 | weapon.name = "Weapon Box";
|
---|
220 | weapon.idleen = ExpProperties.upgradeBoxIdleEnergy;
|
---|
221 | weapon.energy0 = ExpProperties.upgradeBoxStartingEnergy;
|
---|
222 | weapon.energy = weapon.energy0;
|
---|
223 | weapon.nnenabled = 0;
|
---|
224 | }
|
---|
225 |
|
---|
226 | //handle creature placement in the world
|
---|
227 | function onBorn(cr)
|
---|
228 | {
|
---|
229 | // place newly born creature
|
---|
230 | var retry = 20; //try 20 times
|
---|
231 | var placed_ok = 0;
|
---|
232 | while (retry-- && !placed_ok)
|
---|
233 | {
|
---|
234 | switch (cr.population.index)
|
---|
235 | {
|
---|
236 | case 0: //food placement
|
---|
237 | place_centerhead(cr);
|
---|
238 | break;
|
---|
239 | case 1: //upgrade placement
|
---|
240 | place_centerhead(cr);
|
---|
241 | break;
|
---|
242 | default:
|
---|
243 | cr.data->cooldown=0.0;
|
---|
244 | cr.data->bonusdamage=0.0;
|
---|
245 | cr.data->kills=0;
|
---|
246 | cr.data->assists=0;
|
---|
247 | cr.data->damagedealt=0;
|
---|
248 | cr.data->damagereceived=0;
|
---|
249 | cr.data->hpcollected=0;
|
---|
250 | cr.data->upgradecollected=0;
|
---|
251 | cr.data->damagefrom=[]; //who dealt damage to this creature
|
---|
252 | cr.energy0 = ExpProperties.creatureStartingEnergy;
|
---|
253 | cr.energy = cr.energy0;
|
---|
254 | place_inTeamSpot(cr);
|
---|
255 | break;
|
---|
256 | }
|
---|
257 |
|
---|
258 | if (!cr.boundingBoxCollisions(0))
|
---|
259 | {placed_ok=1; break;}
|
---|
260 | }
|
---|
261 | if (!placed_ok)
|
---|
262 | print("onBorn() could not avoid collisions.");
|
---|
263 | }
|
---|
264 |
|
---|
265 | //place creature in random spot and make it head center of the map
|
---|
266 | function place_centerhead(cr)
|
---|
267 | {
|
---|
268 | var x, y, z;
|
---|
269 | var size=cr.bboxSize;
|
---|
270 | x = (World.wrldsiz - size.x) * Math.rnd01 - size.x / 2;
|
---|
271 | y = (World.wrldsiz - size.y) * Math.rnd01 - size.y / 2;
|
---|
272 | z = WorldMap.getHeight(x, y);
|
---|
273 |
|
---|
274 | var hx = 0.0 + (World.wrldsiz / 2) - x;
|
---|
275 | var hy = 0.0 + (World.wrldsiz / 2) - y;
|
---|
276 | var alpha_rad = vectorsAngle([1.0, 0.0], [hx, hy]);
|
---|
277 |
|
---|
278 | cr.rotate(0, 0, alpha_rad);
|
---|
279 | cr.locationSetBboxLow(x, y, z - 0.999);
|
---|
280 |
|
---|
281 | print("Creature placed in [" + x +" " + y + " " + z);
|
---|
282 |
|
---|
283 | return ;
|
---|
284 | }
|
---|
285 |
|
---|
286 | //Place creature in correct team spot (valid for Team creatures only)
|
---|
287 | //Creatures are placed in circle with random rotation (commented out: heading center of the map) in their respective team groups
|
---|
288 | function place_inTeamSpot(cr)
|
---|
289 | {
|
---|
290 | var radius = 360.00 * (cr.population.index - 1) / teams;
|
---|
291 |
|
---|
292 | var x, y, z;
|
---|
293 | x = (ExpProperties.teamSpawningAreaSize) * Math.rnd01 - cr.bboxSize.x / 2 - ExpProperties.teamSpawningAreaSize/2;
|
---|
294 | y = (ExpProperties.teamSpawningAreaSize) * Math.rnd01 - cr.bboxSize.y / 2 - ExpProperties.teamSpawningAreaSize/2;
|
---|
295 |
|
---|
296 | //vector of length half the world size minus spawning area size
|
---|
297 | var vect = [0.0 + World.wrldsiz/2 - ExpProperties.teamSpawningAreaSize/2 - 1.0, 0.0];
|
---|
298 | vect = rotateVector(vect, radius);
|
---|
299 |
|
---|
300 | //translate creature by given vector
|
---|
301 | //then translate by halfworld (as it is the center of the world
|
---|
302 | //and the positions were calculated for point [0,0]
|
---|
303 | x = x + vect[0] + World.wrldsiz/2;
|
---|
304 | y = y + vect[1] + World.wrldsiz/2;
|
---|
305 |
|
---|
306 | z = WorldMap.getHeight(x, y);
|
---|
307 |
|
---|
308 | var alpha_rad = 360.0 * Math.rnd01; //random rotation
|
---|
309 |
|
---|
310 | //this would rotate creatures so that they would face the world center:
|
---|
311 | //var hx = 0.0 + (World.wrldsiz / 2) - x;
|
---|
312 | //var hy = 0.0 + (World.wrldsiz / 2) - y;
|
---|
313 | //var alpha_rad = vectorsAngle([1.0, 0.0], [hx, hy]);
|
---|
314 |
|
---|
315 | cr.rotate(0, 0, alpha_rad);
|
---|
316 | //place it mid-air
|
---|
317 | cr.locationSetBboxLow(x, y, z);
|
---|
318 |
|
---|
319 | return ;
|
---|
320 | }
|
---|
321 |
|
---|
322 | // ////////////////////////////////
|
---|
323 | // Simulation steps
|
---|
324 |
|
---|
325 | function onStep()
|
---|
326 | {
|
---|
327 | idleSimulationSteps += 1;
|
---|
328 | tryCreateHPBox();
|
---|
329 | tryCreateUpgradeBox();
|
---|
330 |
|
---|
331 | lowerCooldownCounters();
|
---|
332 | applySuddenDeathModifier();
|
---|
333 |
|
---|
334 | clearDeadCreatures();
|
---|
335 | checkGameState();
|
---|
336 | }
|
---|
337 |
|
---|
338 | function writeTeamStatistics()
|
---|
339 | {
|
---|
340 | var s = string(Simulator.stepNumber) + "; ";
|
---|
341 | var total = 0.0;
|
---|
342 | for (var i = 2; i < Populations.size; i++)
|
---|
343 | {
|
---|
344 | var pop=Populations[i];
|
---|
345 | var sum = 0.0;
|
---|
346 | for (var cr in pop)
|
---|
347 | sum += cr.energy;
|
---|
348 | s += "" + sum + "; ";
|
---|
349 | s += "" + pop.size + "; ";
|
---|
350 | total += sum;
|
---|
351 | }
|
---|
352 | if (total < 0) total == 0;
|
---|
353 | s += "" + total + "\n";
|
---|
354 |
|
---|
355 | var f=File.appendDirect("teams"+battleNumber+".txt","Teams statistics");
|
---|
356 | f.writeString(s);
|
---|
357 | f.close();
|
---|
358 | }
|
---|
359 |
|
---|
360 | function clearDeadCreatures()
|
---|
361 | {
|
---|
362 | for (var i = 2; i < Populations.size; i++)
|
---|
363 | {
|
---|
364 | var pop=Populations[i];
|
---|
365 | for (var j = 0; j < pop.size; j++)
|
---|
366 | {
|
---|
367 | var cr=pop[j];
|
---|
368 | if (cr.energy <= 0) {pop.kill(cr); j--;}
|
---|
369 | }
|
---|
370 | }
|
---|
371 | }
|
---|
372 |
|
---|
373 | function applySuddenDeathModifier()
|
---|
374 | {
|
---|
375 | if (idleSimulationSteps < ExpProperties.stagnationInterval) return;
|
---|
376 |
|
---|
377 | for (var i = 2; i < Populations.size; i++)
|
---|
378 | for (var cr in Populations[i])
|
---|
379 | cr.energy -= ExpProperties.stagnationHealthReduce;
|
---|
380 | }
|
---|
381 |
|
---|
382 | function lowerCooldownCounters()
|
---|
383 | {
|
---|
384 | for (var i = 2; i < Populations.size; i++)
|
---|
385 | {
|
---|
386 | var pop=Populations[i];
|
---|
387 | for (var cr in pop)
|
---|
388 | {
|
---|
389 | if (cr.data->cooldown != null)
|
---|
390 | {
|
---|
391 | if (cr.data->cooldown > 0) cr.data->cooldown-=1;
|
---|
392 | if (cr.data->cooldown < 0) cr.data->cooldown=0.0;
|
---|
393 | }
|
---|
394 | if (cr.data->bonusdamage != null)
|
---|
395 | {
|
---|
396 | if (cr.data->bonusdamage > 0) cr.data->bonusdamage-=ExpProperties.upgradeBoxDecay;
|
---|
397 | if (cr.data->bonusdamage < 0) cr.data->bonusdamage=0.0;
|
---|
398 | }
|
---|
399 | }
|
---|
400 | }
|
---|
401 | }
|
---|
402 |
|
---|
403 | function checkGameState()
|
---|
404 | {
|
---|
405 | var alivePop = 0;
|
---|
406 | for (var i = 2; i < Populations.size; i++)
|
---|
407 | if (Populations[i].size > 0) alivePop += 1;
|
---|
408 |
|
---|
409 | if (alivePop == 0 && Simulator.stepNumber <= 1)
|
---|
410 | {
|
---|
411 | onExpInit(); //do initialization for user, because he forgot to do so
|
---|
412 | return;
|
---|
413 | }
|
---|
414 |
|
---|
415 | if (alivePop <= 1)
|
---|
416 | {
|
---|
417 | for (var i = 2; i < Populations.size; i++)
|
---|
418 | {
|
---|
419 | var pop=Populations[i];
|
---|
420 | if (pop.size > 0)
|
---|
421 | {
|
---|
422 | Simulator.print("Battle is OVER! The winner is: " + pop.name);
|
---|
423 |
|
---|
424 | //write stats of last living creatures
|
---|
425 | var f=File.appendDirect("creatures"+battleNumber+".txt","Creature statistics");
|
---|
426 | for (var cr in pop)
|
---|
427 | {
|
---|
428 | //f.writeString("Creature name; Team; Kills; Assists; Total damage dealt; Total damage received; HP boxes collected; Upgrade boxes collected; Lifespan");
|
---|
429 | if (cr.data->kills != null)
|
---|
430 | f.writeString(cr.name + "; " + pop.name + "; " + cr.data->kills + "; " + cr.data->assists + "; " + cr.data->damagedealt + "; " + cr.data->damagereceived + "; " + cr.data->hpcollected + "; " + cr.data->upgradecollected + "; " + cr.lifespan + "\n");
|
---|
431 | }
|
---|
432 |
|
---|
433 | f.close();
|
---|
434 | }
|
---|
435 | }
|
---|
436 | if (alivePop == 0) Simulator.print("Battle is OVER! Total annihilation!");
|
---|
437 |
|
---|
438 | Simulator.stop();
|
---|
439 | }
|
---|
440 | }
|
---|
441 |
|
---|
442 | function print(msg)
|
---|
443 | {
|
---|
444 | if (ExpProperties.debug)
|
---|
445 | Simulator.print(msg);
|
---|
446 | }
|
---|
447 |
|
---|
448 | function stop(msg)
|
---|
449 | {
|
---|
450 | Simulator.print(msg);
|
---|
451 | Simulator.stop();
|
---|
452 | }
|
---|
453 |
|
---|
454 | // ////////////////////////////
|
---|
455 | // Collisions
|
---|
456 |
|
---|
457 | //function executed on any Creature collission
|
---|
458 | function onTeam0CrCollision, onTeam1CrCollision, onTeam2CrCollision, onTeam3CrCollision, onTeam4CrCollision, onTeam5CrCollision, onTeam6CrCollision, onTeam7CrCollision, onTeam8CrCollision, onTeam9CrCollision()
|
---|
459 | {
|
---|
460 | var c1 = CrCollision.Creature1;
|
---|
461 | var c2 = CrCollision.Creature2;
|
---|
462 |
|
---|
463 | if (c1 == null) stop("2");
|
---|
464 | if (c2 == null) stop("2");
|
---|
465 |
|
---|
466 | if (c1.energy <= 0 || c2.energy <= 0)
|
---|
467 | {
|
---|
468 | //collision with already killed creature (chain resolution)
|
---|
469 | print("onCrCollision called with less than 2 Creatures");
|
---|
470 | return ;
|
---|
471 | }
|
---|
472 |
|
---|
473 | if (c1.population == null || c2.population == null)
|
---|
474 | {
|
---|
475 | //collision of creature without a group
|
---|
476 | print("onCrCollision called for creature without group, ignoring");
|
---|
477 | return ;
|
---|
478 | }
|
---|
479 |
|
---|
480 | //first condition should never occur, but who knows?
|
---|
481 | if (c1.population.index < 2 || c2.population.index < 2)
|
---|
482 | {
|
---|
483 | //collision with HP Box and Upgrades are handled separately
|
---|
484 | print("onCrCollision called for population 0 or 1, ignoring");
|
---|
485 | return ;
|
---|
486 | }
|
---|
487 |
|
---|
488 | idleSimulationSteps = 0;
|
---|
489 |
|
---|
490 | var kill_c1 = 0;
|
---|
491 | var kill_c2 = 0;
|
---|
492 | var dice1 = 0;
|
---|
493 | var dice2 = 0;
|
---|
494 | var changed = 0;
|
---|
495 | for (var i = 0; i < ExpProperties.diceCount; i++)
|
---|
496 | {
|
---|
497 | dice1 = dice1 + Math.random(ExpProperties.diceSides) + 1;
|
---|
498 | dice2 = dice2 + Math.random(ExpProperties.diceSides) + 1;
|
---|
499 | }
|
---|
500 | var energy1 = 0.0 + ExpProperties.creatureDamage * dice1;
|
---|
501 | var energy2 = 0.0 + ExpProperties.creatureDamage * dice2;
|
---|
502 | energy1 += ExpProperties.upgradeMultiplier * c1.data->bonusdamage;
|
---|
503 | energy2 += ExpProperties.upgradeMultiplier * c2.data->bonusdamage;
|
---|
504 | if (c1.population == c2.population)
|
---|
505 | {
|
---|
506 | energy1 = ExpProperties.friendlyFireDamageMultiplier * energy1;
|
---|
507 | energy2 = ExpProperties.friendlyFireDamageMultiplier * energy2;
|
---|
508 | }
|
---|
509 |
|
---|
510 | if (c1.data->cooldown == null) stop("3");
|
---|
511 | if (c2.data->cooldown == null) stop("3");
|
---|
512 |
|
---|
513 | if (c2.data->cooldown <= 0 && energy2 > 0)
|
---|
514 | {
|
---|
515 | changed = 1;
|
---|
516 |
|
---|
517 | c1.energy = c1.energy - energy2;
|
---|
518 | if (c1.energy < 0) c1.energy = 0;
|
---|
519 | print(c2.name + " [" + c2.population.name + "] rolled " + dice2 + " and dealt " + energy2 + " [+" + (ExpProperties.upgradeMultiplier * c2.data->bonusdamage) +" bonus] damage to " + c1.name + " [" + c1.population.name + "]");
|
---|
520 | c2.data->cooldown = ExpProperties.attackCooldown;
|
---|
521 | c2.data->damagedealt += energy1;
|
---|
522 | c1.data->damagereceived += energy1;
|
---|
523 | var vect = [c2.uid,c2.name];
|
---|
524 | var arrindex = arrayContains(c1.data->damagefrom, 0, c2.uid);
|
---|
525 | if (arrindex != -1)
|
---|
526 | {
|
---|
527 | vect.add(energy2 + c1.data->damagefrom[arrindex][2]);
|
---|
528 | c1.data->damagefrom[arrindex]=vect;
|
---|
529 | }
|
---|
530 | else
|
---|
531 | {
|
---|
532 | vect.add(energy2);
|
---|
533 | if (c1.data->damagefrom == null) c1.data->damagefrom = [];
|
---|
534 | c1.data->damagefrom.add(vect);
|
---|
535 | if (c1.energy > 0)
|
---|
536 | c2.data->assists += 1; //increase assists statistic
|
---|
537 | }
|
---|
538 | if (c1.energy <= 0)
|
---|
539 | {
|
---|
540 | c2.data->kills += 1; //increase kills statistic
|
---|
541 | kill_c1 = 1;
|
---|
542 | }
|
---|
543 | }
|
---|
544 |
|
---|
545 | if (c1.data->cooldown <= 0 && energy1 > 0)
|
---|
546 | {
|
---|
547 | changed = 1;
|
---|
548 |
|
---|
549 | c2.energy = c2.energy - energy1;
|
---|
550 | if (c2.energy < 0) c2.energy = 0;
|
---|
551 | print(c1.name + " [" + c1.population.name + "] rolled " + dice1 + " and dealt " + energy1 + " [+" + (ExpProperties.upgradeMultiplier * c1.data->bonusdamage) +" bonus] damage to " + c2.name + " [" + c2.population.name + "]");
|
---|
552 | c1.data->cooldown = ExpProperties.attackCooldown;
|
---|
553 | c1.data->damagedealt += energy1;
|
---|
554 | c2.data->damagereceived += energy1;
|
---|
555 | var vect = Vector.new();
|
---|
556 | vect.add(c1.uid);
|
---|
557 | vect.add(c1.name);
|
---|
558 | var arrindex = arrayContains(c2.data->damagefrom, 0, c1.uid);
|
---|
559 | if (arrindex != -1)
|
---|
560 | {
|
---|
561 | vect.add(energy1 + c2.data->damagefrom[arrindex][2]);
|
---|
562 | c2.data->damagefrom[arrindex] = vect;
|
---|
563 | }
|
---|
564 | else
|
---|
565 | {
|
---|
566 | vect.add(energy1);
|
---|
567 | if (c2.data->damagefrom == null) c2.data->damagefrom = [];
|
---|
568 | c2.data->damagefrom.add(vect);
|
---|
569 | if (c2.energy > 0)
|
---|
570 | {
|
---|
571 | c1.data->assists += 1; //increase assists statistic
|
---|
572 | }
|
---|
573 | }
|
---|
574 | if (c2.energy <= 0)
|
---|
575 | {
|
---|
576 | c1.data->kills += 1; //increase kills statistic
|
---|
577 | kill_c2 = 1;
|
---|
578 | }
|
---|
579 | }
|
---|
580 |
|
---|
581 | if (changed == 1)
|
---|
582 | {
|
---|
583 | writeTeamStatistics();
|
---|
584 | }
|
---|
585 |
|
---|
586 | //resolve kills
|
---|
587 | if (kill_c1 == 1)
|
---|
588 | c1.population.kill(c1);
|
---|
589 | if (kill_c2 == 1)
|
---|
590 | c2.population.kill(c2);
|
---|
591 | }
|
---|
592 |
|
---|
593 | //function executed on collision with Food population group
|
---|
594 | function onFoodCollision()
|
---|
595 | {
|
---|
596 | if (ExpProperties.pickupNotStagnation == 1) idleSimulationSteps = 0;
|
---|
597 |
|
---|
598 | //collect HP Box (by eating it :D)
|
---|
599 | print(Collision.Creature2.name + " [" + Collision.Creature2.population.name + "] picked a HP box");
|
---|
600 | Collision.Creature2.data->hpcollected += 1;
|
---|
601 | Collision.Creature1.transferEnergyTo(Collision.Creature2,Collision.Creature1.energy);
|
---|
602 |
|
---|
603 | //kill HP Box
|
---|
604 | Collision.Creature1.population.kill(Collision.Creature1);
|
---|
605 |
|
---|
606 | writeTeamStatistics();
|
---|
607 | }
|
---|
608 |
|
---|
609 | //function executed on collision with Upgrade population group
|
---|
610 | function onUpgradesCollision()
|
---|
611 | {
|
---|
612 | if (ExpProperties.pickupNotStagnation == 1) idleSimulationSteps = 0;
|
---|
613 |
|
---|
614 | //collect Upgrade Box (by eating it :D)
|
---|
615 | print(Collision.Creature2.name + " [" + Collision.Creature2.population.name + "] picked an upgrade box");
|
---|
616 | Collision.Creature2.data->upgradecollected += 1;
|
---|
617 | Collision.Creature2.data->bonusdamage += Collision.Creature1.energy;
|
---|
618 | Collision.Creature1.energy = 0;
|
---|
619 |
|
---|
620 | //kill Upgrade Box
|
---|
621 | Collision.Creature1.population.kill(Collision.Creature1);
|
---|
622 |
|
---|
623 | writeTeamStatistics();
|
---|
624 | }
|
---|
625 |
|
---|
626 | //function executed on Creature death
|
---|
627 | //TODO: implement some statistics for dieing creature
|
---|
628 | function onDied(cr)
|
---|
629 | {
|
---|
630 | //ignore death of hp boxes and upgrades
|
---|
631 | if (cr.population.index < 2)
|
---|
632 | return ;
|
---|
633 |
|
---|
634 | print(cr.name + " was killed");
|
---|
635 | for (var dam in cr.data->damagefrom)
|
---|
636 | print(dam[1] + " dealt " + dam[2] + " damage");
|
---|
637 |
|
---|
638 | var f=File.appendDirect("creatures"+battleNumber+".txt","Creature statistics");
|
---|
639 | //f.writeString("Creature name; Team; Kills; Assists; Total damage dealt; Total damage received; HP boxes collected; Upgrade boxes collected; Lifespan");
|
---|
640 | f.writeString(cr.name + "; " + cr.population.name + "; " + cr.data->kills + "; " + cr.data->assists + "; " + cr.data->damagedealt + "; " + cr.data->damagereceived + "; " + cr.data->hpcollected + "; " + cr.data->upgradecollected + "; " + cr.lifespan + "\n");
|
---|
641 | f.close();
|
---|
642 |
|
---|
643 | writeTeamStatistics();
|
---|
644 | }
|
---|
645 |
|
---|
646 | // ////////////////////////////
|
---|
647 | // ExpProperties setters
|
---|
648 |
|
---|
649 | //reinit populations on change
|
---|
650 | function ExpProperties_teamCount_set()
|
---|
651 | {
|
---|
652 | initPopulations();
|
---|
653 | }
|
---|
654 |
|
---|
655 | function ExpProperties_level_set()
|
---|
656 | {
|
---|
657 | initLevel();
|
---|
658 | }
|
---|
659 | ~
|
---|
660 |
|
---|
661 | # ################################
|
---|
662 | # Team
|
---|
663 |
|
---|
664 | property:
|
---|
665 | id:teamCount
|
---|
666 | name:Number of teams in Deathmatch
|
---|
667 | type:d 1 10 1
|
---|
668 | group:Team
|
---|
669 | help:If set to 1, the number of teams will be equal to the number of genotypes in gene pool.
|
---|
670 |
|
---|
671 | property:
|
---|
672 | id:teamSize
|
---|
673 | name:Number of creatures per team
|
---|
674 | type:d 1 10 5
|
---|
675 | group:Team
|
---|
676 |
|
---|
677 | property:
|
---|
678 | id:teamSpawningAreaSize
|
---|
679 | name:Spawning area size for team
|
---|
680 | type:f 10 30 20
|
---|
681 | group:Team
|
---|
682 |
|
---|
683 | property:
|
---|
684 | id:creatureStartingEnergy
|
---|
685 | name:Starting energy of creature
|
---|
686 | type:f 0 1000 300
|
---|
687 | group:Team
|
---|
688 | help:Base starting energy level for each creature in teams
|
---|
689 |
|
---|
690 | # ################################
|
---|
691 | # Attack parameters
|
---|
692 |
|
---|
693 | property:
|
---|
694 | id:diceSides
|
---|
695 | name:Number of sides of dices
|
---|
696 | type:f 1 10 1
|
---|
697 | group:Attack rules
|
---|
698 |
|
---|
699 | property:
|
---|
700 | id:diceCount
|
---|
701 | name:Number of dices to roll per attack
|
---|
702 | type:f 0 10 5
|
---|
703 | group:Attack rules
|
---|
704 |
|
---|
705 | property:
|
---|
706 | id:creatureDamage
|
---|
707 | name:Basic damage multiplied by result of dice roll
|
---|
708 | type:f 0 100 10
|
---|
709 | group:Attack rules
|
---|
710 |
|
---|
711 | property:
|
---|
712 | id:friendlyFireDamageMultiplier
|
---|
713 | name:Multiplier of energy taken when Creatures of the same team collide
|
---|
714 | type:f 0 1 0.0
|
---|
715 | group:Attack rules
|
---|
716 | help:Set to 0 for no friendly fire, set to 1 if full damage should be dealt when interacting with team member
|
---|
717 |
|
---|
718 | property:
|
---|
719 | id:attackCooldown
|
---|
720 | name:Number of simulation steps between two consecutive attacks of a creature
|
---|
721 | type:f 100 10000 1000
|
---|
722 | group:Attack rules
|
---|
723 | help:Set this to 100 to nearly instantly resolve battles
|
---|
724 |
|
---|
725 | # ################################
|
---|
726 | # Collectibles - HP Boxes & Upgrades
|
---|
727 |
|
---|
728 | property:
|
---|
729 | id:pickupNotStagnation
|
---|
730 | name:Collectible pick-up resets stagnation counter?
|
---|
731 | type:d 0 1 1
|
---|
732 | help:If set to true picking up an item will restart counting towards stagnation, effects in longer battles.
|
---|
733 |
|
---|
734 | property:
|
---|
735 | id:hpBoxStartingEnergy
|
---|
736 | name:Starting energy of HP Box
|
---|
737 | type:f 0 1000 100
|
---|
738 | group:Collectibles
|
---|
739 | help:Base starting energy level for HP Box
|
---|
740 |
|
---|
741 | property:
|
---|
742 | id:hpBoxIdleEnergy
|
---|
743 | name:Amount of energy lost by HP Box
|
---|
744 | type:f 0 10 0.00
|
---|
745 | group:Collectibles
|
---|
746 | help:How much energy HP Box looses each step (0 - it will not disappear)
|
---|
747 |
|
---|
748 | property:
|
---|
749 | id:hpBoxProbability
|
---|
750 | name:Probablity that new HP Box will spawn
|
---|
751 | type:f 0 1 0.0005
|
---|
752 | group:Collectibles
|
---|
753 | help:Probability of HP Box appearing each step of simulation
|
---|
754 |
|
---|
755 | property:
|
---|
756 | id:hpBoxTotalCount
|
---|
757 | name:Maximum number of HP Boxes on the field
|
---|
758 | type:d 0 20 10
|
---|
759 | group:Collectibles
|
---|
760 | help:The total number of HP Boxes on the field will never exceed this number
|
---|
761 |
|
---|
762 | property:
|
---|
763 | id:upgradeBoxStartingEnergy
|
---|
764 | name:Starting energy of Upgrade Box
|
---|
765 | type:f 0 1000 500
|
---|
766 | group:Collectibles
|
---|
767 | help:Base starting energy level for Upgrade Box
|
---|
768 |
|
---|
769 | property:
|
---|
770 | id:upgradeBoxIdleEnergy
|
---|
771 | name:Amount of energy lost by Upgrade Box
|
---|
772 | type:f 0 10 0.00
|
---|
773 | group:Collectibles
|
---|
774 | help:How much energy Upgrade Box looses each step (0 - it will not disappear)
|
---|
775 |
|
---|
776 | property:
|
---|
777 | id:upgradeBoxProbability
|
---|
778 | name:Probablity that new Upgrade Box will spawn
|
---|
779 | type:f 0 1 0.0005
|
---|
780 | group:Collectibles
|
---|
781 | help:Probability of Upgrade Box appearing each step of simulation
|
---|
782 |
|
---|
783 | property:
|
---|
784 | id:upgradeBoxTotalCount
|
---|
785 | name:Maximum number of Upgrade Boxes on the field
|
---|
786 | type:d 0 20 10
|
---|
787 | group:Collectibles
|
---|
788 | help:The total number of Upgrade Boxes on the field will never exceed this number
|
---|
789 |
|
---|
790 | property:
|
---|
791 | id:upgradeBoxDecay
|
---|
792 | name:How fast upgrade boost fades from creature
|
---|
793 | type:f 0 10 0.1
|
---|
794 | group:Collectibles
|
---|
795 | help:Each step creature damage bonus will be decreased by given amount until it reaches 0
|
---|
796 |
|
---|
797 | property:
|
---|
798 | id:upgradeMultiplier
|
---|
799 | name:Multiplier of bonus damage
|
---|
800 | type:f 0 1 0.1
|
---|
801 | group:Collectibles
|
---|
802 | help:Value of collected bonus multiplied by this variable is taken as bonus damage
|
---|
803 |
|
---|
804 | # ################################
|
---|
805 | # Other
|
---|
806 |
|
---|
807 | property:
|
---|
808 | id:level
|
---|
809 | name:Level
|
---|
810 | type:d -1 2 0
|
---|
811 | help:Number of a level to battle (-1 is random)
|
---|
812 |
|
---|
813 | property:
|
---|
814 | id:stagnationInterval
|
---|
815 | name:Number of idle simulation steps before Sudden Death
|
---|
816 | type:d 0 10000 5000
|
---|
817 | help:If no combat occurs during given number of steps, the Sudden Death mode is turned on (0 = Sudden Death all the time)
|
---|
818 |
|
---|
819 | property:
|
---|
820 | id:stagnationHealthReduce
|
---|
821 | name:Sudden Death health reduce
|
---|
822 | type:f 0 100 0.1
|
---|
823 | help:If Suddent Death is turned on, creatures will lose given amount of HP each simulation step
|
---|
824 |
|
---|
825 | property:
|
---|
826 | id:debug
|
---|
827 | name:Show additional debug messages
|
---|
828 | type:d 0 1 0
|
---|
829 |
|
---|