1 | expdef:
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2 | name:Deathmatch
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3 | info:~
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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!".
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5 |
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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.
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7 |
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8 | For more information, see http://www.framsticks.com/deathmatch
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9 | ~
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10 | code:~
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11 |
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12 | //Author: Mateusz Cicheñski @ Poznan University of Technology, 2012
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13 |
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14 | @include "deathmatch-utils.inc"
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15 | @include "deathmatch-levels.inc"
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16 |
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17 | global idleSimulationSteps;
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18 | global battleNumber;
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19 | global teams;
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20 |
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21 | function onExpDefLoad()
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22 | {
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23 | idleSimulationSteps = 0;
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24 | battleNumber = 0;
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25 | initLevels();
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26 | initPopulations();
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27 |
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28 | Shapes.set("1p_weaponbox","""//0
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29 | p:-0.5, -0.5, -0.5
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30 | p: 0.5, -0.5, -0.5
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31 | p: 0.5, 0.5, -0.5
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32 | p: -0.5, 0.5, -0.5
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33 | p:-0.5, -0.5, 0.5
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34 | p:0.5, -0.5, 0.5
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35 | p:0.5, 0.5, 0.5
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36 | p:-0.5, 0.5, 0.5
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37 | j: 0,1
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38 | j: 1,2
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39 | j: 2,3
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40 | j: 3,0
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41 | j: 4,5
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42 | j: 5,6
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43 | j: 6,7
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44 | j: 7,4
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45 | j: 0,4
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46 | j: 1,5
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47 | j: 2,6
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48 | j: 3,7""", 0x0FAA0F);
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49 |
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50 | Shapes.set("1p_hpbox","""//0
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51 | p:-0.5, -0.5, -0.5
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52 | p: 0.5, -0.5, -0.5
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53 | p: 0.5, 0.5, -0.5
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54 | p: -0.5, 0.5, -0.5
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55 | p:-0.5, -0.5, 0.5
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56 | p:0.5, -0.5, 0.5
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57 | p:0.5, 0.5, 0.5
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58 | p:-0.5, 0.5, 0.5
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59 | j: 0,1
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60 | j: 1,2
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61 | j: 2,3
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62 | j: 3,0
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63 | j: 4,5
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64 | j: 5,6
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65 | j: 6,7
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66 | j: 7,4
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67 | j: 0,4
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68 | j: 1,5
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69 | j: 2,6
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70 | j: 3,7""", 0xAA0F0F);
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71 | }
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72 |
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73 | function initPopulations()
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74 | {
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75 | //clear anything in populations
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76 | Populations.clear();
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77 |
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78 | //add Food population (group 0)
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79 | var p=Populations[0];
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80 | p.name = "Food";
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81 | p.nnsim = 0;
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82 | p.enableperf = 0;
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83 | p.death = 1;
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84 | p.energy = 1;
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85 | p.selfmask = 0x20002;
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86 | p.othermask = 0x10002;
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87 |
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88 | //add Weapon Upgrade population (group 1)
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89 | p=Populations.addGroup("Upgrades");
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90 | p.nnsim = 0;
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91 | p.enableperf = 0;
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92 | p.death = 1;
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93 | p.energy = 1;
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94 | p.selfmask = 0x20002;
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95 | p.othermask = 0x10002;
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96 |
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97 | //add Teams populations (group above 2)
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98 | var i = 0;
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99 | teams = ExpProperties.teamCount;
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100 | if (teams == 1)
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101 | teams = GenePools[0].size;
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102 | for (i = 0; i < teams; i++)
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103 | {
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104 | p=Populations.addGroup("Team "+i);
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105 | p.nnsim = 1;
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106 | p.enableperf = 1;
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107 | p.death = 0;
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108 | p.energy = 1;
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109 | p.selfmask = 0x50001;
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110 | p.othermask = 0x60001;
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111 | }
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112 |
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113 | //Collisions on 32 bit mask:
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114 | // standard - rebound creatures => if lower bits 0xFFFF
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115 | // custom - custom function handler => if higher bits 0xFFFF0000
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116 | //Collisions map:
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117 | // Food vs Food = 0x20002 & 0x10002 = 2 - standard
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118 | // Upgrades vs Upgrades = 0x20002 & 0x10002 = 2 - standard
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119 | // Team X vs Team X = 0x50001 & 0x60001 = 0x40001 - standard + custom
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120 | // Team X vs Team Y = 0x50001 & 0x60001 = 0x40001 - standard + custom
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121 | // Food vs Upgrades = 0x20002 & 0x10002 = 2 - standard
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122 | // Food vs Team X = 0x20002 & 0x60001 = 0x20000 || 0x50001 & 0x10002 = 0x10000 - custom
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123 | // Upgrades vs Team X = 0x20002 & 0x60001 = 0x20000 || 0x50001 & 0x10002 = 0x10000 - custom
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124 | }
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125 |
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126 | function initCreatures()
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127 | {
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128 | for (var i = 0; i < Populations.size - 2; i++)
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129 | {
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130 | for (var j = 0; j < ExpProperties.teamSize; j++)
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131 | {
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132 | var g; //Genotype object
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133 | if (ExpProperties.teamCount != 1)
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134 | g = GenePools[0].random();
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135 | else
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136 | g = GenePools[0][i];
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137 | Populations[i+2].add(g).name = "Member " + j;
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138 | }
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139 | }
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140 | }
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141 |
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142 | function onExpInit()
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143 | {
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144 | battleNumber = 0;
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145 | initAll();
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146 | }
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147 |
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148 | function initAll()
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149 | {
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150 | idleSimulationSteps = 0;
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151 | battleNumber += 1;
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152 | initLevel();
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153 | initPopulations();
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154 | initCreatures();
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155 | initFiles();
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156 | writeTeamStatistics();
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157 | }
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158 |
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159 | function initFiles()
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160 | {
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161 | var f=File.createDirect("creatures"+battleNumber+".txt","Creature statistics");
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162 | f.writeString("#Creature name; Team; Kills; Assists; Total damage dealt; Total damage received; HP boxes collected; Upgrade boxes collected; Lifespan\n");
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163 | f.close();
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164 |
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165 | var s = "#Time interval; ";
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166 | for (var i = 0; i < Populations.size - 2; i++)
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167 | {
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168 | s += "Team " + i + "; ";
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169 | s += "Team members; ";
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170 | }
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171 | s += "Total energy\n";
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172 |
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173 | var f=File.createDirect("teams"+battleNumber+".txt","Teams statistics");
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174 | f.writeString(s);
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175 | f.close();
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176 | }
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177 |
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178 | function initLevel()
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179 | {
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180 | var levelNumber;
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181 | if (ExpProperties.level == -1)
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182 | levelNumber = Math.random(levels.size);
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183 | else
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184 | levelNumber = ExpProperties.level;
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185 |
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186 | var level = levels.get(levelNumber);
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187 | Simulator.print("Level #" + (levelNumber + 1) + ": " + level[0]);
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188 |
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189 | World.wrldbnd = level[2];
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190 | World.wrldsiz = level[1];
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191 | World.wrldwat = -1;
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192 | World.wrldtyp = level[3];
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193 | World.wrldmap = level[4];
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194 |
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195 | World.wrldchg();
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196 | }
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197 |
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198 | function tryCreateHPBox()
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199 | {
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200 | if (Populations[0].size >= ExpProperties.hpBoxTotalCount) return;
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201 |
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202 | if (Math.rnd01 > ExpProperties.hpBoxProbability) return;
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203 |
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204 | var food = Populations[0].add("//0\nm:Vstyle=hpbox\np:");
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205 | food.name = "HP Box";
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206 | food.idleen = ExpProperties.hpBoxIdleEnergy;
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207 | food.energ0 = ExpProperties.hpBoxStartingEnergy;
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208 | food.energy = food.energ0;
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209 | food.nnenabled = 0;
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210 | }
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211 |
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212 | function tryCreateUpgradeBox()
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213 | {
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214 | if (Populations[1].size >= ExpProperties.upgradeBoxTotalCount) return;
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215 |
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216 | if (Math.rnd01 > ExpProperties.upgradeBoxProbability) return;
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217 |
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218 | var weapon = Populations[1].add("//0\nm:Vstyle=weaponbox\np:");
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219 | weapon.name = "Weapon Box";
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220 | weapon.idleen = ExpProperties.upgradeBoxIdleEnergy;
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221 | weapon.energ0 = ExpProperties.upgradeBoxStartingEnergy;
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222 | weapon.energy = weapon.energ0;
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223 | weapon.nnenabled = 0;
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224 | }
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225 |
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226 | //handle creature placement in the world
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227 | function onBorn(cr)
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228 | {
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229 | // place newly born creature
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230 | var retry = 20; //try 20 times
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231 | var placed_ok = 0;
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232 | while (retry-- && !placed_ok)
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233 | {
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234 | switch (cr.population.index)
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235 | {
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236 | case 0: //food placement
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237 | place_centerhead(cr);
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238 | break;
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239 | case 1: //upgrade placement
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240 | place_centerhead(cr);
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241 | break;
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242 | default:
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243 | cr.user1 = [0.0, 0.0]; //attack cooldown (0), bonus damage (1)
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244 | cr.user2 = [0,0,0,0,0,0]; //kills (0), assists (1), total damage dealt (2), total damage received (3), HP boxes collected (4), Upgrade boxes collected (5)
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245 | cr.user3 = []; //who dealt damage to this creature
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246 | cr.energ0 = ExpProperties.creatureStartingEnergy;
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247 | cr.energy = cr.energ0;
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248 | place_inTeamSpot(cr);
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249 | break;
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250 | }
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251 |
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252 | if (!cr.boundingBoxCollisions(0))
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253 | {placed_ok=1; break;}
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254 | }
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255 | if (!placed_ok)
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256 | print("onBorn() could not avoid collisions.");
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257 | }
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258 |
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259 | //place creature in random spot and make it head center of the map
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260 | function place_centerhead(cr)
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261 | {
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262 | var x, y, z;
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263 | x = (World.wrldsiz - cr.size_x) * Math.rnd01 - cr.size_x / 2;
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264 | y = (World.wrldsiz - cr.size_y) * Math.rnd01 - cr.size_y / 2;
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265 | z = WorldMap.getHeight(x, y);
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266 |
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267 | var hx = 0.0 + (World.wrldsiz / 2) - x;
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268 | var hy = 0.0 + (World.wrldsiz / 2) - y;
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269 | var alpha_rad = vectorsAngle([1.0, 0.0], [hx, hy]);
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270 |
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271 | cr.rotate(0, 0, alpha_rad);
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272 | cr.moveAbs(x, y, z - 0.999);
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273 |
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274 | print("Creature placed in [" + x +" " + y + " " + z);
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275 |
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276 | return ;
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277 | }
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278 |
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279 | //Place creature in correct team spot (valid for Team creatures only)
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280 | //Creatures are placed in circle with random rotation (commented out: heading center of the map) in their respective team groups
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281 | function place_inTeamSpot(cr)
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282 | {
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283 | var radius = 360.00 * (cr.population.index - 1) / teams;
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284 |
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285 | var x, y, z;
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286 | x = (ExpProperties.teamSpawningAreaSize) * Math.rnd01 - cr.size_x / 2 - ExpProperties.teamSpawningAreaSize/2;
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287 | y = (ExpProperties.teamSpawningAreaSize) * Math.rnd01 - cr.size_y / 2 - ExpProperties.teamSpawningAreaSize/2;
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288 |
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289 | //vector of length half the world size minus spawning area size
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290 | var vect = [0.0 + World.wrldsiz/2 - ExpProperties.teamSpawningAreaSize/2 - 1.0, 0.0];
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291 | vect = rotateVector(vect, radius);
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292 |
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293 | //translate creature by given vector
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294 | //then translate by halfworld (as it is the center of the world
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295 | //and the positions were calculated for point [0,0]
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296 | x = x + vect[0] + World.wrldsiz/2;
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297 | y = y + vect[1] + World.wrldsiz/2;
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298 |
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299 | z = WorldMap.getHeight(x, y);
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300 |
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301 | var alpha_rad = 360.0 * Math.rnd01; //random rotation
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302 |
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303 | //this would rotate creatures so that they would face the world center:
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304 | //var hx = 0.0 + (World.wrldsiz / 2) - x;
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305 | //var hy = 0.0 + (World.wrldsiz / 2) - y;
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306 | //var alpha_rad = vectorsAngle([1.0, 0.0], [hx, hy]);
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307 |
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308 | cr.rotate(0, 0, alpha_rad);
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309 | //place it mid-air
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310 | cr.moveAbs(x, y, z);
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311 |
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312 | return ;
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313 | }
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314 |
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315 | // ////////////////////////////////
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316 | // Simulation steps
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317 |
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318 | function onStep()
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319 | {
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320 | idleSimulationSteps += 1;
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321 | tryCreateHPBox();
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322 | tryCreateUpgradeBox();
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323 |
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324 | lowerCooldownCounters();
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325 | applySuddenDeathModifier();
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326 |
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327 | clearDeadCreatures();
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328 | checkGameState();
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329 | }
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330 |
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331 | function writeTeamStatistics()
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332 | {
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333 | var s = "" + Simulator.time + "; ";
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334 | var total = 0.0;
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335 | for (var i = 2; i < Populations.size; i++)
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336 | {
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337 | var pop=Populations[i];
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338 | var sum = 0.0;
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339 | for (var cr in pop)
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340 | sum += cr.energy;
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341 | s += "" + sum + "; ";
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342 | s += "" + pop.size + "; ";
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343 | total += sum;
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344 | }
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345 | if (total < 0) total == 0;
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346 | s += "" + total + "\n";
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347 |
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348 | var f=File.appendDirect("teams"+battleNumber+".txt","Teams statistics");
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349 | f.writeString(s);
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350 | f.close();
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351 | }
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352 |
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353 | function clearDeadCreatures()
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354 | {
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355 | for (var i = 2; i < Populations.size; i++)
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356 | {
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357 | var pop=Populations[i];
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358 | for (var j = 0; j < pop.size; j++)
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359 | {
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360 | var cr=pop[j];
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361 | if (cr.energy <= 0) {pop.kill(cr); j--;}
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362 | }
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363 | }
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364 | }
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365 |
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366 | function applySuddenDeathModifier()
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367 | {
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368 | if (idleSimulationSteps < ExpProperties.stagnationInterval) return;
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369 |
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370 | for (var i = 2; i < Populations.size; i++)
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371 | for (var cr in Populations[i])
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372 | cr.energy -= ExpProperties.stagnationHealthReduce;
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373 | }
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374 |
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375 | function lowerCooldownCounters()
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376 | {
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377 | for (var i = 2; i < Populations.size; i++)
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378 | {
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379 | var pop=Populations[i];
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380 | for (var cr in pop)
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381 | {
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382 | if (cr.user1 != null)
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383 | {
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384 | if (cr.user1[0] > 0) cr.user1[0]=cr.user1[0] - 1;
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385 | if (cr.user1[0] < 0) cr.user1[0]=0.0;
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386 | if (cr.user1[1] > 0) cr.user1[1]=cr.user1[1] - ExpProperties.upgradeBoxDecay;
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387 | if (cr.user1[1] < 0) cr.user1[1]=0.0;
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388 | }
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389 | }
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390 | }
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391 | }
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392 |
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393 | function checkGameState()
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394 | {
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395 | var alivePop = 0;
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396 | for (var i = 2; i < Populations.size; i++)
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397 | if (Populations[i].size > 0) alivePop += 1;
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398 |
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399 | if (alivePop == 0 && Simulator.time <= 1)
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400 | {
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401 | onExpInit(); //do initialization for user, because he forgot to do so
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402 | return;
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403 | }
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404 |
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405 | if (alivePop <= 1)
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406 | {
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407 | for (var i = 2; i < Populations.size; i++)
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408 | {
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409 | var pop=Populations[i];
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410 | if (pop.size > 0)
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411 | {
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412 | Simulator.print("Battle is OVER! The winner is: " + pop.name);
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413 |
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414 | //write stats of last living creatures
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415 | var f=File.appendDirect("creatures"+battleNumber+".txt","Creature statistics");
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416 | for (var cr in pop)
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417 | {
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418 | //f.writeString("Creature name; Team; Kills; Assists; Total damage dealt; Total damage received; HP boxes collected; Upgrade boxes collected; Lifespan");
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419 | if (cr.user2 != null)
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420 | f.writeString(cr.name + "; " + pop.name + "; " + cr.user2[0] + "; " + cr.user2[1] + "; " + cr.user2[2] + "; " + cr.user2[3] + "; " + cr.user2[4] + "; " + cr.user2[5] + "; " + cr.lifespan + "\n");
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421 | }
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422 |
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423 | f.close();
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424 | }
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425 | }
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426 | if (alivePop == 0) Simulator.print("Battle is OVER! Total annihilation!");
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427 |
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428 | Simulator.stop();
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429 | }
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430 | }
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431 |
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432 | function print(msg)
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433 | {
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434 | if (ExpProperties.debug)
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435 | Simulator.print(msg);
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436 | }
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437 |
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438 | function stop(msg)
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439 | {
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440 | Simulator.print(msg);
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441 | Simulator.stop();
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442 | }
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443 |
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444 | // ////////////////////////////
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445 | // Collisions
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446 |
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447 | //function executed on any Creature collission
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448 | function onTeam0CrCollision, onTeam1CrCollision, onTeam2CrCollision, onTeam3CrCollision, onTeam4CrCollision, onTeam5CrCollision, onTeam6CrCollision, onTeam7CrCollision, onTeam8CrCollision, onTeam9CrCollision()
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449 | {
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450 | var c1 = CrCollision.Creature1;
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451 | var c2 = CrCollision.Creature2;
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452 |
|
---|
453 | if (c1 == null) stop("2");
|
---|
454 | if (c2 == null) stop("2");
|
---|
455 |
|
---|
456 | if (c1.energy <= 0 || c2.energy <= 0)
|
---|
457 | {
|
---|
458 | //collision with already killed creature (chain resolution)
|
---|
459 | print("onCrCollision called with less than 2 Creatures");
|
---|
460 | return ;
|
---|
461 | }
|
---|
462 |
|
---|
463 | if (c1.population == null || c2.population == null)
|
---|
464 | {
|
---|
465 | //collision of creature without a group
|
---|
466 | print("onCrCollision called for creature without group, ignoring");
|
---|
467 | return ;
|
---|
468 | }
|
---|
469 |
|
---|
470 | //first condition should never occur, but who knows?
|
---|
471 | if (c1.population.index < 2 || c2.population.index < 2)
|
---|
472 | {
|
---|
473 | //collision with HP Box and Upgrades are handled separately
|
---|
474 | print("onCrCollision called for population 0 or 1, ignoring");
|
---|
475 | return ;
|
---|
476 | }
|
---|
477 |
|
---|
478 | idleSimulationSteps = 0;
|
---|
479 |
|
---|
480 | var kill_c1 = 0;
|
---|
481 | var kill_c2 = 0;
|
---|
482 | var dice1 = 0;
|
---|
483 | var dice2 = 0;
|
---|
484 | var changed = 0;
|
---|
485 | for (var i = 0; i < ExpProperties.diceCount; i++)
|
---|
486 | {
|
---|
487 | dice1 = dice1 + Math.random(ExpProperties.diceSides) + 1;
|
---|
488 | dice2 = dice2 + Math.random(ExpProperties.diceSides) + 1;
|
---|
489 | }
|
---|
490 | var energy1 = 0.0 + ExpProperties.creatureDamage * dice1;
|
---|
491 | var energy2 = 0.0 + ExpProperties.creatureDamage * dice2;
|
---|
492 | energy1 += ExpProperties.upgradeMultiplier * c1.user1.get(1);
|
---|
493 | energy2 += ExpProperties.upgradeMultiplier * c2.user1.get(1);
|
---|
494 | if (c1.population == c2.population)
|
---|
495 | {
|
---|
496 | energy1 = ExpProperties.friendlyFireDamageMultiplier * energy1;
|
---|
497 | energy2 = ExpProperties.friendlyFireDamageMultiplier * energy2;
|
---|
498 | }
|
---|
499 |
|
---|
500 | if (c1.user1 == null) stop("3");
|
---|
501 | if (c1.user2 == null) stop("3");
|
---|
502 | if (c1.user3 == null) stop("3");
|
---|
503 | if (c2.user1 == null) stop("3");
|
---|
504 | if (c2.user2 == null) stop("3");
|
---|
505 | if (c2.user2 == null) stop("3");
|
---|
506 |
|
---|
507 | if (c2.user1[0] <= 0 && energy2 > 0)
|
---|
508 | {
|
---|
509 | changed = 1;
|
---|
510 |
|
---|
511 | c1.energy = c1.energy - energy2;
|
---|
512 | if (c1.energy < 0) c1.energy = 0;
|
---|
513 | print(c2.name + " [" + c2.population.name + "] rolled " + dice2 + " and dealt " + energy2 + " [+" + (ExpProperties.upgradeMultiplier * c2.user1[1]) +" bonus] damage to " + c1.name + " [" + c1.population.name + "]");
|
---|
514 | c2.user1.set(0, ExpProperties.attackCooldown);
|
---|
515 | c2.user2.set(2, c2.user2[2] + energy1);
|
---|
516 | c1.user2.set(3, c1.user2[3] + energy1);
|
---|
517 | var vect = [c2.uid,c2.name];
|
---|
518 | var arrindex = arrayContains(c1.user3, 0, c2.uid);
|
---|
519 | if (arrindex != -1)
|
---|
520 | {
|
---|
521 | vect.add(energy2 + c1.user3[arrindex][2]);
|
---|
522 | c1.user3[arrindex]=vect;
|
---|
523 | }
|
---|
524 | else
|
---|
525 | {
|
---|
526 | vect.add(energy2);
|
---|
527 | if (c1.user3 == null) c1.user3 = Vector.new();
|
---|
528 | c1.user3.add(vect);
|
---|
529 | if (c1.energy > 0)
|
---|
530 | c2.user2[1] = c2.user2[1] + 1; //increase assists statistic
|
---|
531 | }
|
---|
532 | if (c1.energy <= 0)
|
---|
533 | {
|
---|
534 | c2.user2[0] = c2.user2[0] + 1; //increase kills statistic
|
---|
535 | kill_c1 = 1;
|
---|
536 | }
|
---|
537 | }
|
---|
538 |
|
---|
539 | if (c1.user1[0] <= 0 && energy1 > 0)
|
---|
540 | {
|
---|
541 | changed = 1;
|
---|
542 |
|
---|
543 | c2.energy = c2.energy - energy1;
|
---|
544 | if (c2.energy < 0) c2.energy = 0;
|
---|
545 | print(c1.name + " [" + c1.population.name + "] rolled " + dice1 + " and dealt " + energy1 + " [+" + (ExpProperties.upgradeMultiplier * c1.user1[1]) +" bonus] damage to " + c2.name + " [" + c2.population.name + "]");
|
---|
546 | c1.user1[0] = ExpProperties.attackCooldown;
|
---|
547 | c1.user2[2] = c1.user2[2] + energy1;
|
---|
548 | c2.user2[3] = c2.user2[3] + energy1;
|
---|
549 | var vect = Vector.new();
|
---|
550 | vect.add(c1.uid);
|
---|
551 | vect.add(c1.name);
|
---|
552 | var arrindex = arrayContains(c2.user3, 0, c1.uid);
|
---|
553 | if (arrindex != -1)
|
---|
554 | {
|
---|
555 | vect.add(energy1 + c2.user3[arrindex][2]);
|
---|
556 | c2.user3[arrindex] = vect;
|
---|
557 | }
|
---|
558 | else
|
---|
559 | {
|
---|
560 | vect.add(energy1);
|
---|
561 | if (c2.user3 == null) c2.user3 = Vector.new();
|
---|
562 | c2.user3.add(vect);
|
---|
563 | if (c2.energy > 0)
|
---|
564 | {
|
---|
565 | c1.user2[1] = c1.user2[1] + 1; //increase assists statistic
|
---|
566 | }
|
---|
567 | }
|
---|
568 | if (c2.energy <= 0)
|
---|
569 | {
|
---|
570 | c1.user2[0] = c1.user2[0] + 1; //increase kills statistic
|
---|
571 | kill_c2 = 1;
|
---|
572 | }
|
---|
573 | }
|
---|
574 |
|
---|
575 | if (changed == 1)
|
---|
576 | {
|
---|
577 | writeTeamStatistics();
|
---|
578 | }
|
---|
579 |
|
---|
580 | //resolve kills
|
---|
581 | if (kill_c1 == 1)
|
---|
582 | c1.population.kill(c1);
|
---|
583 | if (kill_c2 == 1)
|
---|
584 | c2.population.kill(c2);
|
---|
585 | }
|
---|
586 |
|
---|
587 | //function executed on collision with Food population group
|
---|
588 | function onFoodCollision()
|
---|
589 | {
|
---|
590 | if (ExpProperties.pickupNotStagnation == 1) idleSimulationSteps = 0;
|
---|
591 |
|
---|
592 | //collect HP Box (by eating it :D)
|
---|
593 | print(Collision.Creature2.name + " [" + Collision.Creature2.population.name + "] picked a HP box");
|
---|
594 | Collision.Creature2.user2[4] = Collision.Creature2.user2[4] + 1;
|
---|
595 | Collision.Creature1.energy_m += Collision.Creature1.energy;
|
---|
596 | Collision.Creature2.energy_p += Collision.Creature1.energy;
|
---|
597 |
|
---|
598 | //kill HP Box
|
---|
599 | Collision.Creature1.population.kill(Collision.Creature1);
|
---|
600 |
|
---|
601 | writeTeamStatistics();
|
---|
602 | }
|
---|
603 |
|
---|
604 | //function executed on collision with Upgrade population group
|
---|
605 | function onUpgradesCollision()
|
---|
606 | {
|
---|
607 | if (ExpProperties.pickupNotStagnation == 1) idleSimulationSteps = 0;
|
---|
608 |
|
---|
609 | //collect Upgrade Box (by eating it :D)
|
---|
610 | print(Collision.Creature2.name + " [" + Collision.Creature2.population.name + "] picked an upgrade box");
|
---|
611 | Collision.Creature2.user2[5] = Collision.Creature2.user2[5] + 1;
|
---|
612 | Collision.Creature1.energy_m += Collision.Creature1.energy;
|
---|
613 | Collision.Creature2.user1[1] = Collision.Creature2.user1[1] + Collision.Creature1.energy;
|
---|
614 |
|
---|
615 | //kill Upgrade Box
|
---|
616 | Collision.Creature1.population.kill(Collision.Creature1);
|
---|
617 |
|
---|
618 | writeTeamStatistics();
|
---|
619 | }
|
---|
620 |
|
---|
621 | //function executed on Creature death
|
---|
622 | //TODO: implement some statistics for dieing creature
|
---|
623 | function onDied(cr)
|
---|
624 | {
|
---|
625 | //ignore death of hp boxes and upgrades
|
---|
626 | if (cr.population.index < 2)
|
---|
627 | return ;
|
---|
628 |
|
---|
629 | print(cr.name + " was killed");
|
---|
630 | for (var dam in cr.user3)
|
---|
631 | print(dam[1] + " dealt " + dam[2] + " damage");
|
---|
632 |
|
---|
633 | var f=File.appendDirect("creatures"+battleNumber+".txt","Creature statistics");
|
---|
634 | //f.writeString("Creature name; Team; Kills; Assists; Total damage dealt; Total damage received; HP boxes collected; Upgrade boxes collected; Lifespan");
|
---|
635 | f.writeString(cr.name + "; " + cr.population.name + "; " + cr.user2[0] + "; " + cr.user2[1] + "; " + cr.user2[2] + "; " + cr.user2[3] + "; " + cr.user2[4] + "; " + cr.user2[5] + "; " + cr.lifespan + "\n");
|
---|
636 | f.close();
|
---|
637 |
|
---|
638 | writeTeamStatistics();
|
---|
639 | }
|
---|
640 |
|
---|
641 | // ////////////////////////////
|
---|
642 | // ExpProperties setters
|
---|
643 |
|
---|
644 | //reinit populations on change
|
---|
645 | function ExpProperties_teamCount_set()
|
---|
646 | {
|
---|
647 | initPopulations();
|
---|
648 | }
|
---|
649 |
|
---|
650 | function ExpProperties_level_set()
|
---|
651 | {
|
---|
652 | initLevel();
|
---|
653 | }
|
---|
654 | ~
|
---|
655 |
|
---|
656 | # ################################
|
---|
657 | # Team
|
---|
658 |
|
---|
659 | property:
|
---|
660 | id:teamCount
|
---|
661 | name:Number of teams in Deathmatch
|
---|
662 | type:d 1 10 1
|
---|
663 | group:Team
|
---|
664 | help:If set to 1, the number of teams will be equal to the number of genotypes in gene pool.
|
---|
665 |
|
---|
666 | property:
|
---|
667 | id:teamSize
|
---|
668 | name:Number of creatures per team
|
---|
669 | type:d 1 10 5
|
---|
670 | group:Team
|
---|
671 |
|
---|
672 | property:
|
---|
673 | id:teamSpawningAreaSize
|
---|
674 | name:Spawning area size for team
|
---|
675 | type:f 10 30 20
|
---|
676 | group:Team
|
---|
677 |
|
---|
678 | property:
|
---|
679 | id:creatureStartingEnergy
|
---|
680 | name:Starting energy of creature
|
---|
681 | type:f 0 1000 300
|
---|
682 | group:Team
|
---|
683 | help:Base starting energy level for each creature in teams
|
---|
684 |
|
---|
685 | # ################################
|
---|
686 | # Attack parameters
|
---|
687 |
|
---|
688 | property:
|
---|
689 | id:diceSides
|
---|
690 | name:Number of sides of dices
|
---|
691 | type:f 1 10 1
|
---|
692 | group:Attack rules
|
---|
693 |
|
---|
694 | property:
|
---|
695 | id:diceCount
|
---|
696 | name:Number of dices to roll per attack
|
---|
697 | type:f 0 10 5
|
---|
698 | group:Attack rules
|
---|
699 |
|
---|
700 | property:
|
---|
701 | id:creatureDamage
|
---|
702 | name:Basic damage multiplied by result of dice roll
|
---|
703 | type:f 0 100 10
|
---|
704 | group:Attack rules
|
---|
705 |
|
---|
706 | property:
|
---|
707 | id:friendlyFireDamageMultiplier
|
---|
708 | name:Multiplier of energy taken when Creatures of the same team collide
|
---|
709 | type:f 0 1 0.0
|
---|
710 | group:Attack rules
|
---|
711 | help:Set to 0 for no friendly fire, set to 1 if full damage should be dealt when interacting with team member
|
---|
712 |
|
---|
713 | property:
|
---|
714 | id:attackCooldown
|
---|
715 | name:Number of simulation steps between two consecutive attacks of a creature
|
---|
716 | type:f 100 10000 1000
|
---|
717 | group:Attack rules
|
---|
718 | help:Set this to 100 to nearly instantly resolve battles
|
---|
719 |
|
---|
720 | # ################################
|
---|
721 | # Collectibles - HP Boxes & Upgrades
|
---|
722 |
|
---|
723 | property:
|
---|
724 | id:pickupNotStagnation
|
---|
725 | name:Collectible pick-up resets stagnation counter?
|
---|
726 | type:d 0 1 1
|
---|
727 | help:If set to true picking up an item will restart counting towards stagnation, effects in longer battles.
|
---|
728 |
|
---|
729 | property:
|
---|
730 | id:hpBoxStartingEnergy
|
---|
731 | name:Starting energy of HP Box
|
---|
732 | type:f 0 1000 100
|
---|
733 | group:Collectibles
|
---|
734 | help:Base starting energy level for HP Box
|
---|
735 |
|
---|
736 | property:
|
---|
737 | id:hpBoxIdleEnergy
|
---|
738 | name:Amount of energy lost by HP Box
|
---|
739 | type:f 0 10 0.00
|
---|
740 | group:Collectibles
|
---|
741 | help:How much energy HP Box looses each step (0 - it will not disappear)
|
---|
742 |
|
---|
743 | property:
|
---|
744 | id:hpBoxProbability
|
---|
745 | name:Probablity that new HP Box will spawn
|
---|
746 | type:f 0 1 0.0005
|
---|
747 | group:Collectibles
|
---|
748 | help:Probability of HP Box appearing each step of simulation
|
---|
749 |
|
---|
750 | property:
|
---|
751 | id:hpBoxTotalCount
|
---|
752 | name:Maximum number of HP Boxes on the field
|
---|
753 | type:d 0 20 10
|
---|
754 | group:Collectibles
|
---|
755 | help:The total number of HP Boxes on the field will never exceed this number
|
---|
756 |
|
---|
757 | property:
|
---|
758 | id:upgradeBoxStartingEnergy
|
---|
759 | name:Starting energy of Upgrade Box
|
---|
760 | type:f 0 1000 500
|
---|
761 | group:Collectibles
|
---|
762 | help:Base starting energy level for Upgrade Box
|
---|
763 |
|
---|
764 | property:
|
---|
765 | id:upgradeBoxIdleEnergy
|
---|
766 | name:Amount of energy lost by Upgrade Box
|
---|
767 | type:f 0 10 0.00
|
---|
768 | group:Collectibles
|
---|
769 | help:How much energy Upgrade Box looses each step (0 - it will not disappear)
|
---|
770 |
|
---|
771 | property:
|
---|
772 | id:upgradeBoxProbability
|
---|
773 | name:Probablity that new Upgrade Box will spawn
|
---|
774 | type:f 0 1 0.0005
|
---|
775 | group:Collectibles
|
---|
776 | help:Probability of Upgrade Box appearing each step of simulation
|
---|
777 |
|
---|
778 | property:
|
---|
779 | id:upgradeBoxTotalCount
|
---|
780 | name:Maximum number of Upgrade Boxes on the field
|
---|
781 | type:d 0 20 10
|
---|
782 | group:Collectibles
|
---|
783 | help:The total number of Upgrade Boxes on the field will never exceed this number
|
---|
784 |
|
---|
785 | property:
|
---|
786 | id:upgradeBoxDecay
|
---|
787 | name:How fast upgrade boost fades from creature
|
---|
788 | type:f 0 10 0.1
|
---|
789 | group:Collectibles
|
---|
790 | help:Each step creature damage bonus will be decreased by given amount until it reaches 0
|
---|
791 |
|
---|
792 | property:
|
---|
793 | id:upgradeMultiplier
|
---|
794 | name:Multiplier of bonus damage
|
---|
795 | type:f 0 1 0.1
|
---|
796 | group:Collectibles
|
---|
797 | help:Value of collected bonus multiplied by this variable is taken as bonus damage
|
---|
798 |
|
---|
799 | # ################################
|
---|
800 | # Other
|
---|
801 |
|
---|
802 | property:
|
---|
803 | id:level
|
---|
804 | name:Level
|
---|
805 | type:d -1 2 0
|
---|
806 | help:Number of a level to battle (-1 is random)
|
---|
807 |
|
---|
808 | property:
|
---|
809 | id:stagnationInterval
|
---|
810 | name:Number of idle simulation steps before Sudden Death
|
---|
811 | type:d 0 10000 5000
|
---|
812 | help:If no combat occurs during given number of steps, the Sudden Death mode is turned on (0 = Sudden Death all the time)
|
---|
813 |
|
---|
814 | property:
|
---|
815 | id:stagnationHealthReduce
|
---|
816 | name:Sudden Death health reduce
|
---|
817 | type:f 0 100 0.1
|
---|
818 | help:If Suddent Death is turned on, creatures will lose given amount of HP each simulation step
|
---|
819 |
|
---|
820 | property:
|
---|
821 | id:debug
|
---|
822 | name:Show additional debug messages
|
---|
823 | type:d 0 1 0
|
---|
824 |
|
---|