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TargetManager.lua
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TargetManager.lua
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CovenantMissionHelper, CMH = ...
local TargetManager = {}
local TargetTypeEnum = CMH.DataTables.TargetTypeEnum
local function getTargetPriority(sourceIndex, targetType, mainTarget)
local targets = CMH.DataTables.TargetPriorityByType[targetType][sourceIndex]
if mainTarget ~= nil then table.insert(targets, 1, mainTarget) end
return targets
end
local function getMainTarget(priority, boardUnits)
for _, unitIndex in pairs(priority) do
if boardUnits[unitIndex] then return unitIndex end
end
end
local function getSelfTarget(sourceIndex, targetType, boardUnits) return {sourceIndex} end
local function getSimpleTarget(sourceIndex, targetType, boardUnits, mainTarget)
-- adjacent ally, closest enemy, furthest enemy
local priority
if mainTarget ~= nil and (targetType == TargetTypeEnum.closestEnemy or targetType == TargetTypeEnum.furthestEnemy) then return {mainTarget} end
priority = getTargetPriority(sourceIndex, targetType)
mainTarget = getMainTarget(priority, boardUnits)
return {mainTarget}
end
local function getAllAllies(sourceIndex, targetType, boardUnits)
local targets = {}
if sourceIndex <=4 then
for i = 0, 4 do
if boardUnits[i] then
table.insert(targets, i)
end
end
else
for i = 5, 12 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
return targets
end
local function getAllEnemies(sourceIndex, targetType, boardUnits)
local targets = {}
if sourceIndex <=4 then
for i = 5, 12 do
if boardUnits[i] then
table.insert(targets, i)
end
end
else
for i = 0, 4 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
return targets
end
local function getAllAdjacentAllies(sourceIndex, targetType, boardUnits)
local targets = {}
local adjacentTargets = CMH.DataTables.AdjacentAllies[sourceIndex]
for i = 1, #adjacentTargets do
if boardUnits[adjacentTargets[i]] then
table.insert(targets, adjacentTargets[i])
end
end
return targets
end
local function getAllAdjacentEnemies(sourceIndex, targetType, boardUnits, mainTarget)
-- TODO: if taunt?
local targets = {}
local targetInfo = CMH.DataTables.AdjacentEnemies[sourceIndex]
local aliveBlockerUnit = getMainTarget(targetInfo.blockerUnits, boardUnits)
if aliveBlockerUnit ~= nil then
for _, boardIndex in ipairs(targetInfo.aliveBlockerUnitGroup) do
if boardUnits[boardIndex] then table.insert(targets, boardIndex) end
end
else
-- one cleave group
if type(targetInfo.deadBlockerUnitGroup[1]) == 'number' then
for _, boardIndex in ipairs(targetInfo.deadBlockerUnitGroup) do
if boardUnits[boardIndex] then table.insert(targets, boardIndex) end
end
--many cleave groups
elseif type(targetInfo.deadBlockerUnitGroup[1]) == 'table' then
for _, group in ipairs(targetInfo.deadBlockerUnitGroup) do
for _, boardIndex in ipairs(group) do
if boardUnits[boardIndex] then table.insert(targets, boardIndex) end
end
if #targets > 0 then return targets end
end
end
end
if #targets == 0 then
local singleTarget = getMainTarget(targetInfo.aloneUnits, boardUnits)
if singleTarget ~= nil then table.insert(targets, singleTarget) end
end
return targets
end
local function getClosestAllyCone(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
mainTarget = getSimpleTarget(sourceIndex, TargetTypeEnum.closestEnemy, boardUnits, mainTarget)[1]
if mainTarget == nil then return {} end
local coneTargets = CMH.DataTables.ConeAllies[mainTarget]
for i = 1, #coneTargets do
if boardUnits[coneTargets[i]] then
table.insert(targets, coneTargets[i])
end
end
return targets
end
local function getClosestEnemyCone(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
mainTarget = getSimpleTarget(sourceIndex, TargetTypeEnum.closestEnemy, boardUnits, mainTarget)[1]
if mainTarget == nil then return {} end
local coneTargets = CMH.DataTables.ConeEnemies[mainTarget]
for i = 1, #coneTargets do
if boardUnits[coneTargets[i]] then
table.insert(targets, coneTargets[i])
end
end
return targets
end
local function getClosestEnemyLine(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
mainTarget = getSimpleTarget(sourceIndex, TargetTypeEnum.closestEnemy, boardUnits, mainTarget)[1]
if mainTarget == nil then return {} end
local lineTargets = CMH.DataTables.LineEnemies[mainTarget]
for i = 1, #lineTargets do
if boardUnits[lineTargets[i]] then
table.insert(targets, lineTargets[i])
end
end
return targets
end
local function getAllMeleeAllies(sourceIndex, targetType, boardUnits)
local targets = {}
if sourceIndex <= 4 then
for i = 2, 4 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 0, 1 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
else
for i = 5, 8 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 9, 12 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
end
return targets
end
local function getAllMeleeEnemies(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
if sourceIndex <= 4 then
for i = 5, 8 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 9, 12 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
else
for i = 2, 4 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 0, 1 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
end
if mainTarget ~= nil then table.insert(targets, 1, mainTarget) end
return targets
end
local function getAllRangedAllies(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
if sourceIndex <= 4 then
for i = 0, 1 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 2, 4 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
else
for i = 9, 12 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 5, 8 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
end
return targets
end
local function getAllRangedEnemies(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
if sourceIndex <= 4 then
for i = 9, 12 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 5, 8 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
else
for i = 0, 1 do
if boardUnits[i] then
table.insert(targets, i)
end
end
if #targets == 0 then
for i = 2, 4 do
if boardUnits[i] then
table.insert(targets, i)
end
end
end
end
if mainTarget ~= nil then table.insert(targets, 1, mainTarget) end
return targets
end
local function notImplemented(sourceIndex, targetType, boardUnits, mainTarget)
-- TODO: logs
return {sourceIndex}
end
local function getRandomEnemy(sourceIndex, targetType, boardUnits, mainTarget)
if mainTarget ~= nil then return {mainTarget} end
local targets = {}
for i, v in ipairs(boardUnits) do
if (sourceIndex <= 4 and i > 4 and v == true) or (sourceIndex > 4 and i <= 4 and v == true) then table.insert(targets, i) end
end
if #targets == 0 then return {} end
return {targets[random(#targets)]}
end
local function getRandomAlly(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
for i, v in ipairs(boardUnits) do
if (sourceIndex <= 4 and i <= 4 and v == true) or (sourceIndex > 4 and i > 4 and v == true) then table.insert(targets, i) end
end
if #targets == 0 then return {} end
return {targets[random(#targets)]}
end
local function getEnvAllAllies(sourceIndex, targetType, boardUnits, mainTarget)
return {0, 1, 2, 3, 4}
end
local function getEnvAllEnemies(sourceIndex, targetType, boardUnits, mainTarget)
return {5, 6, 7, 8, 9, 10, 11, 12}
end
local function getAlliesExpectSelf(sourceIndex, targetType, boardUnits, mainTarget)
local targets = {}
if sourceIndex <=4 then
for i = 0, 4 do
if boardUnits[i] and i ~= sourceIndex then
table.insert(targets, i)
end
end
else
for i = 5, 12 do
if boardUnits[i] and i ~= sourceIndex then
table.insert(targets, i)
end
end
end
return targets
end
local FunctionTable = {
[0] = notImplemented,
[1] = getSelfTarget,
[2] = getSimpleTarget,
[3] = getSimpleTarget,
[5] = getSimpleTarget,
[6] = getAllAllies,
[7] = getAllEnemies,
[8] = getAllAdjacentAllies,
[9] = getAllAdjacentEnemies,
[10] = getClosestAllyCone,
[11] = getClosestEnemyCone,
[13] = getClosestEnemyLine,
[14] = getAllMeleeAllies,
[15] = getAllMeleeEnemies,
[16] = getAllRangedAllies,
[17] = getAllRangedEnemies,
[19] = getRandomEnemy,
[20] = getRandomEnemy,
[21] = getRandomAlly,
[22] = getAlliesExpectSelf,
[23] = getEnvAllAllies,
[24] = getEnvAllEnemies
}
function TargetManager:getTargetIndexes(sourceIndex, targetType, boardUnits, mainTarget)
local func = FunctionTable[targetType]
return func(sourceIndex, targetType, boardUnits, mainTarget)
end
CMH.TargetManager = TargetManager