Petra: adapt the AI to gaia now able to launch attacks (with triggers) + cleaning of unused functions
This was SVN commit r15490.
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@ -165,7 +165,7 @@ m.BaseManager.prototype.assignResourceToDropsite = function (gameState, dropsite
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this.dropsites[dropsite.id()] = true;
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var self = this;
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for each (var type in dropsite.resourceDropsiteTypes())
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for (var type of dropsite.resourceDropsiteTypes())
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{
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var resources = gameState.getResourceSupplies(type);
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if (resources.length === 0)
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@ -60,7 +60,7 @@ m.DefenseManager.prototype.isDangerous = function(gameState, entity)
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return false;
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// check if the entity is trying to build a new base near our buildings, and if yes, add this base in our target list
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if (entity.unitAIState() == "INDIVIDUAL.REPAIR.REPAIRING")
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if (entity.unitAIState() && entity.unitAIState() == "INDIVIDUAL.REPAIR.REPAIRING")
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{
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var targetId = entity.unitAIOrderData()[0]["target"];
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if (this.targetList.indexOf(targetId) !== -1)
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@ -128,8 +128,8 @@ m.DefenseManager.prototype.isDangerous = function(gameState, entity)
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m.DefenseManager.prototype.checkEnemyUnits = function(gameState)
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{
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var nbPlayers = gameState.sharedScript.playersData.length - 1;
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var i = 1 + gameState.ai.playedTurn % nbPlayers;
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var nbPlayers = gameState.sharedScript.playersData.length;
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var i = gameState.ai.playedTurn % nbPlayers;
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if (i === PlayerID || gameState.isPlayerAlly(i))
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return;
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@ -143,6 +143,10 @@ m.DefenseManager.prototype.checkEnemyUnits = function(gameState)
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if (ent.getMetadata(PlayerID, "PartOfArmy") !== undefined)
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return;
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// TODO do not bother with animals for the time being
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if (ent.hasClass("Animal"))
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return;
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// TODO what to do for ships ?
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if (ent.hasClass("Ship") || ent.hasClass("Trader"))
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return;
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@ -695,37 +695,6 @@ m.Worker.prototype.startFishing = function(gameState)
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}
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};
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m.Worker.prototype.getResourceType = function(type){
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if (!type || !type.generic)
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return undefined;
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if (type.generic === "treasure")
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return type.specific;
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else
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return type.generic;
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};
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m.Worker.prototype.getGatherRate = function(gameState) {
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if (this.ent.getMetadata(PlayerID,"subrole") !== "gatherer")
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return 0;
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var rates = this.ent.resourceGatherRates();
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if (this.ent.unitAIOrderData().length && this.ent.unitAIState().split(".")[1] === "GATHER" && this.ent.unitAIOrderData()[0]["target"])
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{
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var ress = gameState.getEntityById(this.ent.unitAIOrderData()[0]["target"]);
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if (!ress)
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return 0;
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var type = ress.resourceSupplyType();
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if (type.generic == "treasure")
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return 1000;
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var tstring = type.generic + "." + type.specific;
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if (rates[tstring])
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return rates[tstring];
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return 0;
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}
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return 0;
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};
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m.Worker.prototype.gatherNearestField = function(gameState, baseID)
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{
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var self = this;
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