This was SVN commit r10654.

This commit is contained in:
Jonathan Waller 2011-12-02 12:44:31 +00:00
parent 8383f35eb8
commit b146f53d7b
21 changed files with 3637 additions and 0 deletions

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Engine.IncludeModule("common-api");

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var AttackMoveToCC = function(gameState, militaryManager){
this.minAttackSize = 20;
this.maxAttackSize = 60;
this.idList=[];
this.previousTime = 0;
this.state = "unexecuted";
this.healthRecord = [];
};
// Returns true if the attack can be executed at the current time
AttackMoveToCC.prototype.canExecute = function(gameState, militaryManager){
var enemyStrength = militaryManager.measureEnemyStrength(gameState);
var enemyCount = militaryManager.measureEnemyCount(gameState);
// We require our army to be >= this strength
var targetStrength = enemyStrength * 1.5;
var availableCount = militaryManager.countAvailableUnits();
var availableStrength = militaryManager.measureAvailableStrength();
debug("Troops needed for attack: " + this.minAttackSize + " Have: " + availableCount);
debug("Troops strength for attack: " + targetStrength + " Have: " + availableStrength);
return ((availableStrength >= targetStrength && availableCount >= this.minAttackSize)
|| availableCount >= this.maxAttackSize);
};
// Executes the attack plan, after this is executed the update function will be run every turn
AttackMoveToCC.prototype.execute = function(gameState, militaryManager){
var availableCount = militaryManager.countAvailableUnits();
this.idList = militaryManager.getAvailableUnits(availableCount);
var pending = EntityCollectionFromIds(gameState, this.idList);
// Find the critical enemy buildings we could attack
var targets = militaryManager.getEnemyBuildings(gameState,"ConquestCritical");
// If there are no critical structures, attack anything else that's critical
if (targets.length == 0) {
targets = gameState.entities.filter(function(ent) {
return (gameState.isEntityEnemy(ent) && ent.hasClass("ConquestCritical") && ent.owner() !== 0);
});
}
// If there's nothing, attack anything else that's less critical
if (targets.length == 0) {
targets = militaryManager.getEnemyBuildings(gameState,"Town");
}
if (targets.length == 0) {
targets = militaryManager.getEnemyBuildings(gameState,"Village");
}
// If we have a target, move to it
if (targets.length) {
// Add an attack role so the economic manager doesn't try and use them
pending.forEach(function(ent) {
ent.setMetadata("role", "attack");
});
var curPos = pending.getCentrePosition();
var target = targets.toEntityArray()[0];
this.targetPos = target.position();
// Find possible distinct paths to the enemy
var pathFinder = new PathFinder(gameState);
var pathsToEnemy = pathFinder.getPaths(curPos, this.targetPos);
if (! pathsToEnemy){
pathsToEnemy = [this.targetPos];
}
var rand = Math.floor(Math.random() * pathsToEnemy.length);
this.path = pathsToEnemy[rand];
pending.move(this.path[0][0], this.path[0][1]);
} else if (targets.length == 0 ) {
gameState.ai.gameFinished = true;
}
this.state = "walking";
};
// Runs every turn after the attack is executed
// This removes idle units from the attack
AttackMoveToCC.prototype.update = function(gameState, militaryManager, events){
// keep the list of units in good order by pruning ids with no corresponding entities (i.e. dead units)
var removeList = [];
var totalHealth = 0;
for (var idKey in this.idList){
var id = this.idList[idKey];
var ent = militaryManager.entity(id);
if (ent === undefined){
removeList.push(id);
}else{
if (ent.hitpoints()){
totalHealth += ent.hitpoints();
}
}
}
for (var i in removeList){
this.idList.splice(this.idList.indexOf(removeList[i]),1);
}
var units = EntityCollectionFromIds(gameState, this.idList);
if (this.path.length === 0){
var idleCount = 0;
var self = this;
units.forEach(function(ent){
if (ent.isIdle()){
if (ent.position() && VectorDistance(ent.position(), self.targetPos) > 30){
ent.move(self.targetPos[0], self.targetPos[1]);
}else{
militaryManager.unassignUnit(ent.id());
}
}
});
return;
}
var deltaHealth = 0;
var deltaTime = 1;
var time = gameState.getTimeElapsed();
this.healthRecord.push([totalHealth, time]);
if (this.healthRecord.length > 1){
for (var i = this.healthRecord.length - 1; i >= 0; i--){
deltaHealth = totalHealth - this.healthRecord[i][0];
deltaTime = time - this.healthRecord[i][1];
if (this.healthRecord[i][1] < time - 5*1000){
break;
}
}
}
var numUnits = this.idList.length;
if (numUnits < 1) return;
var damageRate = -deltaHealth / deltaTime * 1000;
var centrePos = units.getCentrePosition();
var idleCount = 0;
// Looks for idle units away from the formations centre
for (var idKey in this.idList){
var id = this.idList[idKey];
var ent = militaryManager.entity(id);
if (ent.isIdle()){
if (ent.position() && VectorDistance(ent.position(), centrePos) > 20){
var dist = VectorDistance(ent.position(), centrePos);
var vector = [centrePos[0] - ent.position()[0], centrePos[1] - ent.position()[1]];
vector[0] *= 10/dist;
vector[1] *= 10/dist;
ent.move(centrePos[0] + vector[0], centrePos[1] + vector[1]);
}else{
idleCount++;
}
}
}
if ((damageRate / Math.sqrt(numUnits)) > 2){
if (this.state === "walking"){
var sumAttackerPos = [0,0];
var numAttackers = 0;
for (var key in events){
var e = events[key];
//{type:"Attacked", msg:{attacker:736, target:1133, type:"Melee"}}
if (e.type === "Attacked" && e.msg){
if (this.idList.indexOf(e.msg.target) !== -1){
var attacker = militaryManager.entity(e.msg.attacker);
if (attacker && attacker.position()){
sumAttackerPos[0] += attacker.position()[0];
sumAttackerPos[1] += attacker.position()[1];
numAttackers += 1;
}
}
}
}
if (numAttackers > 0){
var avgAttackerPos = [sumAttackerPos[0]/numAttackers, sumAttackerPos[1]/numAttackers];
// Stop moving
units.move(centrePos[0], centrePos[1]);
this.state = "attacking";
}
}
}else{
if (this.state === "attacking"){
units.move(this.path[0][0], this.path[0][1]);
this.state = "walking";
}
}
if (this.state === "walking"){
if (VectorDistance(centrePos, this.path[0]) < 20 || idleCount/numUnits > 0.8){
this.path.shift();
if (this.path.length > 0){
units.move(this.path[0][0], this.path[0][1]);
}
}
}
this.previousTime = time;
this.previousHealth = totalHealth;
};

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{
"name": "qBot",
"description": "Quantumstate's improved version of the Test Bot",
"constructor": "QBotAI"
}

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var EconomyManager = function() {
this.targetNumBuilders = 5; // number of workers we want building stuff
this.targetNumFields = 5;
this.resourceMaps = {}; // Contains maps showing the density of wood, stone and metal
this.setCount = 0; //stops villagers being reassigned to other resources too frequently, count a set number of
//turns before trying to reassign them.
this.dropsiteNumbers = {wood: 2, stone: 1, metal: 1};
};
// More initialisation for stuff that needs the gameState
EconomyManager.prototype.init = function(gameState){
this.targetNumWorkers = Math.floor(gameState.getPopulationMax()/3);
};
EconomyManager.prototype.trainMoreWorkers = function(gameState, queues) {
// Count the workers in the world and in progress
var numWorkers = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("units/{civ}_support_female_citizen"));
numWorkers += queues.villager.countTotalQueuedUnits();
// If we have too few, train more
if (numWorkers < this.targetNumWorkers) {
for ( var i = 0; i < this.targetNumWorkers - numWorkers; i++) {
queues.villager.addItem(new UnitTrainingPlan(gameState, "units/{civ}_support_female_citizen", {
"role" : "worker"
}));
}
}
};
// Pick the resource which most needs another worker
EconomyManager.prototype.pickMostNeededResources = function(gameState) {
var self = this;
// Find what resource type we're most in need of
this.gatherWeights = gameState.ai.queueManager.futureNeeds(gameState);
var numGatherers = {};
for ( var type in this.gatherWeights)
numGatherers[type] = 0;
gameState.getOwnEntitiesWithRole("worker").forEach(function(ent) {
if (ent.getMetadata("subrole") === "gatherer")
numGatherers[ent.getMetadata("gather-type")] += 1;
});
var types = Object.keys(this.gatherWeights);
types.sort(function(a, b) {
// Prefer fewer gatherers (divided by weight)
var va = numGatherers[a] / (self.gatherWeights[a]+1);
var vb = numGatherers[b] / (self.gatherWeights[b]+1);
return va-vb;
});
return types;
};
EconomyManager.prototype.reassignRolelessUnits = function(gameState) {
//TODO: Move this out of the economic section
var roleless = gameState.getOwnEntitiesWithRole(undefined);
roleless.forEach(function(ent) {
if (ent.hasClass("Worker")){
ent.setMetadata("role", "worker");
}else if(ent.hasClass("CitizenSoldier") || ent.hasClass("Super")){
ent.setMetadata("role", "soldier");
}else{
ent.setMetadata("role", "unknown");
}
});
};
// If the numbers of workers on the resources is unbalanced then set some of workers to idle so
// they can be reassigned by reassignIdleWorkers.
EconomyManager.prototype.setWorkersIdleByPriority = function(gameState){
this.gatherWeights = gameState.ai.queueManager.futureNeeds(gameState);
var numGatherers = {};
var totalGatherers = 0;
var totalWeight = 0;
for ( var type in this.gatherWeights){
numGatherers[type] = 0;
totalWeight += this.gatherWeights[type];
}
gameState.getOwnEntitiesWithRole("worker").forEach(function(ent) {
if (ent.getMetadata("subrole") === "gatherer"){
numGatherers[ent.getMetadata("gather-type")] += 1;
totalGatherers += 1;
}
});
for ( var type in this.gatherWeights){
var allocation = Math.floor(totalGatherers * (this.gatherWeights[type]/totalWeight));
if (allocation < numGatherers[type]){
var numToTake = numGatherers[type] - allocation;
gameState.getOwnEntitiesWithRole("worker").forEach(function(ent) {
if (ent.getMetadata("subrole") === "gatherer" && ent.getMetadata("gather-type") === type && numToTake > 0){
ent.setMetadata("subrole", "idle");
numToTake -= 1;
}
});
}
}
};
EconomyManager.prototype.reassignIdleWorkers = function(gameState) {
var self = this;
// Search for idle workers, and tell them to gather resources based on demand
var idleWorkers = gameState.getOwnEntitiesWithRole("worker").filter(function(ent) {
return (ent.isIdle() || ent.getMetadata("subrole") === "idle");
});
if (idleWorkers.length) {
var resourceSupplies = gameState.findResourceSupplies();
idleWorkers.forEach(function(ent) {
// Check that the worker isn't garrisoned
if (ent.position() === undefined){
return;
}
var types = self.pickMostNeededResources(gameState);
for ( var typeKey in types) {
var type = types[typeKey];
// Make sure there are actually some resources of that type
if (!resourceSupplies[type])
continue;
// TODO: we should care about gather rates of workers
// Find the nearest dropsite for this resource from the worker
var nearestDropsite = undefined;
var minDropsiteDist = Math.min(); // set to infinity initially
gameState.getOwnEntities().forEach(function(dropsiteEnt) {
if (dropsiteEnt.resourceDropsiteTypes() && dropsiteEnt.resourceDropsiteTypes().indexOf(type) !== -1){
if (dropsiteEnt.position() && dropsiteEnt.getMetadata("resourceQuantity_" + type) > 0){
var dist = VectorDistance(ent.position(), dropsiteEnt.position());
if (dist < minDropsiteDist){
nearestDropsite = dropsiteEnt;
minDropsiteDist = dist;
}
}
}
});
var workerPosition = ent.position();
var supplies = [];
resourceSupplies[type].forEach(function(supply) {
// Skip targets that are too hard to hunt
if (supply.entity.isUnhuntable()){
return;
}
// And don't go for the bloody fish!
if (supply.entity.hasClass("SeaCreature")){
return;
}
// Check we can actually reach the resource
if (!gameState.ai.accessibility.isAccessible(supply.position)){
return;
}
// measure the distance to the resource
var dist = VectorDistance(supply.position, workerPosition);
// Add on a factor for the nearest dropsite if one exists
if (nearestDropsite){
dist += 5 * VectorDistance(supply.position, nearestDropsite.position());
}
// Skip targets that are far too far away (e.g. in the
// enemy base)
if (dist > 512){
return;
}
supplies.push({
dist : dist,
entity : supply.entity
});
});
supplies.sort(function(a, b) {
// Prefer smaller distances
if (a.dist != b.dist)
return a.dist - b.dist;
return false;
});
// Start gathering the best resource (by distance from the dropsite and unit)
if (supplies.length) {
ent.gather(supplies[0].entity);
ent.setMetadata("subrole", "gatherer");
ent.setMetadata("gather-type", type);
return;
}
}
// Couldn't find any types to gather
ent.setMetadata("subrole", "idle");
});
}
};
EconomyManager.prototype.assignToFoundations = function(gameState) {
// If we have some foundations, and we don't have enough
// builder-workers,
// try reassigning some other workers who are nearby
var foundations = gameState.findFoundations();
// Check if nothing to build
if (!foundations.length){
return;
}
var workers = gameState.getOwnEntitiesWithRole("worker");
var builderWorkers = workers.filter(function(ent) {
return (ent.getMetadata("subrole") === "builder");
});
// Check if enough builders
var extraNeeded = this.targetNumBuilders - builderWorkers.length;
if (extraNeeded <= 0){
return;
}
// Pick non-builders who are closest to the first foundation,
// and tell them to start building it
var target = foundations.toEntityArray()[0];
var nonBuilderWorkers = workers.filter(function(ent) {
// check position so garrisoned units aren't tasked
return (ent.getMetadata("subrole") !== "builder" && ent.position() !== undefined);
});
var nearestNonBuilders = nonBuilderWorkers.filterNearest(target.position(), extraNeeded);
// Order each builder individually, not as a formation
nearestNonBuilders.forEach(function(ent) {
ent.repair(target);
ent.setMetadata("subrole", "builder");
});
};
EconomyManager.prototype.buildMoreFields = function(gameState, queues) {
// give time for treasures to be gathered
if (gameState.getTimeElapsed() < 30 * 1000)
return;
var numFields = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("structures/{civ}_field"));
numFields += queues.field.totalLength();
for ( var i = numFields; i < this.targetNumFields; i++) {
queues.field.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_field"));
}
};
// If all the CC's are destroyed then build a new one
EconomyManager.prototype.buildNewCC= function(gameState, queues) {
var numCCs = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("structures/{civ}_civil_centre"));
numCCs += queues.civilCentre.totalLength();
for ( var i = numCCs; i < 1; i++) {
queues.civilCentre.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_civil_centre"));
}
};
//creates and maintains a map of tree density
EconomyManager.prototype.updateResourceMaps = function(gameState, events){
// The weight of the influence function is amountOfResource/decreaseFactor
var decreaseFactor = {'wood': 15, 'stone': 100, 'metal': 100, 'food': 20};
// This is the maximum radius of the influence
var radius = {'wood':13, 'stone': 10, 'metal': 10, 'food': 10};
for (var resource in radius){
// if there is no resourceMap create one with an influence for everything with that resource
if (! this.resourceMaps[resource]){
this.resourceMaps[resource] = new Map(gameState);
var supplies = gameState.findResourceSupplies();
for (var i in supplies[resource]){
var current = supplies[resource][i];
var x = Math.round(current.position[0] / gameState.cellSize);
var z = Math.round(current.position[1] / gameState.cellSize);
var strength = Math.round(current.entity.resourceSupplyMax()/decreaseFactor[resource]);
this.resourceMaps[resource].addInfluence(x, z, radius[resource], strength);
}
}
// Look for destroy events and subtract the entities original influence from the resourceMap
for (var i in events) {
var e = events[i];
if (e.type === "Destroy") {
if (e.msg.rawEntity.template){
var ent = new Entity(gameState.ai, e.msg.rawEntity);
if (ent && ent.resourceSupplyType() && ent.resourceSupplyType().generic === resource){
var x = Math.round(ent.position()[0] / gameState.cellSize);
var z = Math.round(ent.position()[1] / gameState.cellSize);
var strength = Math.round(ent.resourceSupplyMax()/decreaseFactor[resource]);
this.resourceMaps[resource].addInfluence(x, z, radius[resource], -1*strength);
}
}
}
}
}
//this.resourceMaps[resource].dumpIm("tree_density.png");
};
// Returns the position of the best place to build a new dropsite for the specified resource
EconomyManager.prototype.getBestResourceBuildSpot = function(gameState, resource){
// A map which gives a positive weight for all CCs and adds a negative weight near all dropsites
var friendlyTiles = new Map(gameState);
gameState.getOwnEntities().forEach(function(ent) {
// We want to build near a CC of ours
if (ent.hasClass("CivCentre")){
var infl = 200;
var pos = ent.position();
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
friendlyTiles.addInfluence(x, z, infl, 0.1 * infl);
friendlyTiles.addInfluence(x, z, infl/2, 0.1 * infl);
}
// We don't want multiple dropsites at one spot so add a negative for all dropsites
if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf(resource) !== -1){
var infl = 20;
var pos = ent.position();
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
friendlyTiles.addInfluence(x, z, infl, -50, 'quadratic');
}
});
// Multiply by tree density to get a combination of the two maps
friendlyTiles.multiply(this.resourceMaps[resource]);
//friendlyTiles.dumpIm(resource + "_density_fade.png", 10000);
var obstructions = Map.createObstructionMap(gameState);
obstructions.expandInfluences();
var bestIdx = friendlyTiles.findBestTile(4, obstructions)[0];
// Convert from 1d map pixel coordinates to game engine coordinates
var x = ((bestIdx % friendlyTiles.width) + 0.5) * gameState.cellSize;
var z = (Math.floor(bestIdx / friendlyTiles.width) + 0.5) * gameState.cellSize;
return [x,z];
};
EconomyManager.prototype.updateResourceConcentrations = function(gameState){
var self = this;
var resources = ["food", "wood", "stone", "metal"];
for (key in resources){
var resource = resources[key];
gameState.getOwnEntities().forEach(function(ent) {
if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf(resource) !== -1){
var radius = 14;
var pos = ent.position();
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
var quantity = self.resourceMaps[resource].sumInfluence(x, z, radius);
ent.setMetadata("resourceQuantity_" + resource, quantity);
}
});
}
};
//return the number of resource dropsites with an acceptable amount of the resource nearby
EconomyManager.prototype.checkResourceConcentrations = function(gameState, resource){
//TODO: make these values adaptive
var requiredInfluence = {wood: 16000, stone: 300, metal: 300};
var count = 0;
gameState.getOwnEntities().forEach(function(ent) {
if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf(resource) !== -1){
var quantity = ent.getMetadata("resourceQuantity_" + resource);
if (quantity >= requiredInfluence[resource]){
count ++;
}
}
});
return count;
};
EconomyManager.prototype.buildDropsites = function(gameState, queues){
if (queues.economicBuilding.totalLength() === 0 &&
gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_mill")) === 0 &&
gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_civil_centre")) === 0){
//only ever build one mill/CC at a time
if (gameState.getTimeElapsed() > 30 * 1000){
for (var resource in this.dropsiteNumbers){
if (this.checkResourceConcentrations(gameState, resource) < this.dropsiteNumbers[resource]){
var spot = this.getBestResourceBuildSpot(gameState, resource);
var myCivCentres = gameState.getOwnEntities().filter(function(ent) {
if (!ent.hasClass("CivCentre") || ent.position() === undefined){
return false;
}
var dx = (spot[0]-ent.position()[0]);
var dy = (spot[1]-ent.position()[1]);
var dist2 = dx*dx + dy*dy;
return (ent.hasClass("CivCentre") && dist2 < 180*180);
});
if (myCivCentres.length === 0){
queues.economicBuilding.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_civil_centre", spot));
}else{
queues.economicBuilding.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_mill", spot));
}
break;
}
}
}
}
};
EconomyManager.prototype.update = function(gameState, queues, events) {
Engine.ProfileStart("economy update");
this.reassignRolelessUnits(gameState);
this.buildNewCC(gameState,queues);
Engine.ProfileStart("Train workers and build farms");
this.trainMoreWorkers(gameState, queues);
this.buildMoreFields(gameState, queues);
Engine.ProfileStop();
//Later in the game we want to build stuff faster.
if (gameState.countEntitiesWithType(gameState.applyCiv("units/{civ}_support_female_citizen")) > this.targetNumWorkers * 0.5) {
this.targetNumBuilders = 10;
}else{
this.targetNumBuilders = 5;
}
if (gameState.countEntitiesWithType(gameState.applyCiv("units/{civ}_support_female_citizen")) > this.targetNumWorkers * 0.8) {
this.dropsiteNumbers = {wood: 3, stone: 2, metal: 2};
}else{
this.dropsiteNumbers = {wood: 2, stone: 1, metal: 1};
}
Engine.ProfileStart("Update Resource Maps and Concentrations");
this.updateResourceMaps(gameState, events);
this.updateResourceConcentrations(gameState);
Engine.ProfileStop();
this.buildDropsites(gameState, queues);
// TODO: implement a timer based system for this
this.setCount += 1;
if (this.setCount >= 20){
this.setWorkersIdleByPriority(gameState);
this.setCount = 0;
}
Engine.ProfileStart("Reassign Idle Workers");
this.reassignIdleWorkers(gameState);
Engine.ProfileStop();
Engine.ProfileStart("Assign builders");
this.assignToFoundations(gameState);
Engine.ProfileStop();
Engine.ProfileStop();
};

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Entity.prototype.deleteMetadata = function(id) {
delete this._ai._entityMetadata[this.id()];
};
Entity.prototype.garrisonMax = function() {
if (!this._template.GarrisonHolder)
return undefined;
return this._template.GarrisonHolder.Max;
};
Entity.prototype.garrison = function(target) {
Engine.PostCommand({"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": false});
return this;
};
Entity.prototype.unload = function(id) {
if (!this._template.GarrisonHolder)
return undefined;
Engine.PostCommand({"type": "unload", "garrisonHolder": this.id(), "entity": id});
return this;
};
Entity.prototype.unloadAll = function() {
if (!this._template.GarrisonHolder)
return undefined;
Engine.PostCommand({"type": "unload-all", "garrisonHolder": this.id()});
return this;
};

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EntityCollection.prototype.attack = function(unit)
{
var unitId;
if (typeOf(unit) === "Entity"){
unitId = unit.id();
}else{
unitId = unit;
}
Engine.PostCommand({"type": "walk", "entities": this.toIdArray(), "target": unitId, "queued": false});
return this;
};
function EntityCollectionFromIds(gameState, idList){
var ents = {};
for (var i in idList){
var id = idList[i];
if (gameState.entities._entities[id]) {
ents[id] = gameState.entities._entities[id];
}
}
return new EntityCollection(gameState.ai, ents);
}
EntityCollection.prototype.attackMove = function(x, z){
Engine.PostCommand({"type": "attack-move", "entities": this.toIdArray(), "x": x, "z": z, "queued": false});
return this;
};
// Do naughty stuff to replace the entity collection constructor for updating entity collections
var tmpEntityCollection = function(baseAI, entities, filter, gameState){
this._ai = baseAI;
this._entities = entities;
if (filter){
var tmp = 3;
this.filterFunc = filter;
this._entities = this.filter(function(ent){
return filter(ent, gameState);
})._entities;
this._ai.registerUpdate(this);
}
// Compute length lazily on demand, since it can be
// expensive for large collections
// This is updated by the update() function.
this._length = undefined;
Object.defineProperty(this, "length", {
get: function () {
if (this._length === undefined)
{
this._length = 0;
for (var id in entities)
++this._length;
}
return this._length;
}
});
};
tmpEntityCollection.prototype = new EntityCollection;
EntityCollection = tmpEntityCollection;
// Keeps an EntityCollection with a filter function up to date by watching for events
EntityCollection.prototype.update = function(gameState, events){
if (!this.filterFunc)
return;
for (var i in events){
if (events[i].type === "Create"){
var ent = gameState.getEntityById(events[i].msg.entity);
if (ent){
var raw_ent = ent._entity;
if (ent && this.filterFunc(ent, gameState)){
this._entities[events[i].msg.entity] = raw_ent;
if (this._length !== undefined)
this._length ++;
}
}
}else if(events[i].type === "Destroy"){
if (this._entities[events[i].msg.entity]){
delete this._entities[events[i].msg.entity];
if (this._length !== undefined)
this._length --;
}
}
}
};
EntityCollection.prototype.getCentrePosition = function(){
var sumPos = [0, 0];
var count = 0;
this.forEach(function(ent){
if (ent.position()){
sumPos[0] += ent.position()[0];
sumPos[1] += ent.position()[1];
count ++;
}
});
if (count === 0){
return undefined;
}else{
return [sumPos[0]/count, sumPos[1]/count];
}
};

View File

@ -0,0 +1,51 @@
var Filters = {
byClass: function(cls){
return function(ent){
return ent.hasClass(cls);
};
},
byClassesAnd: function(clsList){
return function(ent){
var ret = true;
for (var i in clsList){
ret = ret && ent.hasClass(clsList[i]);
}
return ret;
};
},
byClassesOr: function(clsList){
return function(ent){
var ret = false;
for (var i in clsList){
ret = ret || ent.hasClass(clsList[i]);
}
return ret;
};
},
and: function(filter1, filter2){
return function(ent, gameState){
return filter1(ent, gameState) && filter2(ent, gameState);
};
},
or: function(filter1, filter2){
return function(ent, gameState){
return filter1(ent, gameState) || filter2(ent, gameState);
};
},
isEnemy: function(){
return function(ent, gameState){
return gameState.isEntityEnemy(ent);
};
},
isSoldier: function(){
return function(ent){
return Filters.byClassesOr(["CitizenSoldier", "Super"])(ent);
};
}
};

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@ -0,0 +1,288 @@
/**
* Provides an API for the rest of the AI scripts to query the world state at a
* higher level than the raw data.
*/
var GameState = function(ai) {
MemoizeInit(this);
this.ai = ai;
this.timeElapsed = ai.timeElapsed;
this.templates = ai.templates;
this.entities = ai.entities;
this.player = ai.player;
this.playerData = ai.playerData;
this.buildingsBuilt = 0;
this.cellSize = 4; // Size of each map tile
};
GameState.prototype.getTimeElapsed = function() {
return this.timeElapsed;
};
GameState.prototype.getTemplate = function(type) {
if (!this.templates[type])
return null;
return new EntityTemplate(this.templates[type]);
};
GameState.prototype.applyCiv = function(str) {
return str.replace(/\{civ\}/g, this.playerData.civ);
};
/**
* @returns {Resources}
*/
GameState.prototype.getResources = function() {
return new Resources(this.playerData.resourceCounts);
};
GameState.prototype.getMap = function() {
return this.ai.passabilityMap;
};
GameState.prototype.getTerritoryMap = function() {
return this.ai.territoryMap;
};
GameState.prototype.getPopulation = function() {
return this.playerData.popCount;
};
GameState.prototype.getPopulationLimit = function() {
return this.playerData.popLimit;
};
GameState.prototype.getPopulationMax = function() {
return this.playerData.popMax;
};
GameState.prototype.getPassabilityClassMask = function(name) {
if (!(name in this.ai.passabilityClasses))
error("Tried to use invalid passability class name '" + name + "'");
return this.ai.passabilityClasses[name];
};
GameState.prototype.getPlayerID = function() {
return this.player;
};
GameState.prototype.isPlayerAlly = function(id) {
return this.playerData.isAlly[id];
};
GameState.prototype.isPlayerEnemy = function(id) {
return this.playerData.isEnemy[id];
};
GameState.prototype.isEntityAlly = function(ent) {
if (ent && ent.owner && (typeof ent.owner) === "function"){
return this.playerData.isAlly[ent.owner()];
} else if (ent && ent.owner){
return this.playerData.isAlly[ent.owner];
}
return false;
};
GameState.prototype.isEntityEnemy = function(ent) {
if (ent && ent.owner && (typeof ent.owner) === "function"){
return this.playerData.isEnemy[ent.owner()];
} else if (ent && ent.owner){
return this.playerData.isEnemy[ent.owner];
}
return false;
};
GameState.prototype.isEntityOwn = function(ent) {
if (ent && ent.owner && (typeof ent.owner) === "function"){
return ent.owner() == this.player;
} else if (ent && ent.owner){
return ent.owner == this.player;
}
return false;
};
GameState.prototype.getOwnEntities = function() {
return new EntityCollection(this.ai, this.ai._ownEntities);
};
GameState.prototype.getEntities = function() {
return this.entities;
};
GameState.prototype.getEntityById = function(id){
if (this.entities._entities[id]) {
return new Entity(this.ai, this.entities._entities[id]);
}else{
debug("Entity " + id + " requested does not exist");
}
return false;
};
GameState.prototype.getOwnEntitiesWithRole = Memoize('getOwnEntitiesWithRole', function(role) {
var metas = this.ai._entityMetadata;
if (role === undefined)
return this.getOwnEntities().filter_raw(function(ent) {
var metadata = metas[ent.id];
if (!metadata || !('role' in metadata))
return true;
return (metadata.role === undefined);
});
else
return this.getOwnEntities().filter_raw(function(ent) {
var metadata = metas[ent.id];
if (!metadata || !('role' in metadata))
return false;
return (metadata.role === role);
});
});
GameState.prototype.countEntitiesWithType = function(type) {
var count = 0;
this.getOwnEntities().forEach(function(ent) {
var t = ent.templateName();
if (t == type)
++count;
});
return count;
};
GameState.prototype.countEntitiesAndQueuedWithType = function(type) {
var foundationType = "foundation|" + type;
var count = 0;
this.getOwnEntities().forEach(function(ent) {
var t = ent.templateName();
if (t == type || t == foundationType)
++count;
var queue = ent.trainingQueue();
if (queue) {
queue.forEach(function(item) {
if (item.template == type)
count += item.count;
});
}
});
return count;
};
GameState.prototype.countFoundationsWithType = function(type) {
var foundationType = "foundation|" + type;
var count = 0;
this.getOwnEntities().forEach(function(ent) {
var t = ent.templateName();
if (t == foundationType)
++count;
});
return count;
};
GameState.prototype.countEntitiesAndQueuedWithRole = function(role) {
var count = 0;
this.getOwnEntities().forEach(function(ent) {
if (ent.getMetadata("role") == role)
++count;
var queue = ent.trainingQueue();
if (queue) {
queue.forEach(function(item) {
if (item.metadata && item.metadata.role == role)
count += item.count;
});
}
});
return count;
};
/**
* Find buildings that are capable of training the given unit type, and aren't
* already too busy.
*/
GameState.prototype.findTrainers = function(template) {
var maxQueueLength = 2; // avoid tying up resources in giant training
// queues
return this.getOwnEntities().filter(function(ent) {
var trainable = ent.trainableEntities();
if (!trainable || trainable.indexOf(template) == -1)
return false;
var queue = ent.trainingQueue();
if (queue) {
if (queue.length >= maxQueueLength)
return false;
}
return true;
});
};
/**
* Find units that are capable of constructing the given building type.
*/
GameState.prototype.findBuilders = function(template) {
return this.getOwnEntities().filter(function(ent) {
var buildable = ent.buildableEntities();
if (!buildable || buildable.indexOf(template) == -1)
return false;
return true;
});
};
GameState.prototype.findFoundations = function(template) {
return this.getOwnEntities().filter(function(ent) {
return (typeof ent.foundationProgress() !== "undefined");
});
};
GameState.prototype.findResourceSupplies = function() {
var supplies = {};
this.entities.forEach(function(ent) {
var type = ent.resourceSupplyType();
if (!type)
return;
var amount = ent.resourceSupplyAmount();
if (!amount)
return;
var reportedType;
if (type.generic == "treasure")
reportedType = type.specific;
else
reportedType = type.generic;
if (!supplies[reportedType])
supplies[reportedType] = [];
supplies[reportedType].push({
"entity" : ent,
"amount" : amount,
"type" : type,
"position" : ent.position()
});
});
return supplies;
};
GameState.prototype.getBuildLimits = function() {
return this.playerData.buildLimits;
};
GameState.prototype.getBuildCounts = function() {
return this.playerData.buildCounts;
};
GameState.prototype.isBuildLimitReached = function(category) {
if(this.playerData.buildLimits[category] === undefined || this.playerData.buildCounts[category] === undefined)
return false;
if(this.playerData.buildLimits[category].LimitsPerCivCentre != undefined)
return (this.playerData.buildCounts[category] >= this.playerData.buildCounts["CivilCentre"]*this.playerData.buildLimits[category].LimitPerCivCentre);
else
return (this.playerData.buildCounts[category] >= this.playerData.buildLimits[category]);
};

View File

@ -0,0 +1,29 @@
// Decides when to a new house needs to be built
var HousingManager = function() {
};
HousingManager.prototype.buildMoreHouses = function(gameState, queues) {
// temporary 'remaining population space' based check, need to do
// predictive in future
if (gameState.getPopulationLimit() - gameState.getPopulation() < 20
&& gameState.getPopulationLimit() < gameState.getPopulationMax()) {
var numConstructing = gameState.countEntitiesWithType(gameState.applyCiv("foundation|structures/{civ}_house"));
var numPlanned = queues.house.totalLength();
var additional = Math.ceil((20 - (gameState.getPopulationLimit() - gameState.getPopulation())) / 10)
- numConstructing - numPlanned;
for ( var i = 0; i < additional; i++) {
queues.house.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_house"));
}
}
};
HousingManager.prototype.update = function(gameState, queues) {
Engine.ProfileStart("housing update");
this.buildMoreHouses(gameState, queues);
Engine.ProfileStop();
};

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@ -0,0 +1,339 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

View File

@ -0,0 +1,257 @@
// TODO: Make this cope with negative cell values
function Map(gameState, originalMap){
// get the map to find out the correct dimensions
var gameMap = gameState.getMap();
this.width = gameMap.width;
this.height = gameMap.height;
this.length = gameMap.data.length;
if (originalMap){
this.map = originalMap;
}else{
this.map = new Uint16Array(this.length);
}
this.cellSize = gameState.cellSize;
}
Map.prototype.gamePosToMapPos = function(p){
return [Math.round(p[0]/this.cellSize), Math.round(p[1]/this.cellSize)];
};
Map.createObstructionMap = function(gameState, template){
var passabilityMap = gameState.getMap();
var territoryMap = gameState.getTerritoryMap();
const TERRITORY_PLAYER_MASK = 0x7F;
// default values
var placementType = "land";
var buildOwn = true;
var buildAlly = true;
var buildNeutral = true;
var buildEnemy = false;
// If there is a template then replace the defaults
if (template){
placementType = template.buildPlacementType();
buildOwn = template.hasBuildTerritory("own");
buildAlly = template.hasBuildTerritory("ally");
buildNeutral = template.hasBuildTerritory("neutral");
buildEnemy = template.hasBuildTerritory("enemy");
}
var obstructionMask = gameState.getPassabilityClassMask("foundationObstruction");
// Only accept valid land tiles (we don't handle docks yet)
switch(placementType){
case "shore":
obstructionMask |= gameState.getPassabilityClassMask("building-shore");
break;
case "land":
default:
obstructionMask |= gameState.getPassabilityClassMask("building-land");
break;
}
var playerID = gameState.getPlayerID();
var obstructionTiles = new Uint16Array(passabilityMap.data.length);
for (var i = 0; i < passabilityMap.data.length; ++i)
{
var tilePlayer = (territoryMap.data[i] & TERRITORY_PLAYER_MASK);
var invalidTerritory = (
(!buildOwn && tilePlayer == playerID) ||
(!buildAlly && gameState.isPlayerAlly(tilePlayer) && tilePlayer != playerID) ||
(!buildNeutral && tilePlayer == 0) ||
(!buildEnemy && gameState.isPlayerEnemy(tilePlayer) && tilePlayer !=0)
);
var tileAccessible = (gameState.ai.accessibility.map[i] == 1);
obstructionTiles[i] = (!tileAccessible || invalidTerritory || (passabilityMap.data[i] & obstructionMask)) ? 0 : 65535;
}
var map = new Map(gameState, obstructionTiles);
if (template && template.buildDistance()){
var minDist = template.buildDistance().MinDistance;
var category = template.buildDistance().FromCategory;
if (minDist !== undefined && category !== undefined){
gameState.getOwnEntities().forEach(function(ent) {
if (ent.buildCategory() === category && ent.position()){
var pos = ent.position();
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
map.addInfluence(x, z, minDist/gameState.cellSize, -65535, 'constant');
}
});
}
}
return map;
};
Map.createTerritoryMap = function(gameState){
var map = gameState.ai.territoryMap;
var obstructionTiles = new Uint16Array(map.data.length);
for ( var i = 0; i < map.data.length; ++i){
obstructionTiles[i] = map.data[i] & 0x7F;
}
return new Map(gameState, obstructionTiles);
};
Map.prototype.addInfluence = function(cx, cy, maxDist, strength, type) {
strength = strength ? strength : maxDist;
type = type ? type : 'linear';
var x0 = Math.max(0, cx - maxDist);
var y0 = Math.max(0, cy - maxDist);
var x1 = Math.min(this.width, cx + maxDist);
var y1 = Math.min(this.height, cy + maxDist);
var maxDist2 = maxDist * maxDist;
var str = 0;
switch (type){
case 'linear':
str = strength / maxDist;
break;
case 'quadratic':
str = strength / maxDist2;
break;
case 'constant':
str = strength;
break;
}
for ( var y = y0; y < y1; ++y) {
for ( var x = x0; x < x1; ++x) {
var dx = x - cx;
var dy = y - cy;
var r2 = dx*dx + dy*dy;
if (r2 < maxDist2){
var quant = 0;
switch (type){
case 'linear':
var r = Math.sqrt(r2);
quant = str * (maxDist - r);
break;
case 'quadratic':
quant = str * (maxDist2 - r2);
break;
case 'constant':
quant = str;
break;
}
if (-1 * quant > this.map[x + y * this.width]){
this.map[x + y * this.width] = 0; //set anything which would have gone negative to 0
}else{
this.map[x + y * this.width] += quant;
}
}
}
}
};
Map.prototype.sumInfluence = function(cx, cy, radius){
var x0 = Math.max(0, cx - radius);
var y0 = Math.max(0, cy - radius);
var x1 = Math.min(this.width, cx + radius);
var y1 = Math.min(this.height, cy + radius);
var radius2 = radius * radius;
var sum = 0;
for ( var y = y0; y < y1; ++y) {
for ( var x = x0; x < x1; ++x) {
var dx = x - cx;
var dy = y - cy;
var r2 = dx*dx + dy*dy;
if (r2 < radius2){
sum += this.map[x + y * this.width];
}
}
}
return sum;
};
/**
* Make each cell's 16-bit value at least one greater than each of its
* neighbours' values. (If the grid is initialised with 0s and 65535s, the
* result of each cell is its Manhattan distance to the nearest 0.)
*
* TODO: maybe this should be 8-bit (and clamp at 255)?
*/
Map.prototype.expandInfluences = function() {
var w = this.width;
var h = this.height;
var grid = this.map;
for ( var y = 0; y < h; ++y) {
var min = 65535;
for ( var x = 0; x < w; ++x) {
var g = grid[x + y * w];
if (g > min)
grid[x + y * w] = min;
else if (g < min)
min = g;
++min;
}
for ( var x = w - 2; x >= 0; --x) {
var g = grid[x + y * w];
if (g > min)
grid[x + y * w] = min;
else if (g < min)
min = g;
++min;
}
}
for ( var x = 0; x < w; ++x) {
var min = 65535;
for ( var y = 0; y < h; ++y) {
var g = grid[x + y * w];
if (g > min)
grid[x + y * w] = min;
else if (g < min)
min = g;
++min;
}
for ( var y = h - 2; y >= 0; --y) {
var g = grid[x + y * w];
if (g > min)
grid[x + y * w] = min;
else if (g < min)
min = g;
++min;
}
}
};
Map.prototype.findBestTile = function(radius, obstructionTiles){
// Find the best non-obstructed tile
var bestIdx = 0;
var bestVal = -1;
for ( var i = 0; i < this.length; ++i) {
if (obstructionTiles.map[i] > radius) {
var v = this.map[i];
if (v > bestVal) {
bestVal = v;
bestIdx = i;
}
}
}
return [bestIdx, bestVal];
};
// Multiplies current map by the parameter map pixelwise
Map.prototype.multiply = function(map){
for (var i = 0; i < this.length; i++){
this.map[i] *= map.map[i];
}
};
Map.prototype.dumpIm = function(name, threshold){
name = name ? name : "default.png";
threshold = threshold ? threshold : 256;
Engine.DumpImage(name, this.map, this.width, this.height, threshold);
};

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@ -0,0 +1,657 @@
/*
* Military strategy:
* * Try training an attack squad of a specified size
* * When it's the appropriate size, send it to attack the enemy
* * Repeat forever
*
*/
var MilitaryAttackManager = function() {
this.targetSquadSize = 10;
this.targetScoutTowers = 10;
// these use the structure soldiers[unitId] = true|false to register the
// units
this.soldiers = {};
this.assigned = {};
this.unassigned = {};
this.garrisoned = {};
this.enemyAttackers = {};
this.attackManagers = [AttackMoveToCC];
this.availableAttacks = [];
this.currentAttacks = [];
this.defineUnitsAndBuildings();
};
MilitaryAttackManager.prototype.init = function(gameState) {
var civ = gameState.playerData.civ;
if (civ in this.uCivCitizenSoldier) {
this.uCitizenSoldier = this.uCivCitizenSoldier[civ];
this.uAdvanced = this.uCivAdvanced[civ];
this.uSiege = this.uCivSiege[civ];
this.bAdvanced = this.bCivAdvanced[civ];
}
for (var i in this.uCitizenSoldier){
this.uCitizenSoldier[i] = gameState.applyCiv(this.uCitizenSoldier[i]);
}
for (var i in this.uAdvanced){
this.uAdvanced[i] = gameState.applyCiv(this.uAdvanced[i]);
}
for (var i in this.uSiege){
this.uSiege[i] = gameState.applyCiv(this.uSiege[i]);
}
for (var i in this.attackManagers){
this.availableAttacks[i] = new this.attackManagers[i](gameState, this);
}
var filter = Filters.and(Filters.isEnemy(), Filters.byClassesOr(["CitizenSoldier", "Super"]));
this.enemySoldiers = new EntityCollection(gameState.ai, gameState.entities._entities, filter, gameState);
};
MilitaryAttackManager.prototype.defineUnitsAndBuildings = function(){
// units
this.uCivCitizenSoldier= {};
this.uCivAdvanced = {};
this.uCivSiege = {};
this.uCivCitizenSoldier.hele = [ "units/hele_infantry_spearman_b", "units/hele_infantry_javelinist_b", "units/hele_infantry_archer_b" ];
this.uCivAdvanced.hele = [ "units/hele_cavalry_swordsman_b", "units/hele_cavalry_javelinist_b", "units/hele_champion_cavalry_mace", "units/hele_champion_infantry_mace", "units/hele_champion_infantry_polis", "units/hele_champion_ranged_polis" , "units/thebes_sacred_band_hoplitai", "units/thespian_melanochitones","units/sparta_hellenistic_phalangitai", "units/thrace_black_cloak"];
this.uCivSiege.hele = [ "units/hele_mechanical_siege_oxybeles", "units/hele_mechanical_siege_lithobolos" ];
this.uCivCitizenSoldier.cart = [ "units/cart_infantry_spearman_b", "units/cart_infantry_archer_b" ];
this.uCivAdvanced.cart = [ "units/cart_cavalry_javelinist_b", "units/cart_champion_cavalry", "units/cart_infantry_swordsman_2_b", "units/cart_cavalry_spearman_b", "units/cart_infantry_javelinist_b", "units/cart_infantry_slinger_b", "units/cart_cavalry_swordsman_b", "units/cart_infantry_swordsman_b", "units/cart_cavalry_swordsman_2_b", "units/cart_sacred_band_cavalry"];
this.uCivSiege.cart = ["units/cart_mechanical_siege_ballista", "units/cart_mechanical_siege_oxybeles"];
this.uCivCitizenSoldier.celt = [ "units/celt_infantry_spearman_b", "units/celt_infantry_javelinist_b" ];
this.uCivAdvanced.celt = [ "units/celt_cavalry_javelinist_b", "units/celt_cavalry_swordsman_b", "units/celt_champion_cavalry_gaul", "units/celt_champion_infantry_gaul", "units/celt_champion_cavalry_brit", "units/celt_champion_infantry_brit", "units/celt_fanatic" ];
this.uCivSiege.celt = ["units/celt_mechanical_siege_ram"];
this.uCivCitizenSoldier.iber = [ "units/iber_infantry_spearman_b", "units/iber_infantry_slinger_b", "units/iber_infantry_swordsman_b", "units/iber_infantry_javelinist_b" ];
this.uCivAdvanced.iber = ["units/iber_cavalry_spearman_b", "units/iber_champion_cavalry", "units/iber_champion_infantry" ];
this.uCivSiege.iber = ["units/iber_mechanical_siege_ram"];
//defaults
this.uCitizenSoldier = ["units/{civ}_infantry_spearman_b", "units/{civ}_infantry_slinger_b", "units/{civ}_infantry_swordsman_b", "units/{civ}_infantry_javelinist_b", "units/{civ}_infantry_archer_b" ];
this.uAdvanced = ["units/{civ}_cavalry_spearman_b", "units/{civ}_cavalry_javelinist_b", "units/{civ}_champion_cavalry", "units/{civ}_champion_infantry"];
this.uSiege = ["units/{civ}_mechanical_siege_oxybeles", "units/{civ}_mechanical_siege_lithobolos", "units/{civ}_mechanical_siege_ballista","units/{civ}_mechanical_siege_ram"];
// buildings
this.bModerate = [ "structures/{civ}_barracks" ]; //same for all civs
this.bCivAdvanced = {};
this.bCivAdvanced.hele = [ "structures/{civ}_gymnasion", "structures/{civ}_fortress" ];
this.bCivAdvanced.cart = [ "structures/{civ}_fortress", "structures/{civ}_embassy_celtic", "structures/{civ}_embassy_iberian", "structures/{civ}_embassy_italiote" ];
this.bCivAdvanced.celt = [ "structures/{civ}_kennel", "structures/{civ}_fortress_b", "structures/{civ}_fortress_g" ];
this.bCivAdvanced.iber = [ "structures/{civ}_fortress" ];
};
/**
* @param (GameState) gameState
* @returns array of soldiers for which training buildings exist
*/
MilitaryAttackManager.prototype.findTrainableUnits = function(gameState, soldierTypes){
var ret = [];
gameState.getOwnEntities().forEach(function(ent) {
var trainable = ent.trainableEntities();
for (var i in trainable){
if (soldierTypes.indexOf(trainable[i]) !== -1){
if (ret.indexOf(trainable[i]) === -1){
ret.push(trainable[i]);
}
}
}
return true;
});
return ret;
};
/**
* Returns the unit type we should begin training. (Currently this is whatever
* we have least of.)
*/
MilitaryAttackManager.prototype.findBestNewUnit = function(gameState, queue, soldierTypes) {
var units = this.findTrainableUnits(gameState, soldierTypes);
// Count each type
var types = [];
for ( var tKey in units) {
var t = units[tKey];
types.push([t, gameState.countEntitiesAndQueuedWithType(gameState.applyCiv(t))
+ queue.countAllByType(gameState.applyCiv(t)) ]);
}
// Sort by increasing count
types.sort(function(a, b) {
return a[1] - b[1];
});
if (types.length === 0){
return false;
}
return types[0][0];
};
MilitaryAttackManager.prototype.attackElephants = function(gameState) {
var eles = gameState.entities.filter(function(ent) {
return (ent.templateName().indexOf("elephant") > -1);
});
warn(uneval(eles._entities));
};
MilitaryAttackManager.prototype.registerSoldiers = function(gameState) {
var soldiers = gameState.getOwnEntitiesWithRole("soldier");
var self = this;
soldiers.forEach(function(ent) {
ent.setMetadata("role", "registeredSoldier");
self.soldiers[ent.id()] = true;
self.unassigned[ent.id()] = true;
});
};
MilitaryAttackManager.prototype.defence = function(gameState) {
var ents = gameState.entities._entities;
var myCivCentres = gameState.getOwnEntities().filter(function(ent) {
return ent.hasClass("CivCentre");
});
if (myCivCentres.length === 0)
return;
var defenceRange = 200; // just beyond town centres territory influence
var self = this;
var newEnemyAttackers = {};
myCivCentres.forEach(function(ent) {
var pos = ent.position();
self.getEnemySoldiers(gameState).forEach(function(ent) {
if (gameState.playerData.isEnemy[ent.owner()]
&& (ent.hasClass("CitizenSoldier") || ent.hasClass("Super"))
&& ent.position()) {
var dist = VectorDistance(ent.position(), pos);
if (dist < defenceRange) {
newEnemyAttackers[ent.id()] = true;
}
}
});
});
for (var id in this.enemyAttackers){
if (!newEnemyAttackers[id]){
this.unassignDefenders(gameState, id);
}
}
this.enemyAttackers = newEnemyAttackers;
var enemyAttackStrength = 0;
var availableStrength = this.measureAvailableStrength();
var garrisonedStrength = 0;
for (var i in this.garrisoned){
if (this.entity(i) !== undefined){
if (Filters.isSoldier()(this.entity(i))){
garrisonedStrength += this.getUnitStrength(this.entity(i));
}
}
}
for (var id in this.enemyAttackers) {
var ent = new Entity(gameState.ai, ents[id]);
enemyAttackStrength+= this.getUnitStrength(ent);
}
if(2 * enemyAttackStrength < availableStrength + garrisonedStrength) {
this.ungarrisonAll(gameState);
return;
} else {
this.garrisonCitizens(gameState);
}
if(enemyAttackStrength > availableStrength + garrisonedStrength) {
this.garrisonSoldiers(gameState);
}
for (id in this.enemyAttackers) {
if(!this.assignDefenders(gameState,id)) {
break;
}
}
};
MilitaryAttackManager.prototype.assignDefenders = function(gameState,target) {
var defendersPerAttacker = 3;
var ent = new Entity(gameState.ai, gameState.entities._entities[target]);
if (ent.getMetadata("attackers") === undefined || ent.getMetadata("attackers").length < defendersPerAttacker) {
var tasked = this.getAvailableUnits(3);
if (tasked.length > 0) {
Engine.PostCommand({
"type" : "attack",
"entities" : tasked,
"target" : ent.id(),
"queued" : false
});
ent.setMetadata("attackers", tasked);
for (var i in tasked) {
this.entity(tasked[i]).setMetadata("attacking", id);
}
} else {
return false;
}
}
return true;
};
MilitaryAttackManager.prototype.unassignDefenders = function(gameState, target){
var myCivCentres = gameState.getOwnEntities().filter(function(ent) {
return ent.hasClass("CivCentre");
}).toEntityArray();
var pos = undefined;
if (myCivCentres.length > 0 && myCivCentres[0].position()){
pos = myCivCentres[0].position();
}
var ent = this.entity(target);
if (ent && ent.getMetadata() && ent.getMetadata().attackers){
for (var i in ent.metadata.attackers){
var attacker = this.entity(ent.getMetadata().attackers[i]);
if (attacker){
attacker.deleteMetadata('attacking');
if (pos){
attacker.move(pos[0], pos[1]);
}
this.unassignUnit(attacker.id());
}
}
ent.deleteMetadata('attackers');
}
};
// Ungarrisons all units
MilitaryAttackManager.prototype.ungarrisonAll = function(gameState) {
debug("ungarrison units");
this.getGarrisonBuildings(gameState).forEach(function(bldg){
bldg.unloadAll();
});
for ( var i in this.garrisoned) {
if(this.assigned[i]) {
this.unassignUnit(i);
}
if (this.entity(i)){
this.entity(i).setMetadata("subrole","idle");
}
}
this.garrisoned = {};
};
//Garrisons citizens
MilitaryAttackManager.prototype.garrisonCitizens = function(gameState) {
var self = this;
debug("garrison Citizens");
gameState.getOwnEntities().forEach(function(ent) {
var dogarrison = false;
// Look for workers which have a position (i.e. not garrisoned)
if(ent.hasClass("Worker") && ent.position()) {
for (id in self.enemyAttackers) {
if(self.entity(id).visionRange() >= VectorDistance(self.entity(id).position(),ent.position())) {
dogarrison = true;
break;
}
}
if(dogarrison) {
self.garrisonUnit(gameState,ent.id());
}
}
return true;
});
};
// garrison the soldiers
MilitaryAttackManager.prototype.garrisonSoldiers = function(gameState) {
debug("garrison Soldiers");
var units = this.getAvailableUnits(this.countAvailableUnits());
for (var i in units) {
this.garrisonUnit(gameState,units[i]);
if(!this.garrisoned[units[i]]) {
this.unassignUnit(units[i]);
}
}
};
MilitaryAttackManager.prototype.garrisonUnit = function(gameState,id) {
if (this.entity(id).position() === undefined){
return;
}
var garrisonBuildings = this.getGarrisonBuildings(gameState).toEntityArray();
var bldgDistance = [];
for (var i in garrisonBuildings) {
var bldg = garrisonBuildings[i];
if(bldg.garrisoned().length <= bldg.garrisonMax()) {
bldgDistance.push([i,VectorDistance(bldg.position(),this.entity(id).position())]);
}
}
if(bldgDistance.length > 0) {
bldgDistance.sort(function(a,b) { return (a[1]-b[1]); });
var building = garrisonBuildings[bldgDistance[0][0]];
//debug("garrison id "+id+"into building "+building.id()+"walking distance "+bldgDistance[0][1]);
this.entity(id).garrison(building);
this.garrisoned[id] = true;
this.entity(id).setMetadata("subrole","garrison");
}
};
// return count of enemy buildings for a given building class
MilitaryAttackManager.prototype.getEnemyBuildings = function(gameState,cls) {
var targets = gameState.entities.filter(function(ent) {
return (gameState.isEntityEnemy(ent) && ent.hasClass("Structure") && ent.hasClass(cls) && ent.owner() !== 0);
});
return targets;
};
// return count of own buildings for a given building class
MilitaryAttackManager.prototype.getGarrisonBuildings = function(gameState) {
var targets = gameState.getOwnEntities().filter(function(ent) {
return (ent.hasClass("Structure") && ent.garrisonableClasses());
});
return targets;
};
// return n available units and makes these units unavailable
MilitaryAttackManager.prototype.getAvailableUnits = function(n) {
var ret = [];
var count = 0;
for (var i in this.unassigned) {
ret.push(+i);
delete this.unassigned[i];
this.assigned[i] = true;
this.entity(i).setMetadata("role", "soldier");
this.entity(i).setMetadata("subrole", "unavailable");
count++;
if (count >= n) {
break;
}
}
return ret;
};
// Takes a single unit id, and marks it unassigned
MilitaryAttackManager.prototype.unassignUnit = function(unit){
this.unassigned[unit] = true;
this.assigned[unit] = false;
};
// Takes an array of unit id's and marks all of them unassigned
MilitaryAttackManager.prototype.unassignUnits = function(units){
for (var i in units){
this.unassigned[unit[i]] = true;
this.assigned[unit[i]] = false;
}
};
MilitaryAttackManager.prototype.countAvailableUnits = function(){
var count = 0;
for (var i in this.unassigned){
if (this.unassigned[i]){
count += 1;
}
}
return count;
};
MilitaryAttackManager.prototype.handleEvents = function(gameState, events) {
for (var i in events) {
var e = events[i];
if (e.type === "Destroy") {
var id = e.msg.entity;
delete this.unassigned[id];
delete this.assigned[id];
delete this.soldiers[id];
var metadata = e.msg.metadata[gameState.ai._player];
if (metadata && metadata.attacking){
var attacking = this.entity(metadata.attacking);
if (attacking && attacking.getMetadata('attackers')){
var attackers = attacking.getMetadata('attackers');
attackers.splice(attackers.indexOf(metadata.attacking), 1);
attacking.setMetadata('attackers', attackers);
}
}
if (metadata && metadata.attackers){
for (var i in metadata.attackers){
var attacker = this.entity(metadata.attackers[i]);
if (attacker && attacker.getMetadata('attacking')){
attacker.deleteMetadata('attacking');
this.unassignUnit(attacker.id());
}
}
}
}
}
};
// Takes an entity id and returns an entity object or false if there is no entity with that id
// Also sends a debug message warning if the id has no entity
MilitaryAttackManager.prototype.entity = function(id) {
if (this.gameState.entities._entities[id]) {
return new Entity(this.gameState.ai, this.gameState.entities._entities[id]);
}else{
debug("Entity " + id + " requested does not exist");
}
return undefined;
};
// Returns the military strength of unit
MilitaryAttackManager.prototype.getUnitStrength = function(ent){
var strength = 0.0;
var attackTypes = ent.attackTypes();
var armourStrength = ent.armourStrengths();
var hp = 2 * ent.hitpoints() / (160 + 1*ent.maxHitpoints()); //100 = typical number of hitpoints
for (var typeKey in attackTypes) {
var type = attackTypes[typeKey];
var attackStrength = ent.attackStrengths(type);
var attackRange = ent.attackRange(type);
var attackTimes = ent.attackTimes(type);
for (var str in attackStrength) {
var val = parseFloat(attackStrength[str]);
switch (str) {
case "crush":
strength += (val * 0.085) / 3;
break;
case "hack":
strength += (val * 0.075) / 3;
break;
case "pierce":
strength += (val * 0.065) / 3;
break;
}
}
if (attackRange){
strength += (attackRange.max * 0.0125) ;
}
for (var str in attackTimes) {
var val = parseFloat(attackTimes[str]);
switch (str){
case "repeat":
strength += (val / 100000);
break;
case "prepare":
strength -= (val / 100000);
break;
}
}
}
for (var str in armourStrength) {
var val = parseFloat(armourStrength[str]);
switch (str) {
case "crush":
strength += (val * 0.085) / 3;
break;
case "hack":
strength += (val * 0.075) / 3;
break;
case "pierce":
strength += (val * 0.065) / 3;
break;
}
}
return strength * hp;
};
// Returns the strength of the available units of ai army
MilitaryAttackManager.prototype.measureAvailableStrength = function(){
var strength = 0.0;
for (var i in this.unassigned){
if (this.unassigned[i]){
strength += this.getUnitStrength(this.entity(i));
}
}
return strength;
};
MilitaryAttackManager.prototype.getEnemySoldiers = function(gameState){
return this.enemySoldiers;
};
// Returns the number of units in the largest enemy army
MilitaryAttackManager.prototype.measureEnemyCount = function(gameState){
// Measure enemy units
var isEnemy = gameState.playerData.isEnemy;
var enemyCount = [];
var maxCount = 0;
for ( var i = 1; i < isEnemy.length; i++) {
enemyCount[i] = 0;
}
// Loop through the enemy soldiers and add one to the count for that soldiers player's count
this.enemySoldiers.forEach(function(ent) {
enemyCount[ent.owner()]++;
if (enemyCount[ent.owner()] > maxCount) {
maxCount = enemyCount[ent.owner()];
}
});
return maxCount;
};
// Returns the strength of the largest enemy army
MilitaryAttackManager.prototype.measureEnemyStrength = function(gameState){
// Measure enemy strength
var isEnemy = gameState.playerData.isEnemy;
var enemyStrength = [];
var maxStrength = 0;
var self = this;
for ( var i = 1; i < isEnemy.length; i++) {
enemyStrength[i] = 0;
}
// Loop through the enemy soldiers and add the strength to that soldiers player's total strength
this.enemySoldiers.forEach(function(ent) {
enemyStrength[ent.owner()] += self.getUnitStrength(ent);
if (enemyStrength[ent.owner()] > maxStrength) {
maxStrength = enemyStrength[ent.owner()];
}
});
return maxStrength;
};
// Adds towers to the defenceBuilding queue
MilitaryAttackManager.prototype.buildDefences = function(gameState, queues){
if (gameState.countEntitiesAndQueuedWithType(gameState.applyCiv('structures/{civ}_scout_tower'))
+ queues.defenceBuilding.totalLength() <= gameState.getBuildLimits()["ScoutTower"]) {
queues.defenceBuilding.addItem(new BuildingConstructionPlan(gameState, 'structures/{civ}_scout_tower'));
}
};
MilitaryAttackManager.prototype.update = function(gameState, queues, events) {
Engine.ProfileStart("military update");
this.gameState = gameState;
this.handleEvents(gameState, events);
// this.attackElephants(gameState);
this.registerSoldiers(gameState);
this.defence(gameState);
this.buildDefences(gameState, queues);
// Continually try training new units, in batches of 5
if (queues.citizenSoldier.length() < 6) {
var newUnit = this.findBestNewUnit(gameState, queues.citizenSoldier, this.uCitizenSoldier);
if (newUnit){
queues.citizenSoldier.addItem(new UnitTrainingPlan(gameState, newUnit, {
"role" : "soldier"
}, 5));
}
}
if (queues.advancedSoldier.length() < 2) {
var newUnit = this.findBestNewUnit(gameState, queues.advancedSoldier, this.uAdvanced);
if (newUnit){
queues.advancedSoldier.addItem(new UnitTrainingPlan(gameState, newUnit, {
"role" : "soldier"
}, 5));
}
}
if (queues.siege.length() < 4) {
var newUnit = this.findBestNewUnit(gameState, queues.siege, this.uSiege);
if (newUnit){
queues.siege.addItem(new UnitTrainingPlan(gameState, newUnit, {
"role" : "soldier"
}, 2));
}
}
// Build more military buildings
// TODO: make military building better
if (gameState.countEntitiesWithType(gameState.applyCiv("units/{civ}_support_female_citizen")) > 30) {
if (gameState.countEntitiesAndQueuedWithType(gameState.applyCiv(this.bModerate[0]))
+ queues.militaryBuilding.totalLength() < 1) {
queues.militaryBuilding.addItem(new BuildingConstructionPlan(gameState, this.bModerate[0]));
}
}
//build advanced military buildings
if (gameState.countEntitiesWithType(gameState.applyCiv("units/{civ}_support_female_citizen")) >
gameState.ai.modules[0].targetNumWorkers * 0.8){
if (queues.militaryBuilding.totalLength() === 0){
for (var i in this.bAdvanced){
if (gameState.countEntitiesAndQueuedWithType(gameState.applyCiv(this.bAdvanced[i])) < 1){
queues.militaryBuilding.addItem(new BuildingConstructionPlan(gameState, this.bAdvanced[i]));
}
}
}
}
// Look for attack plans which can be executed
for (var i = 0; i < this.availableAttacks.length; i++){
if (this.availableAttacks[i].canExecute(gameState, this)){
this.availableAttacks[i].execute(gameState, this);
this.currentAttacks.push(this.availableAttacks[i]);
this.availableAttacks.splice(i, 1, new this.attackManagers[i](gameState, this));
}
}
// Keep current attacks updated
for (i in this.currentAttacks){
this.currentAttacks[i].update(gameState, this, events);
}
// Set unassigned to be workers
for (var i in this.unassigned){
if (this.entity(i).hasClass("CitizenSoldier") && ! this.entity(i).hasClass("Cavalry")){
this.entity(i).setMetadata("role", "worker");
}
}
Engine.ProfileStop();
};

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var BuildingConstructionPlan = function(gameState, type, position) {
this.type = gameState.applyCiv(type);
this.position = position;
var template = gameState.getTemplate(this.type);
if (!template) {
this.invalidTemplate = true;
debug("Cannot build " + this.type);
return;
}
this.category = "building";
this.cost = new Resources(template.cost());
this.number = 1; // The number of buildings to build
};
BuildingConstructionPlan.prototype.canExecute = function(gameState) {
if (this.invalidTemplate){
return false;
}
// TODO: verify numeric limits etc
var builders = gameState.findBuilders(this.type);
return (builders.length != 0);
};
BuildingConstructionPlan.prototype.execute = function(gameState) {
var builders = gameState.findBuilders(this.type).toEntityArray();
// We don't care which builder we assign, since they won't actually
// do the building themselves - all we care about is that there is
// some unit that can start the foundation
var pos = this.findGoodPosition(gameState);
if (!pos){
debug("No room to place " + this.type);
return;
}
builders[0].construct(this.type, pos.x, pos.z, pos.angle);
};
BuildingConstructionPlan.prototype.getCost = function() {
return this.cost;
};
BuildingConstructionPlan.prototype.findGoodPosition = function(gameState) {
var template = gameState.getTemplate(this.type);
var cellSize = gameState.cellSize; // size of each tile
// First, find all tiles that are far enough away from obstructions:
var obstructionMap = Map.createObstructionMap(gameState,template);
//obstructionMap.dumpIm("obstructions.png");
obstructionMap.expandInfluences();
// Compute each tile's closeness to friendly structures:
var friendlyTiles = new Map(gameState);
// If a position was specified then place the building as close to it as possible
if (this.position){
var x = Math.round(this.position[0] / cellSize);
var z = Math.round(this.position[1] / cellSize);
friendlyTiles.addInfluence(x, z, 200);
//friendlyTiles.dumpIm("pos.png", 200);
}else{
// Not position was specified so try and find a sensible place to build
gameState.getOwnEntities().forEach(function(ent) {
if (ent.hasClass("Structure")) {
var infl = 32;
if (ent.hasClass("CivCentre"))
infl *= 4;
var pos = ent.position();
var x = Math.round(pos[0] / cellSize);
var z = Math.round(pos[1] / cellSize);
if (template._template.BuildRestrictions.Category === "Field"){
// Only care about being near a place where we can deposit food for fields
if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf("food") !== -1){
friendlyTiles.addInfluence(x, z, infl, infl);
}
}else{
friendlyTiles.addInfluence(x, z, infl);
// If this is not a field add a negative influence near the CivCentre because we want to leave this
// area for fields.
if (ent.hasClass("CivCentre")){
friendlyTiles.addInfluence(x, z, infl/8, -infl/2);
}
}
}
});
}
// Find target building's approximate obstruction radius, and expand by a bit to make sure we're not too close, this
// allows room for units to walk between buildings.
var radius = Math.ceil(template.obstructionRadius() / cellSize) + 2;
// Find the best non-obstructed tile
var bestTile = friendlyTiles.findBestTile(radius, obstructionMap);
var bestIdx = bestTile[0];
var bestVal = bestTile[1];
if (bestVal === -1){
return false;
}
var x = ((bestIdx % friendlyTiles.width) + 0.5) * cellSize;
var z = (Math.floor(bestIdx / friendlyTiles.width) + 0.5) * cellSize;
// default angle
var angle = 3*Math.PI/4;
return {
"x" : x,
"z" : z,
"angle" : angle
};
};

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var UnitTrainingPlan = function(gameState, type, metadata, number) {
this.type = gameState.applyCiv(type);
this.metadata = metadata;
var template = gameState.getTemplate(this.type);
if (!template) {
this.invalidTemplate = true;
return;
}
this.category= "unit";
this.cost = new Resources(template.cost(), template._template.Cost.Population);
if (!number){
this.number = 1;
}else{
this.number = number;
}
};
UnitTrainingPlan.prototype.canExecute = function(gameState) {
if (this.invalidTemplate)
return false;
// TODO: we should probably check pop caps
var trainers = gameState.findTrainers(this.type);
return (trainers.length != 0);
};
UnitTrainingPlan.prototype.execute = function(gameState) {
//warn("Executing UnitTrainingPlan " + uneval(this));
var trainers = gameState.findTrainers(this.type).toEntityArray();
// Prefer training buildings with short queues
// (TODO: this should also account for units added to the queue by
// plans that have already been executed this turn)
if (trainers.length > 0){
trainers.sort(function(a, b) {
return a.trainingQueueTime() - b.trainingQueueTime();
});
trainers[0].train(this.type, this.number, this.metadata);
}
};
UnitTrainingPlan.prototype.getCost = function(){
var multCost = new Resources();
multCost.add(this.cost);
multCost.multiply(this.number);
return multCost;
};
UnitTrainingPlan.prototype.addItem = function(){
this.number += 1;
};

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function QBotAI(settings) {
BaseAI.call(this, settings);
this.turn = 0;
this.modules = [ new EconomyManager(), new MilitaryAttackManager(), new HousingManager() ];
// this.queues cannot be modified past initialisation or queue-manager will break
this.queues = {
house : new Queue(),
citizenSoldier : new Queue(),
villager : new Queue(),
economicBuilding : new Queue(),
field : new Queue(),
advancedSoldier : new Queue(),
siege : new Queue(),
militaryBuilding : new Queue(),
defenceBuilding : new Queue(),
civilCentre: new Queue()
};
this.productionQueues = [];
var priorities = {
house : 500,
citizenSoldier : 100,
villager : 100,
economicBuilding : 30,
field: 4,
advancedSoldier : 30,
siege : 10,
militaryBuilding : 30,
defenceBuilding: 5,
civilCentre: 1000
};
this.queueManager = new QueueManager(this.queues, priorities);
this.firstTime = true;
this.savedEvents = [];
this.toUpdate = [];
}
QBotAI.prototype = new BaseAI();
//Some modules need the gameState to fully initialise
QBotAI.prototype.runInit = function(gameState){
if (this.firstTime){
for (var i = 0; i < this.modules.length; i++){
if (this.modules[i].init){
this.modules[i].init(gameState);
}
}
var myCivCentres = gameState.getOwnEntities().filter(function(ent) {
return ent.hasClass("CivCentre");
});
var filter = Filters.and(Filters.isEnemy(), Filters.byClass("CivCentre"));
var enemyCivCentres = gameState.getEntities().filter(function(ent) {
return ent.hasClass("CivCentre") && gameState.isEntityEnemy(ent);
});
this.accessibility = new Accessibility(gameState, myCivCentres.toEntityArray()[0].position());
var pathFinder = new PathFinder(gameState);
this.pathsToMe = pathFinder.getPaths(enemyCivCentres.toEntityArray()[0].position(), myCivCentres.toEntityArray()[0].position(), 'entryPoints');
this.firstTime = false;
}
};
QBotAI.prototype.registerUpdate = function(obj){
this.toUpdate.push(obj);
};
QBotAI.prototype.OnUpdate = function() {
if (this.gameFinished){
return;
}
if (this.events.length > 0){
this.savedEvents = this.savedEvents.concat(this.events);
}
// Run the update every n turns, offset depending on player ID to balance
// the load
if ((this.turn + this.player) % 10 == 0) {
Engine.ProfileStart("qBot");
var gameState = new GameState(this);
// Run these updates before the init so they don't get hammered by the initial creation
// events at the start of the game.
for (var i = 0; i < this.toUpdate.length; i++){
this.toUpdate[i].update(gameState, this.savedEvents);
}
this.runInit(gameState);
for (var i = 0; i < this.modules.length; i++){
this.modules[i].update(gameState, this.queues, this.savedEvents);
}
this.queueManager.update(gameState);
// Generate some entropy in the random numbers (against humans) until the engine gets random initialised numbers
// TODO: remove this when the engine gives a random seed
var n = this.savedEvents.length % 29;
for (var i = 0; i < n; i++){
Math.random();
}
delete this.savedEvents;
this.savedEvents = [];
Engine.ProfileStop();
}
this.turn++;
};
var debugOn = false;
function debug(output){
if (debugOn){
if (typeof output === "string"){
warn(output);
}else{
warn(uneval(output));
}
}
}
function copyPrototype(descendant, parent) {
var sConstructor = parent.toString();
var aMatch = sConstructor.match( /\s*function (.*)\(/ );
if ( aMatch != null ) { descendant.prototype[aMatch[1]] = parent; }
for (var m in parent.prototype) {
descendant.prototype[m] = parent.prototype[m];
}
}

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//This takes the input queues and picks which items to fund with resources until no more resources are left to distribute.
//
//In this manager all resources are 'flattened' into a single type=(food+wood+metal+stone+pop*50 (see resources.js))
//the following refers to this simple as resource
//
// Each queue has an account which records the amount of resource it can spend. If no queue has an affordable item
// then the amount of resource is increased to all accounts in direct proportion to the priority until an item on one
// of the queues becomes affordable.
//
// A consequence of the system is that a rarely used queue will end up with a very large account. I am unsure if this
// is good or bad or neither.
//
// Each queue object has two queues in it, one with items waiting for resources and the other with items which have been
// allocated resources and are due to be executed. The secondary queues are helpful because then units can be trained
// in groups of 5 and buildings are built once per turn to avoid placement clashes.
var QueueManager = function(queues, priorities) {
this.queues = queues;
this.priorities = priorities;
this.account = {};
for (p in this.queues) {
this.account[p] = 0;
}
this.curItemQueue = [];
};
QueueManager.prototype.getAvailableResources = function(gameState) {
var resources = gameState.getResources();
for (key in this.queues) {
resources.subtract(this.queues[key].outQueueCost());
}
return resources;
};
QueueManager.prototype.futureNeeds = function(gameState) {
// Work out which plans will be executed next using priority and return the total cost of these plans
var recurse = function(queues, qm, number, depth){
var needs = new Resources();
var totalPriority = 0;
for (var i = 0; i < queues.length; i++){
totalPriority += qm.priorities[queues[i]];
}
for (var i = 0; i < queues.length; i++){
var num = Math.round(((qm.priorities[queues[i]]/totalPriority) * number));
if (num < qm.queues[queues[i]].countQueuedUnits()){
var cnt = 0;
for ( var j = 0; cnt < num; j++) {
cnt += qm.queues[queues[i]].queue[j].number;
needs.add(qm.queues[queues[i]].queue[j].getCost());
number -= qm.queues[queues[i]].queue[j].number;
}
}else{
for ( var j = 0; j < qm.queues[queues[i]].length(); j++) {
needs.add(qm.queues[queues[i]].queue[j].getCost());
number -= qm.queues[queues[i]].queue[j].number;
}
queues.splice(i, 1);
i--;
}
}
// Check that more items were selected this call and that there are plans left to be allocated
// Also there is a fail-safe max depth
if (queues.length > 0 && number > 0 && depth < 20){
needs.add(recurse(queues, qm, number, depth + 1));
}
return needs;
};
//number of plans to look at
var current = this.getAvailableResources(gameState);
var futureNum = 20;
var queues = [];
for (q in this.queues){
queues.push(q);
}
var needs = recurse(queues, this, futureNum, 0);
// Return predicted values minus the current stockpiles along with a base rater for all resources
return {
"food" : Math.max(needs.food - current.food, 0) + 150,
"wood" : Math.max(needs.wood + 15*needs.population - current.wood, 0) + 150, //TODO: read the house cost in case it changes in the future
"stone" : Math.max(needs.stone - current.stone, 0) + 50,
"metal" : Math.max(needs.metal - current.metal, 0) + 100
};
};
// runs through the curItemQueue and allocates resources be sending the
// affordable plans to the Out Queues. Returns a list of the unneeded resources
// so they can be used by lower priority plans.
QueueManager.prototype.affordableToOutQueue = function(gameState) {
var availableRes = this.getAvailableResources(gameState);
if (this.curItemQueue.length === 0) {
return availableRes;
}
var resources = this.getAvailableResources(gameState);
// Check everything in the curItemQueue, if it is affordable then mark it
// for execution
for ( var i = 0; i < this.curItemQueue.length; i++) {
availableRes.subtract(this.queues[this.curItemQueue[i]].getNext().getCost());
if (resources.canAfford(this.queues[this.curItemQueue[i]].getNext().getCost())) {
this.account[this.curItemQueue[i]] -= this.queues[this.curItemQueue[i]].getNext().getCost().toInt();
this.queues[this.curItemQueue[i]].nextToOutQueue();
resources = this.getAvailableResources(gameState);
this.curItemQueue[i] = null;
}
}
// Clear the spent items
var tmpQueue = [];
for ( var i = 0; i < this.curItemQueue.length; i++) {
if (this.curItemQueue[i] !== null) {
tmpQueue.push(this.curItemQueue[i]);
}
}
this.curItemQueue = tmpQueue;
return availableRes;
};
QueueManager.prototype.onlyUsesSpareAndUpdateSpare = function(unitCost, spare){
// This allows plans to be given resources if there are >500 spare after all the
// higher priority plan queues have been looked at and there are still enough resources
// We make it >0 so that even if we have no stone available we can still have non stone
// plans being given resources.
var spareNonNegRes = {
food: Math.max(0, spare.food - 500),
wood: Math.max(0, spare.wood - 500),
stone: Math.max(0, spare.stone - 500),
metal: Math.max(0, spare.metal - 500)
};
var spareNonNeg = new Resources(spareNonNegRes);
var ret = false;
if (spareNonNeg.canAfford(unitCost)){
ret = true;
}
// If there are no negative resources then there weren't any higher priority items so we
// definitely want to say that this can be added to the list.
var tmp = true;
for (key in spare.types){
var type = spare.types[key];
if (spare[type] < 0){
tmp = false;
}
}
// If either to the above sections returns true then
ret = ret || tmp;
spare.subtract(unitCost); // take the resources of the current unit from spare since this
// must be higher priority than any which are looked at
// afterwards.
return ret;
};
String.prototype.rpad = function(padString, length) {
var str = this;
while (str.length < length)
str = str + padString;
return str;
};
QueueManager.prototype.printQueues = function(){
debug("OUTQUEUES");
for (var i in this.queues){
var qStr = "";
var q = this.queues[i];
for (var j in q.outQueue){
qStr += q.outQueue[j].type + " ";
if (q.outQueue[j].number)
qStr += "x" + q.outQueue[j].number;
}
if (qStr != ""){
debug((i + ":").rpad(" ", 20) + qStr);
}
}
debug("INQUEUES");
for (var i in this.queues){
var qStr = "";
var q = this.queues[i];
for (var j in q.queue){
qStr += q.queue[j].type + " ";
if (q.queue[j].number)
qStr += "x" + q.queue[j].number;
qStr += " ";
}
if (qStr != ""){
debug((i + ":").rpad(" ", 20) + qStr);
}
}
debug("Accounts: " + uneval(this.account));
};
QueueManager.prototype.update = function(gameState) {
Engine.ProfileStart("Queue Manager");
//this.printQueues();
Engine.ProfileStart("Pick items from queues");
// See if there is a high priority item from last time.
this.affordableToOutQueue(gameState);
do {
// pick out all affordable items, and list the ratios of (needed
// cost)/priority for unaffordable items.
var ratio = {};
var ratioMin = 1000000;
var ratioMinQueue = undefined;
for (p in this.queues) {
if (this.queues[p].length() > 0 && this.curItemQueue.indexOf(p) === -1) {
var cost = this.queues[p].getNext().getCost().toInt();
if (cost < this.account[p]) {
this.curItemQueue.push(p);
// break;
} else {
ratio[p] = (cost - this.account[p]) / this.priorities[p];
if (ratio[p] < ratioMin) {
ratioMin = ratio[p];
ratioMinQueue = p;
}
}
}
}
// Checks to see that there is an item in at least one queue, otherwise
// breaks the loop.
if (this.curItemQueue.length === 0 && ratioMinQueue === undefined) {
break;
}
var availableRes = this.affordableToOutQueue(gameState);
var allSpare = availableRes["food"] > 0 && availableRes["wood"] > 0 && availableRes["stone"] > 0 && availableRes["metal"] > 0;
// if there are no affordable items use any resources which aren't
// wanted by a higher priority item
if ((availableRes["food"] > 0 || availableRes["wood"] > 0 || availableRes["stone"] > 0 || availableRes["metal"] > 0)
&& ratioMinQueue !== undefined) {
while (Object.keys(ratio).length > 0 && (availableRes["food"] > 0 || availableRes["wood"] > 0 || availableRes["stone"] > 0 || availableRes["metal"] > 0)){
ratioMin = Math.min(); //biggest value
for (key in ratio){
if (ratio[key] < ratioMin){
ratioMin = ratio[key];
ratioMinQueue = key;
}
}
if (this.onlyUsesSpareAndUpdateSpare(this.queues[ratioMinQueue].getNext().getCost(), availableRes)){
if (allSpare){
for (p in this.queues) {
this.account[p] += ratioMin * this.priorities[p];
}
}
//this.account[ratioMinQueue] -= this.queues[ratioMinQueue].getNext().getCost().toInt();
this.curItemQueue.push(ratioMinQueue);
allSpare = availableRes["food"] > 0 && availableRes["wood"] > 0 && availableRes["stone"] > 0 && availableRes["metal"] > 0;
}
delete ratio[ratioMinQueue];
}
}
this.affordableToOutQueue(gameState);
} while (this.curItemQueue.length === 0);
Engine.ProfileStop();
Engine.ProfileStart("Execute items");
// Handle output queues by executing items where possible
for (p in this.queues) {
while (this.queues[p].outQueueLength() > 0) {
var next = this.queues[p].outQueueNext();
if (next.category === "building") {
if (gameState.buildingsBuilt == 0) {
if (this.queues[p].outQueueNext().canExecute(gameState)) {
this.queues[p].executeNext(gameState);
gameState.buildingsBuilt += 1;
} else {
break;
}
} else {
break;
}
} else {
if (this.queues[p].outQueueNext().canExecute(gameState)){
this.queues[p].executeNext(gameState);
}else{
break;
}
}
}
}
Engine.ProfileStop();
Engine.ProfileStop();
};

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/*
* Holds a list of wanted items to train or construct
*/
var Queue = function() {
this.queue = [];
this.outQueue = [];
};
Queue.prototype.addItem = function(plan) {
this.queue.push(plan);
};
Queue.prototype.getNext = function() {
if (this.queue.length > 0) {
return this.queue[0];
} else {
return null;
}
};
Queue.prototype.outQueueNext = function(){
if (this.outQueue.length > 0) {
return this.outQueue[0];
} else {
return null;
}
};
Queue.prototype.outQueueCost = function(){
var cost = new Resources();
for (key in this.outQueue){
cost.add(this.outQueue[key].getCost());
}
return cost;
};
Queue.prototype.nextToOutQueue = function(){
if (this.queue.length > 0){
if (this.outQueue.length > 0 &&
this.getNext().category === "unit" &&
this.outQueue[this.outQueue.length-1].type === this.getNext().type &&
this.outQueue[this.outQueue.length-1].number < 5){
this.queue.shift();
this.outQueue[this.outQueue.length-1].addItem();
}else{
this.outQueue.push(this.queue.shift());
}
}
};
Queue.prototype.executeNext = function(gameState) {
if (this.outQueue.length > 0) {
this.outQueue.shift().execute(gameState);
return true;
} else {
return false;
}
};
Queue.prototype.length = function() {
return this.queue.length;
};
Queue.prototype.countQueuedUnits = function(){
var count = 0;
for (var i in this.queue){
count += this.queue[i].number;
}
return count;
};
Queue.prototype.countOutQueuedUnits = function(){
var count = 0;
for (var i in this.outQueue){
count += this.outQueue[i].number;
}
return count;
};
Queue.prototype.countTotalQueuedUnits = function(){
var count = 0;
for (var i in this.queue){
count += this.queue[i].number;
}
for (var i in this.outQueue){
count += this.outQueue[i].number;
}
return count;
};
Queue.prototype.totalLength = function(){
return this.queue.length + this.outQueue.length;
};
Queue.prototype.outQueueLength = function(){
return this.outQueue.length;
};
Queue.prototype.countAllByType = function(t){
var count = 0;
for (var i = 0; i < this.queue.length; i++){
if (this.queue[i].type === t){
count += this.queue[i].number;
}
}
for (var i = 0; i < this.outQueue.length; i++){
if (this.outQueue[i].type === t){
count += this.outQueue[i].number;
}
}
return count;
};

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This is an AI for 0 AD based on the testBot.
Install by placing the files into the data/mods/public/simulation/ai/qbot folder.
If you are developing you might find it helpful to change the debugOn line in qBot.js. This will make it spew random warnings depending on what I have been working on. Use the debug() function to make your own warnings.

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function Resources(amounts, population) {
if (amounts === undefined) {
amounts = {
food : 0,
wood : 0,
stone : 0,
metal : 0
};
}
for ( var tKey in this.types) {
var t = this.types[tKey];
this[t] = amounts[t] || 0;
}
if (population > 0) {
this.population = parseInt(population);
} else {
this.population = 0;
}
}
Resources.prototype.types = [ "food", "wood", "stone", "metal" ];
Resources.prototype.canAfford = function(that) {
for ( var tKey in this.types) {
var t = this.types[tKey];
if (this[t] < that[t]) {
return false;
}
}
return true;
};
Resources.prototype.add = function(that) {
for ( var tKey in this.types) {
var t = this.types[tKey];
this[t] += that[t];
}
this.population += that.population;
};
Resources.prototype.subtract = function(that) {
for ( var tKey in this.types) {
var t = this.types[tKey];
this[t] -= that[t];
}
this.population += that.population;
};
Resources.prototype.multiply = function(n) {
for ( var tKey in this.types) {
var t = this.types[tKey];
this[t] *= n;
}
this.population *= n;
};
Resources.prototype.toInt = function() {
var sum = 0;
for ( var tKey in this.types) {
var t = this.types[tKey];
sum += this[t];
}
sum += this.population * 50; // based on typical unit costs
return sum;
};

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/*
* TerrainAnalysis inherits from Map
*
* This creates a suitable passability map for pathfinding units and provides the findClosestPassablePoint() function.
* This is intended to be a base object for the terrain analysis modules to inherit from.
*/
function TerrainAnalysis(gameState){
var passabilityMap = gameState.getMap();
var obstructionMask = gameState.getPassabilityClassMask("pathfinderObstruction");
obstructionMask |= gameState.getPassabilityClassMask("default");
var obstructionTiles = new Uint16Array(passabilityMap.data.length);
for (var i = 0; i < passabilityMap.data.length; ++i)
{
obstructionTiles[i] = (passabilityMap.data[i] & obstructionMask) ? 0 : 65535;
}
this.Map(gameState, obstructionTiles);
};
copyPrototype(TerrainAnalysis, Map);
// Returns the (approximately) closest point which is passable by searching in a spiral pattern
TerrainAnalysis.prototype.findClosestPassablePoint = function(startPoint){
var w = this.width;
var p = startPoint;
var direction = 1;
if (p[0] + w*p[1] > 0 && p[0] + w*p[1] < this.length &&
this.map[p[0] + w*p[1]] != 0){
return p;
}
// search in a spiral pattern.
for (var i = 1; i < w; i++){
for (var j = 0; j < 2; j++){
for (var k = 0; k < i; k++){
p[j] += direction;
if (p[0] + w*p[1] > 0 && p[0] + w*p[1] < this.length &&
this.map[p[0] + w*p[1]] != 0){
return p;
}
}
}
direction *= -1;
}
return undefined;
};
/*
* PathFinder inherits from TerrainAnalysis
*
* Used to create a list of distinct paths between two points.
*
* Currently it works basically.
*
* TODO: Make this use territories.
*/
function PathFinder(gameState){
this.TerrainAnalysis(gameState);
this.territoryMap = Map.createTerritoryMap(gameState);
}
copyPrototype(PathFinder, TerrainAnalysis);
/*
* Returns a list of distinct paths to the destination. Curerntly paths are distinct if they are more than
* blockRadius apart at a distance of blockPlacementRadius from the destination. Where blockRadius and
* blockPlacementRadius are defined in walkGradient
*/
PathFinder.prototype.getPaths = function(start, end, mode){
var s = this.findClosestPassablePoint(this.gamePosToMapPos(start));
var e = this.findClosestPassablePoint(this.gamePosToMapPos(end));
if (!s || !e){
return undefined;
}
var paths = [];
while (true){
this.makeGradient(s,e);
var curPath = this.walkGradient(e, mode);
if (curPath !== undefined){
paths.push(curPath);
}else{
break;
}
this.wipeGradient();
}
//this.dumpIm("terrainanalysis.png", 511);
if (paths.length > 0){
return paths;
}else{
return undefined;
}
};
// Creates a potential gradient with the start point having the lowest potential
PathFinder.prototype.makeGradient = function(start, end){
var w = this.width;
var map = this.map;
// Holds the list of current points to work outwards from
var stack = [];
// We store the next level in its own stack
var newStack = [];
// Relative positions or new cells from the current one. We alternate between the adjacent 4 and 8 cells
// so that there is an average 1.5 distance for diagonals which is close to the actual sqrt(2) ~ 1.41
var positions = [[[0,1], [0,-1], [1,0], [-1,0]],
[[0,1], [0,-1], [1,0], [-1,0], [1,1], [-1,-1], [1,-1], [-1,1]]];
//Set the distance of the start point to be 1 to distinguish it from the impassable areas
map[start[0] + w*(start[1])] = 1;
stack.push(start);
// while there are new points being added to the stack
while (stack.length > 0){
//run through the current stack
while (stack.length > 0){
var cur = stack.pop();
// stop when we reach the end point
if (cur[0] == end[0] && cur[1] == end[1]){
return;
}
var dist = map[cur[0] + w*(cur[1])] + 1;
// Check the positions adjacent to the current cell
for (var i = 0; i < positions[dist % 2].length; i++){
var pos = positions[dist % 2][i];
var cell = cur[0]+pos[0] + w*(cur[1]+pos[1]);
if (cell >= 0 && cell < this.length && map[cell] > dist){
map[cell] = dist;
newStack.push([cur[0]+pos[0], cur[1]+pos[1]]);
}
}
}
// Replace the old empty stack with the newly filled one.
stack = newStack;
newStack = [];
}
};
// Clears the map to just have the obstructions marked on it.
PathFinder.prototype.wipeGradient = function(){
for (var i = 0; i < this.length; i++){
if (this.map[i] > 0){
this.map[i] = 65535;
}
}
};
// Returns the path down a gradient from the start to the bottom of the gradient, returns a point for every 20 cells in normal mode
// in entryPoints mode this returns the point where the path enters the region near the destination, currently defined
// by blockPlacementRadius. Note doesn't return a path when the destination is within the blockpoint radius.
PathFinder.prototype.walkGradient = function(start, mode){
var positions = [[0,1], [0,-1], [1,0], [-1,0], [1,1], [-1,-1], [1,-1], [-1,1]];
var path = [[start[0]*this.cellSize, start[1]*this.cellSize]];
var blockPoint = undefined;
var blockPlacementRadius = 45;
var blockRadius = 30;
var count = 0;
var cur = start;
var w = this.width;
var dist = this.map[cur[0] + w*cur[1]];
var moved = false;
while (this.map[cur[0] + w*cur[1]] !== 0){
for (var i = 0; i < positions.length; i++){
var pos = positions[i];
var cell = cur[0]+pos[0] + w*(cur[1]+pos[1]);
if (cell >= 0 && cell < this.length && this.map[cell] > 0 && this.map[cell] < dist){
dist = this.map[cell];
cur = [cur[0]+pos[0], cur[1]+pos[1]];
moved = true;
count++;
// Mark the point to put an obstruction at before calculating the next path
if (count === blockPlacementRadius){
blockPoint = cur;
}
// Add waypoints to the path, fairly well spaced apart.
if (count % 40 === 0){
path.unshift([cur[0]*this.cellSize, cur[1]*this.cellSize]);
}
break;
}
}
if (!moved){
break;
}
moved = false;
}
if (blockPoint === undefined){
return undefined;
}
// Add an obstruction to the map at the blockpoint so the next path will take a different route.
this.addInfluence(blockPoint[0], blockPoint[1], blockRadius, -10000, 'constant');
if (mode === 'entryPoints'){
// returns the point where the path enters the blockPlacementRadius
return blockPoint;
}else{
// return a path of points 20 squares apart on the route
return path;
}
};
// Would be used to calculate the width of a chokepoint
// NOTE: Doesn't currently work.
PathFinder.prototype.countAttached = function(pos){
var positions = [[0,1], [0,-1], [1,0], [-1,0]];
var w = this.width;
var val = this.map[pos[0] + w*pos[1]];
var stack = [pos];
var used = {};
while (stack.length > 0){
var cur = stack.pop();
used[cur[0] + " " + cur[1]] = true;
for (var i = 0; i < positions.length; i++){
var p = positions[i];
var cell = cur[0]+p[0] + w*(cur[1]+p[1]);
}
}
};
/*
* Accessibility inherits from TerrainAnalysis
*
* Determines whether there is a path from one point to another. It is initialised with a single point (p1) and then
* can efficiently determine if another point is reachable from p1. Initialising the object is costly so it should be
* cached.
*/
function Accessibility(gameState, location){
this.TerrainAnalysis(gameState);
var start = this.findClosestPassablePoint(this.gamePosToMapPos(location));
// Put the value 1 in all accessible points on the map
this.floodFill(start);
}
copyPrototype(Accessibility, TerrainAnalysis);
// Return true if the given point is accessible from the point given when initialising the Accessibility object. #
// If the given point is impassable the closest passable point is used.
Accessibility.prototype.isAccessible = function(position){
var s = this.findClosestPassablePoint(this.gamePosToMapPos(position));
return this.map[s[0] + this.width * s[1]] === 1;
};
// fill all of the accessible areas with value 1
Accessibility.prototype.floodFill = function(start){
var w = this.width;
var map = this.map;
// Holds the list of current points to work outwards from
var stack = [];
// We store new points to be added to the stack temporarily in here while we run through the current stack
var newStack = [];
// Relative positions or new cells from the current one.
var positions = [[0,1], [0,-1], [1,0], [-1,0]];
// Set the start point to be accessible
map[start[0] + w*(start[1])] = 1;
stack.push(start);
// while there are new points being added to the stack
while (stack.length > 0){
//run through the current stack
while (stack.length > 0){
var cur = stack.pop();
// Check the positions adjacent to the current cell
for (var i = 0; i < positions.length; i++){
var pos = positions[i];
var cell = cur[0]+pos[0] + w*(cur[1]+pos[1]);
if (cell >= 0 && cell < this.length && map[cell] > 1){
map[cell] = 1;
newStack.push([cur[0]+pos[0], cur[1]+pos[1]]);
}
}
}
// Replace the old empty stack with the newly filled one.
stack = newStack;
newStack = [];
}
};

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var WalkToCC = function(gameState, militaryManager){
this.minAttackSize = 20;
this.maxAttackSize = 60;
this.idList=[];
};
// Returns true if the attack can be executed at the current time
WalkToCC.prototype.canExecute = function(gameState, militaryManager){
var enemyStrength = militaryManager.measureEnemyStrength(gameState);
var enemyCount = militaryManager.measureEnemyCount(gameState);
// We require our army to be >= this strength
var targetStrength = enemyStrength * 1.5;
var availableCount = militaryManager.countAvailableUnits();
var availableStrength = militaryManager.measureAvailableStrength();
debug("Troops needed for attack: " + this.minAttackSize + " Have: " + availableCount);
debug("Troops strength for attack: " + targetStrength + " Have: " + availableStrength);
return ((availableStrength >= targetStrength && availableCount >= this.minAttackSize)
|| availableCount >= this.maxAttackSize);
};
// Executes the attack plan, after this is executed the update function will be run every turn
WalkToCC.prototype.execute = function(gameState, militaryManager){
var availableCount = militaryManager.countAvailableUnits();
this.idList = militaryManager.getAvailableUnits(availableCount);
var pending = EntityCollectionFromIds(gameState, this.idList);
// Find the critical enemy buildings we could attack
var targets = militaryManager.getEnemyBuildings(gameState,"ConquestCritical");
// If there are no critical structures, attack anything else that's critical
if (targets.length == 0) {
targets = gameState.entities.filter(function(ent) {
return (gameState.isEntityEnemy(ent) && ent.hasClass("ConquestCritical") && ent.owner() !== 0);
});
}
// If there's nothing, attack anything else that's less critical
if (targets.length == 0) {
targets = militaryManager.getEnemyBuildings(gameState,"Town");
}
if (targets.length == 0) {
targets = militaryManager.getEnemyBuildings(gameState,"Village");
}
// If we have a target, move to it
if (targets.length) {
// Remove the pending role
pending.forEach(function(ent) {
ent.setMetadata("role", "attack");
});
var target = targets.toEntityArray()[0];
var targetPos = target.position();
// TODO: this should be an attack-move command
pending.move(targetPos[0], targetPos[1]);
} else if (targets.length == 0 ) {
gameState.ai.gameFinished = true;
}
};
// Runs every turn after the attack is executed
// This removes idle units from the attack
WalkToCC.prototype.update = function(gameState, militaryManager){
var removeList = [];
for (var idKey in this.idList){
var id = this.idList[idKey];
var ent = militaryManager.entity(id);
if(ent)
{
if(ent.isIdle()) {
militaryManager.unassignUnit(id);
removeList.push(id);
}
} else {
removeList.push(id);
}
}
for (var i in removeList){
this.idList.splice(this.idList.indexOf(removeList[i]),1);
}
};