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forked from 0ad/0ad

Removes older AIs and APIs.

For the sake of it, we should have a minimal AI sometimes.

This was SVN commit r14553.
This commit is contained in:
wraitii 2014-01-10 01:48:09 +00:00
parent ede4f32bf2
commit a6032ddd3f
48 changed files with 0 additions and 7760 deletions

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var PlayerID = -1;
function BaseAI(settings)
{
if (!settings)
return;
// Make some properties non-enumerable, so they won't be serialised
Object.defineProperty(this, "_player", {value: settings.player, enumerable: false});
Object.defineProperty(this, "_templates", {value: settings.templates, enumerable: false});
Object.defineProperty(this, "_derivedTemplates", {value: {}, enumerable: false});
this._entityMetadata = {};
this._entityCollections = [];
this._entityCollectionsByDynProp = {};
this._entityCollectionsUID = 0;
this.turn = 0;
}
//Return a simple object (using no classes etc) that will be serialized
//into saved games
BaseAI.prototype.Serialize = function()
{
var rawEntities = {};
for (var id in this._entities)
{
rawEntities[id] = this._entities[id]._entity;
}
return {
_rawEntities: rawEntities,
_entityMetadata: this._entityMetadata,
};
// TODO: ought to get the AI script subclass to serialize its own state
};
//Called after the constructor when loading a saved game, with 'data' being
//whatever Serialize() returned
BaseAI.prototype.Deserialize = function(data)
{
var rawEntities = data._rawEntities;
this._entityMetadata = data._entityMetadata;
this._entities = {}
for (var id in rawEntities)
{
this._entities[id] = new Entity(this, rawEntities[id]);
}
// TODO: ought to get the AI script subclass to deserialize its own state
};
// Components that will be disabled in foundation entity templates.
// (This is a bit yucky and fragile since it's the inverse of
// CCmpTemplateManager::CopyFoundationSubset and only includes components
// that our EntityTemplate class currently uses.)
var g_FoundationForbiddenComponents = {
"ProductionQueue": 1,
"ResourceSupply": 1,
"ResourceDropsite": 1,
"GarrisonHolder": 1,
};
// Components that will be disabled in resource entity templates.
// Roughly the inverse of CCmpTemplateManager::CopyResourceSubset.
var g_ResourceForbiddenComponents = {
"Cost": 1,
"Decay": 1,
"Health": 1,
"UnitAI": 1,
"UnitMotion": 1,
"Vision": 1
};
BaseAI.prototype.GetTemplate = function(name)
{
if (this._templates[name])
return this._templates[name];
if (this._derivedTemplates[name])
return this._derivedTemplates[name];
// If this is a foundation template, construct it automatically
if (name.indexOf("foundation|") !== -1)
{
var base = this.GetTemplate(name.substr(11));
var foundation = {};
for (var key in base)
if (!g_FoundationForbiddenComponents[key])
foundation[key] = base[key];
this._derivedTemplates[name] = foundation;
return foundation;
}
else if (name.indexOf("resource|") !== -1)
{
var base = this.GetTemplate(name.substr(9));
var resource = {};
for (var key in base)
if (!g_ResourceForbiddenComponents[key])
resource[key] = base[key];
this._derivedTemplates[name] = resource;
return resource;
}
error("Tried to retrieve invalid template '"+name+"'");
return null;
};
BaseAI.prototype.HandleMessage = function(state, playerID)
{
PlayerID = playerID;
if (!this._entities)
{
// Do a (shallow) clone of all the initial entity properties (in order
// to copy into our own script context and minimise cross-context
// weirdness)
this._entities = {};
for (var id in state.entities)
{
this._entities[id] = new Entity(this, state.entities[id]);
}
}
else
{
this.ApplyEntitiesDelta(state);
}
Engine.ProfileStart("HandleMessage setup");
this.entities = new EntityCollection(this, this._entities);
this.events = state.events;
this.passabilityClasses = state.passabilityClasses;
this.passabilityMap = state.passabilityMap;
this.player = this._player;
this.playerData = state.players[this._player];
this.templates = this._templates;
this.territoryMap = state.territoryMap;
this.timeElapsed = state.timeElapsed;
Engine.ProfileStop();
this.OnUpdate();
// Clean up temporary properties, so they don't disturb the serializer
delete this.entities;
delete this.events;
delete this.passabilityClasses;
delete this.passabilityMap;
delete this.player;
delete this.playerData;
delete this.templates;
delete this.territoryMap;
delete this.timeElapsed;
};
BaseAI.prototype.ApplyEntitiesDelta = function(state)
{
Engine.ProfileStart("ApplyEntitiesDelta");
for each (var evt in state.events)
{
if (evt.type == "Create")
{
if (! state.entities[evt.msg.entity])
{
continue; // Sometimes there are things like foundations which get destroyed too fast
}
this._entities[evt.msg.entity] = new Entity(this, state.entities[evt.msg.entity]);
// Update all the entity collections since the create operation affects static properties as well as dynamic
for each (var entCollection in this._entityCollections)
{
entCollection.updateEnt(this._entities[evt.msg.entity]);
}
}
else if (evt.type == "Destroy")
{
if (!this._entities[evt.msg.entity])
{
continue;
}
// The entity was destroyed but its data may still be useful, so
// remember the entity and this AI's metadata concerning it
evt.msg.metadata = (evt.msg.metadata || []);
evt.msg.entityObj = (evt.msg.entityObj || this._entities[evt.msg.entity]);
evt.msg.metadata[this._player] = this._entityMetadata[evt.msg.entity];
for each (var entCol in this._entityCollections)
{
entCol.removeEnt(this._entities[evt.msg.entity]);
}
delete this._entities[evt.msg.entity];
delete this._entityMetadata[evt.msg.entity];
}
else if (evt.type == "TrainingFinished")
{
// Apply metadata stored in training queues, but only if they
// look like they were added by us
if (evt.msg.owner === this._player)
{
for each (var ent in evt.msg.entities)
{
for (var key in evt.msg.metadata)
{
this.setMetadata(this._entities[ent], key, evt.msg.metadata[key])
}
}
}
}
}
for (var id in state.entities)
{
var changes = state.entities[id];
for (var prop in changes)
{
this._entities[id]._entity[prop] = changes[prop];
this.updateEntityCollections(prop, this._entities[id]);
}
}
Engine.ProfileStop();
};
BaseAI.prototype.OnUpdate = function()
{ // AIs override this function
// They should do at least this.turn++;
};
BaseAI.prototype.chat = function(message)
{
Engine.PostCommand(PlayerID, {"type": "chat", "message": message});
};
BaseAI.prototype.registerUpdatingEntityCollection = function(entCollection)
{
entCollection.setUID(this._entityCollectionsUID);
this._entityCollections.push(entCollection);
for each (var prop in entCollection.dynamicProperties())
{
this._entityCollectionsByDynProp[prop] = this._entityCollectionsByDynProp[prop] || [];
this._entityCollectionsByDynProp[prop].push(entCollection);
}
this._entityCollectionsUID++;
};
BaseAI.prototype.removeUpdatingEntityCollection = function(entCollection)
{
for (var i in this._entityCollections)
{
if (this._entityCollections[i].getUID() === entCollection.getUID())
{
this._entityCollections.splice(i, 1);
}
}
for each (var prop in entCollection.dynamicProperties())
{
for (var i in this._entityCollectionsByDynProp[prop])
{
if (this._entityCollectionsByDynProp[prop][i].getUID() === entCollection.getUID())
{
this._entityCollectionsByDynProp[prop].splice(i, 1);
}
}
}
};
BaseAI.prototype.updateEntityCollections = function(property, ent)
{
if (this._entityCollectionsByDynProp[property] !== undefined)
{
for each (var entCollection in this._entityCollectionsByDynProp[property])
{
entCollection.updateEnt(ent);
}
}
}
BaseAI.prototype.setMetadata = function(ent, key, value)
{
var metadata = this._entityMetadata[ent.id()];
if (!metadata)
metadata = this._entityMetadata[ent.id()] = {};
metadata[key] = value;
this.updateEntityCollections('metadata', ent);
this.updateEntityCollections('metadata.' + key, ent);
}
BaseAI.prototype.getMetadata = function(ent, key)
{
var metadata = this._entityMetadata[ent.id()];
if (!metadata || !(key in metadata))
return undefined;
return metadata[key];
}

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/**
* Provides a nicer syntax for defining classes,
* with support for OO-style inheritance.
*/
function Class(data)
{
var ctor;
if (data._init)
ctor = data._init;
else
ctor = function() { };
if (data._super)
{
ctor.prototype = { "__proto__": data._super.prototype };
}
for (var key in data)
{
ctor.prototype[key] = data[key];
}
return ctor;
}
/* Test inheritance:
var A = Class({foo:1, bar:10});
print((new A).foo+" "+(new A).bar+"\n");
var B = Class({foo:2, bar:20});
print((new A).foo+" "+(new A).bar+"\n");
print((new B).foo+" "+(new B).bar+"\n");
var C = Class({_super:A, foo:3});
print((new A).foo+" "+(new A).bar+"\n");
print((new B).foo+" "+(new B).bar+"\n");
print((new C).foo+" "+(new C).bar+"\n");
//*/

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var EntityTemplate = Class({
_init: function(template)
{
this._template = template;
},
rank: function() {
if (!this._template.Identity)
return undefined;
return this._template.Identity.Rank;
},
classes: function() {
if (!this._template.Identity || !this._template.Identity.Classes || !this._template.Identity.Classes._string)
return undefined;
return this._template.Identity.Classes._string.split(/\s+/);
},
hasClass: function(name) {
var classes = this.classes();
return (classes && classes.indexOf(name) != -1);
},
civ: function() {
if (!this._template.Identity)
return undefined;
return this._template.Identity.Civ;
},
cost: function() {
if (!this._template.Cost)
return undefined;
var ret = {};
for (var type in this._template.Cost.Resources)
ret[type] = +this._template.Cost.Resources[type];
return ret;
},
/**
* Returns the radius of a circle surrounding this entity's
* obstruction shape, or undefined if no obstruction.
*/
obstructionRadius: function() {
if (!this._template.Obstruction)
return undefined;
if (this._template.Obstruction.Static)
{
var w = +this._template.Obstruction.Static["@width"];
var h = +this._template.Obstruction.Static["@depth"];
return Math.sqrt(w*w + h*h) / 2;
}
if (this._template.Obstruction.Unit)
return +this._template.Obstruction.Unit["@radius"];
return 0; // this should never happen
},
maxHitpoints: function()
{
if (this._template.Health !== undefined)
return this._template.Health.Max;
return 0;
},
isHealable: function()
{
if (this._template.Health !== undefined)
return this._template.Health.Unhealable !== "true";
return false;
},
isRepairable: function()
{
if (this._template.Health !== undefined)
return this._template.Health.Repairable === "true";
return false;
},
armourStrengths: function() {
if (!this._template.Armour)
return undefined;
return {
hack: +this._template.Armour.Hack,
pierce: +this._template.Armour.Pierce,
crush: +this._template.Armour.Crush
};
},
attackTypes: function() {
if (!this._template.Attack)
return undefined;
var ret = [];
for (var type in this._template.Attack)
ret.push(type);
return ret;
},
attackRange: function(type) {
if (!this._template.Attack || !this._template.Attack[type])
return undefined;
return {
max: +this._template.Attack[type].MaxRange,
min: +(this._template.Attack[type].MinRange || 0)
};
},
attackStrengths: function(type) {
if (!this._template.Attack || !this._template.Attack[type])
return undefined;
return {
hack: +(this._template.Attack[type].Hack || 0),
pierce: +(this._template.Attack[type].Pierce || 0),
crush: +(this._template.Attack[type].Crush || 0)
};
},
attackTimes: function(type) {
if (!this._template.Attack || !this._template.Attack[type])
return undefined;
return {
prepare: +(this._template.Attack[type].PrepareTime || 0),
repeat: +(this._template.Attack[type].RepeatTime || 1000)
};
},
buildableEntities: function() {
if (!this._template.Builder)
return undefined;
if (!this._template.Builder.Entities._string)
return [];
var civ = this.civ();
var templates = this._template.Builder.Entities._string.replace(/\{civ\}/g, civ).split(/\s+/);
return templates; // TODO: map to Entity?
},
trainableEntities: function() {
if (!this._template.ProductionQueue || !this._template.ProductionQueue.Entities || !this._template.ProductionQueue.Entities._string)
return undefined;
var civ = this.civ();
var templates = this._template.ProductionQueue.Entities._string.replace(/\{civ\}/g, civ).split(/\s+/);
return templates;
},
resourceSupplyType: function() {
if (!this._template.ResourceSupply)
return undefined;
var [type, subtype] = this._template.ResourceSupply.Type.split('.');
return { "generic": type, "specific": subtype };
},
resourceSupplyMax: function() {
if (!this._template.ResourceSupply)
return undefined;
return +this._template.ResourceSupply.Amount;
},
maxGatherers: function()
{
if (this._template.ResourceSupply !== undefined)
return this._template.ResourceSupply.MaxGatherers;
return 0;
},
resourceGatherRates: function() {
if (!this._template.ResourceGatherer)
return undefined;
var ret = {};
for (var r in this._template.ResourceGatherer.Rates)
ret[r] = this._template.ResourceGatherer.Rates[r] * this._template.ResourceGatherer.BaseSpeed;
return ret;
},
resourceDropsiteTypes: function() {
if (!this._template.ResourceDropsite)
return undefined;
return this._template.ResourceDropsite.Types.split(/\s+/);
},
garrisonableClasses: function() {
if (!this._template.GarrisonHolder || !this._template.GarrisonHolder.List._string)
return undefined;
return this._template.GarrisonHolder.List._string.split(/\s+/);
},
/**
* Returns whether this is an animal that is too difficult to hunt.
* (Currently this includes all non-domestic animals.)
*/
isUnhuntable: function() {
if (!this._template.UnitAI || !this._template.UnitAI.NaturalBehaviour)
return false;
// Ideally other animals should be huntable, but e.g. skittish animals
// must be hunted by ranged units, and some animals may be too tough.
return (this._template.UnitAI.NaturalBehaviour != "domestic");
},
buildCategory: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.Category)
return undefined;
return this._template.BuildRestrictions.Category;
},
buildDistance: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.Distance)
return undefined;
return this._template.BuildRestrictions.Distance;
},
buildPlacementType: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.PlacementType)
return undefined;
return this._template.BuildRestrictions.PlacementType;
},
buildTerritories: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.Territory)
return undefined;
return this._template.BuildRestrictions.Territory.split(/\s+/);
},
hasBuildTerritory: function(territory) {
var territories = this.buildTerritories();
return (territories && territories.indexOf(territory) != -1);
},
visionRange: function() {
if (!this._template.Vision)
return undefined;
return this._template.Vision.Range;
}
});
var Entity = Class({
_super: EntityTemplate,
_init: function(baseAI, entity)
{
this._super.call(this, baseAI.GetTemplate(entity.template));
this._ai = baseAI;
this._templateName = entity.template;
this._entity = entity;
},
toString: function() {
return "[Entity " + this.id() + " " + this.templateName() + "]";
},
id: function() {
return this._entity.id;
},
templateName: function() {
return this._templateName;
},
/**
* Returns extra data that the AI scripts have associated with this entity,
* for arbitrary local annotations.
* (This data is not shared with any other AI scripts.)
*/
getMetadata: function(key) {
return this._ai.getMetadata(this, key);
},
/**
* Sets extra data to be associated with this entity.
*/
setMetadata: function(key, value) {
this._ai.setMetadata(this, key, value);
},
deleteMetadata: function() {
delete this._ai._entityMetadata[this.id()];
},
position: function() { return this._entity.position; },
isIdle: function() {
if (typeof this._entity.idle === "undefined")
return undefined;
return this._entity.idle;
},
unitAIState: function() { return this._entity.unitAIState; },
unitAIOrderData: function() { return this._entity.unitAIOrderData; },
hitpoints: function() { if (this._entity.hitpoints !== undefined) return this._entity.hitpoints; return undefined; },
isHurt: function() { return this.hitpoints() < this.maxHitpoints(); },
needsHeal: function() { return this.isHurt() && this.isHealable(); },
needsRepair: function() { return this.isHurt() && this.isRepairable(); },
/**
* Returns the current training queue state, of the form
* [ { "id": 0, "template": "...", "count": 1, "progress": 0.5, "metadata": ... }, ... ]
*/
trainingQueue: function() {
var queue = this._entity.trainingQueue;
return queue;
},
trainingQueueTime: function() {
var queue = this._entity.trainingQueue;
if (!queue)
return undefined;
// TODO: compute total time for units in training queue
return queue.length;
},
foundationProgress: function() {
if (typeof this._entity.foundationProgress === "undefined")
return undefined;
return this._entity.foundationProgress;
},
owner: function() {
return this._entity.owner;
},
isOwn: function() {
if (typeof this._entity.owner === "undefined")
return false;
return this._entity.owner === this._ai._player;
},
isFriendly: function() {
return this.isOwn(); // TODO: diplomacy
},
isEnemy: function() {
return !this.isOwn(); // TODO: diplomacy
},
resourceSupplyAmount: function() {
if(this._entity.resourceSupplyAmount === undefined)
return undefined;
return this._entity.resourceSupplyAmount;
},
resourceSupplyGatherers: function()
{
if (this._entity.resourceSupplyGatherers !== undefined)
return this._entity.resourceSupplyGatherers;
return [];
},
isFull: function()
{
if (this._entity.resourceSupplyGatherers !== undefined)
return (this.maxGatherers() === this._entity.resourceSupplyGatherers.length);
return undefined;
},
resourceCarrying: function() {
if(this._entity.resourceCarrying === undefined)
return undefined;
return this._entity.resourceCarrying;
},
garrisoned: function() { return new EntityCollection(this._ai, this._entity.garrisoned); },
// TODO: visibility
move: function(x, z, queued) {
queued = queued || false;
Engine.PostCommand(PlayerID, {"type": "walk", "entities": [this.id()], "x": x, "z": z, "queued": queued});
return this;
},
garrison: function(target) {
Engine.PostCommand(PlayerID, {"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": false});
return this;
},
attack: function(unitId) {
Engine.PostCommand(PlayerID, {"type": "attack", "entities": [this.id()], "target": unitId, "queued": false});
return this;
},
gather: function(target, queued) {
queued = queued || false;
Engine.PostCommand(PlayerID, {"type": "gather", "entities": [this.id()], "target": target.id(), "queued": queued});
return this;
},
repair: function(target, queued) {
queued = queued || false;
Engine.PostCommand(PlayerID, {"type": "repair", "entities": [this.id()], "target": target.id(), "autocontinue": false, "queued": queued});
return this;
},
returnResources: function(target, queued) {
queued = queued || false;
Engine.PostCommand(PlayerID, {"type": "returnresource", "entities": [this.id()], "target": target.id(), "queued": queued});
return this;
},
destroy: function() {
Engine.PostCommand(PlayerID, {"type": "delete-entities", "entities": [this.id()]});
return this;
},
train: function(type, count, metadata)
{
var trainable = this.trainableEntities();
if (!trainable)
{
error("Called train("+type+", "+count+") on non-training entity "+this);
return this;
}
if (trainable.indexOf(type) === -1)
{
error("Called train("+type+", "+count+") on entity "+this+" which can't train that");
return this;
}
Engine.PostCommand(PlayerID, {
"type": "train",
"entities": [this.id()],
"template": type,
"count": count,
"metadata": metadata
});
return this;
},
construct: function(template, x, z, angle) {
// TODO: verify this unit can construct this, just for internal
// sanity-checking and error reporting
Engine.PostCommand(PlayerID, {
"type": "construct",
"entities": [this.id()],
"template": template,
"x": x,
"z": z,
"angle": angle,
"autorepair": false,
"autocontinue": false,
"queued": false
});
return this;
},
});

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function EntityCollection(baseAI, entities, filters)
{
this._ai = baseAI;
this._entities = entities;
this._filters = filters || [];
// Compute length lazily on demand, since it can be
// expensive for large collections
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;
}
});
}
EntityCollection.prototype.toIdArray = function()
{
var ret = [];
for (var id in this._entities)
ret.push(+id);
return ret;
};
EntityCollection.prototype.toEntityArray = function()
{
var ret = [];
for each (var ent in this._entities)
ret.push(ent);
return ret;
};
EntityCollection.prototype.toString = function()
{
return "[EntityCollection " + this.toEntityArray().join(" ") + "]";
};
/**
* Returns the (at most) n entities nearest to targetPos.
*/
EntityCollection.prototype.filterNearest = function(targetPos, n)
{
// Compute the distance of each entity
var data = []; // [ [id, ent, distance], ... ]
for (var id in this._entities)
{
var ent = this._entities[id];
if (ent.position())
data.push([id, ent, VectorDistance(targetPos, ent.position())]);
}
// Sort by increasing distance
data.sort(function (a, b) { return (a[2] - b[2]); });
// Extract the first n
var ret = {};
for each (var val in data.slice(0, n))
ret[val[0]] = val[1];
return new EntityCollection(this._ai, ret);
};
EntityCollection.prototype.filter = function(filter, thisp)
{
if (typeof(filter) == "function")
filter = {"func": filter, "dynamicProperties": []};
var ret = {};
for (var id in this._entities)
{
var ent = this._entities[id];
if (filter.func.call(thisp, ent, id, this))
ret[id] = ent;
}
return new EntityCollection(this._ai, ret, this._filters.concat([filter]));
};
EntityCollection.prototype.filter_raw = function(callback, thisp)
{
var ret = {};
for (var id in this._entities)
{
var ent = this._entities[id];
var val = this._entities[id]._entity;
if (callback.call(thisp, val, id, this))
ret[id] = ent;
}
return new EntityCollection(this._ai, ret);
};
EntityCollection.prototype.forEach = function(callback, thisp)
{
for (var id in this._entities)
{
var ent = this._entities[id];
callback.call(thisp, ent, id, this);
}
return this;
};
EntityCollection.prototype.move = function(x, z, queued)
{
queued = queued || false;
Engine.PostCommand(PlayerID, {"type": "walk", "entities": this.toIdArray(), "x": x, "z": z, "queued": queued});
return this;
};
EntityCollection.prototype.destroy = function()
{
Engine.PostCommand(PlayerID, {"type": "delete-entities", "entities": this.toIdArray()});
return this;
};
// Removes an entity from the collection, returns true if the entity was a member, false otherwise
EntityCollection.prototype.removeEnt = function(ent)
{
if (this._entities[ent.id()])
{
// Checking length may initialize it, so do it before deleting.
if (this.length !== undefined)
this._length--;
delete this._entities[ent.id()];
return true;
}
else
{
return false;
}
};
// Adds an entity to the collection, returns true if the entity was not member, false otherwise
EntityCollection.prototype.addEnt = function(ent)
{
if (this._entities[ent.id()])
{
return false;
}
else
{
// Checking length may initialize it, so do it before adding.
if (this.length !== undefined)
this._length++;
this._entities[ent.id()] = ent;
return true;
}
};
// Checks the entity against the filters, and adds or removes it appropriately, returns true if the
// entity collection was modified.
EntityCollection.prototype.updateEnt = function(ent)
{
var passesFilters = true;
for each (var filter in this._filters)
{
passesFilters = passesFilters && filter.func(ent);
}
if (passesFilters)
{
return this.addEnt(ent);
}
else
{
return this.removeEnt(ent);
}
};
EntityCollection.prototype.registerUpdates = function()
{
this._ai.registerUpdatingEntityCollection(this);
};
EntityCollection.prototype.dynamicProperties = function()
{
var ret = [];
for each (var filter in this._filters)
{
ret = ret.concat(filter.dynamicProperties);
}
return ret;
};
EntityCollection.prototype.setUID = function(id)
{
this._UID = id;
};
EntityCollection.prototype.getUID = function()
{
return this._UID;
};

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@ -1,196 +0,0 @@
var Filters = {
byType: function(type){
return {"func" : function(ent){
return ent.templateName() === type;
},
"dynamicProperties": []};
},
byClass: function(cls){
return {"func" : function(ent){
return ent.hasClass(cls);
},
"dynamicProperties": []};
},
byClassesAnd: function(clsList){
return {"func" : function(ent){
var ret = true;
for (var i in clsList){
ret = ret && ent.hasClass(clsList[i]);
}
return ret;
},
"dynamicProperties": []};
},
byClassesOr: function(clsList){
return {"func" : function(ent){
var ret = false;
for (var i in clsList){
ret = ret || ent.hasClass(clsList[i]);
}
return ret;
},
"dynamicProperties": []};
},
byMetadata: function(key, value){
return {"func" : function(ent){
return (ent.getMetadata(key) == value);
},
"dynamicProperties": ['metadata.' + key]};
},
and: function(filter1, filter2){
return {"func": function(ent){
return filter1.func(ent) && filter2.func(ent);
},
"dynamicProperties": filter1.dynamicProperties.concat(filter2.dynamicProperties)};
},
or: function(filter1, filter2){
return {"func" : function(ent){
return filter1.func(ent) || filter2.func(ent);
},
"dynamicProperties": filter1.dynamicProperties.concat(filter2.dynamicProperties)};
},
not: function(filter){
return {"func": function(ent){
return !filter.func(ent);
},
"dynamicProperties": filter.dynamicProperties};
},
byOwner: function(owner){
return {"func" : function(ent){
return (ent.owner() === owner);
},
"dynamicProperties": ['owner']};
},
byNotOwner: function(owner){
return {"func" : function(ent){
return (ent.owner() !== owner);
},
"dynamicProperties": ['owner']};
},
byOwners: function(owners){
return {"func" : function(ent){
for (var i in owners){
if (ent.owner() == +owners[i]){
return true;
}
}
return false;
},
"dynamicProperties": ['owner']};
},
byTrainingQueue: function(){
return {"func" : function(ent){
return ent.trainingQueue();
},
"dynamicProperties": ['trainingQueue']};
},
isSoldier: function(){
return {"func" : function(ent){
return Filters.byClassesOr(["CitizenSoldier", "Super"])(ent);
},
"dynamicProperties": []};
},
isIdle: function(){
return {"func" : function(ent){
return ent.isIdle();
},
"dynamicProperties": ['idle']};
},
isFoundation: function(){
return {"func": function(ent){
return ent.foundationProgress() !== undefined;
},
"dynamicProperties": []};
},
byDistance: function(startPoint, dist){
return {"func": function(ent){
if (ent.position() === undefined){
return false;
}else{
return (SquareVectorDistance(startPoint, ent.position()) < dist*dist);
}
},
"dynamicProperties": ['position']};
},
// Distance filter with no auto updating, use with care
byStaticDistance: function(startPoint, dist){
return {"func": function(ent){
if (!ent.position()){
return false;
}else{
return (SquareVectorDistance(startPoint, ent.position()) < dist*dist);
}
},
"dynamicProperties": []};
},
isDropsite: function(resourceType){
return {"func": function(ent){
return (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf(resourceType) !== -1);
},
"dynamicProperties": []};
},
byResource: function(resourceType){
return {"func" : function(ent){
var type = ent.resourceSupplyType();
if (!type)
return false;
var amount = ent.resourceSupplyMax();
if (!amount)
return false;
// Skip targets that are too hard to hunt
if (ent.isUnhuntable())
return false;
// And don't go for the bloody fish! TODO: better accessibility checks
if (ent.hasClass("SeaCreature")){
return false;
}
// Don't go for floating treasures since we won't be able to reach them and it kills the pathfinder.
if (ent.templateName() == "other/special_treasure_shipwreck_debris" ||
ent.templateName() == "other/special_treasure_shipwreck" ){
return false;
}
// Don't gather enemy farms
if (!ent.isOwn() && ent.owner() !== 0){
return false;
}
if (ent.getMetadata("inaccessible") === true){
return false;
}
// too many workers trying to gather from this resource
if (ent.getMetadata("full") === true){
return false;
}
if (type.generic == "treasure"){
return (resourceType == type.specific);
} else {
return (resourceType == type.generic);
}
},
"dynamicProperties": [/*"resourceSupplyAmount", */"owner", "metadata.inaccessible", "metadata.full"]};
}
};

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@ -1,51 +0,0 @@
function VectorDistance(a, b)
{
var dx = a[0] - b[0];
var dz = a[1] - b[1];
return Math.sqrt(dx*dx + dz*dz);
}
function SquareVectorDistance(a, b)//A sqrtless vector calculator, to see if that improves speed at all.
{
var dx = a[0] - b[0];
var dz = a[1] - b[1];
return (dx*dx + dz*dz);
}
function MemoizeInit(obj)
{
obj._memoizeCache = {};
}
function Memoize(funcname, func)
{
return function() {
var args = funcname + '|' + Array.prototype.join.call(arguments, '|');
if (args in this._memoizeCache)
return this._memoizeCache[args];
var ret = func.apply(this, arguments);
this._memoizeCache[args] = ret;
return ret;
};
}
function ShallowClone(obj)
{
var ret = {};
for (var k in obj)
ret[k] = obj[k];
return ret;
}
// Picks a random element from an array
function PickRandom(list){
if (list.length === 0)
{
return undefined;
}
else
{
return list[Math.floor(Math.random()*list.length)];
}
}

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@ -1,218 +0,0 @@
function BaseAI(settings)
{
if (!settings)
return;
// Copies of static engine data (not serialized)
this._player = settings.player;
this._templates = settings.templates;
this._derivedTemplates = {};
// Representation of the current world state (requires serialization)
this._rawEntities = null;
this._ownEntities = {};
this._entityMetadata = {};
}
// Return a simple object (using no classes etc) that will be serialized
// into saved games
BaseAI.prototype.Serialize = function()
{
return {
_rawEntities: this._rawEntities,
_ownEntities: this._ownEntities,
_entityMetadata: this._entityMetadata,
};
// TODO: ought to get the AI script subclass to serialize its own state
};
// Called after the constructor when loading a saved game, with 'data' being
// whatever Serialize() returned
BaseAI.prototype.Deserialize = function(data)
{
this._rawEntities = data._rawEntities;
this._ownEntities = data._ownEntities;
this._entityMetadata = data._entityMetadata;
// TODO: ought to get the AI script subclass to deserialize its own state
};
// Components that will be disabled in foundation entity templates.
// (This is a bit yucky and fragile since it's the inverse of
// CCmpTemplateManager::CopyFoundationSubset and only includes components
// that our EntityTemplate class currently uses.)
var g_FoundationForbiddenComponents = {
"ProductionQueue": 1,
"ResourceSupply": 1,
"ResourceDropsite": 1,
"GarrisonHolder": 1,
};
// Components that will be disabled in resource entity templates.
// Roughly the inverse of CCmpTemplateManager::CopyResourceSubset.
var g_ResourceForbiddenComponents = {
"Cost": 1,
"Decay": 1,
"Health": 1,
"UnitAI": 1,
"UnitMotion": 1,
"Vision": 1
};
BaseAI.prototype.GetTemplate = function(name)
{
if (this._templates[name])
return this._templates[name];
if (this._derivedTemplates[name])
return this._derivedTemplates[name];
// If this is a foundation template, construct it automatically
if (name.indexOf("foundation|") !== -1)
{
var base = this.GetTemplate(name.substr(11));
var foundation = {};
for (var key in base)
if (!g_FoundationForbiddenComponents[key])
foundation[key] = base[key];
this._derivedTemplates[name] = foundation;
return foundation;
}
else if (name.indexOf("resource|") !== -1)
{
var base = this.GetTemplate(name.substr(9));
var resource = {};
for (var key in base)
if (!g_ResourceForbiddenComponents[key])
resource[key] = base[key];
this._derivedTemplates[name] = resource;
return resource;
}
error("Tried to retrieve invalid template '"+name+"'");
return null;
};
BaseAI.prototype.HandleMessage = function(state)
{
if (!this._rawEntities)
{
// Do a (shallow) clone of all the initial entity properties (in order
// to copy into our own script context and minimise cross-context
// weirdness), and remember the entities owned by our player
this._rawEntities = {};
for (var id in state.entities)
{
var ent = state.entities[id];
this._rawEntities[id] = {};
for (var prop in ent)
this._rawEntities[id][prop] = ent[prop];
if (ent.owner === this._player)
this._ownEntities[id] = this._rawEntities[id];
}
}
else
{
this.ApplyEntitiesDelta(state);
}
Engine.ProfileStart("HandleMessage setup");
this.entities = new EntityCollection(this, this._rawEntities);
this.events = state.events;
this.passabilityClasses = state.passabilityClasses;
this.passabilityMap = state.passabilityMap;
this.player = this._player;
this.playerData = state.players[this._player];
this.templates = this._templates;
this.territoryMap = state.territoryMap;
this.timeElapsed = state.timeElapsed;
Engine.ProfileStop();
this.OnUpdate();
// Clean up temporary properties, so they don't disturb the serializer
delete this.entities;
delete this.events;
delete this.passabilityClasses;
delete this.passabilityMap;
delete this.player;
delete this.playerData;
delete this.templates;
delete this.territoryMap;
delete this.timeElapsed;
};
BaseAI.prototype.ApplyEntitiesDelta = function(state)
{
Engine.ProfileStart("ApplyEntitiesDelta");
for each (var evt in state.events)
{
if (evt.type == "Create")
{
this._rawEntities[evt.msg.entity] = {};
}
else if (evt.type == "Destroy")
{
// The entity was destroyed but its data may still be useful, so
// remember the raw entity and this AI's metadata concerning it
evt.msg.metadata = (evt.msg.metadata || []);
evt.msg.rawEntity = (evt.msg.rawEntity || this._rawEntities[evt.msg.entity]);
evt.msg.metadata[this._player] = this._entityMetadata[evt.msg.entity];
delete this._rawEntities[evt.msg.entity];
delete this._entityMetadata[evt.msg.entity];
delete this._ownEntities[evt.msg.entity];
}
else if (evt.type == "TrainingFinished")
{
// Apply metadata stored in training queues, but only if they
// look like they were added by us
if (evt.msg.owner === this._player)
for each (var ent in evt.msg.entities)
this._entityMetadata[ent] = ShallowClone(evt.msg.metadata);
}
}
for (var id in state.entities)
{
var changes = state.entities[id];
if ("owner" in changes)
{
var wasOurs = (this._rawEntities[id].owner !== undefined
&& this._rawEntities[id].owner === this._player);
var isOurs = (changes.owner === this._player);
if (wasOurs && !isOurs)
delete this._ownEntities[id];
else if (!wasOurs && isOurs)
this._ownEntities[id] = this._rawEntities[id];
}
for (var prop in changes)
this._rawEntities[id][prop] = changes[prop];
}
Engine.ProfileStop();
};
BaseAI.prototype.OnUpdate = function()
{
// AIs override this function
};
BaseAI.prototype.chat = function(message)
{
Engine.PostCommand({"type": "chat", "message": message});
};

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@ -1,36 +0,0 @@
/**
* Provides a nicer syntax for defining classes,
* with support for OO-style inheritance.
*/
function Class(data)
{
var ctor;
if (data._init)
ctor = data._init;
else
ctor = function() { };
if (data._super)
{
ctor.prototype = { "__proto__": data._super.prototype };
}
for (var key in data)
{
ctor.prototype[key] = data[key];
}
return ctor;
}
/* Test inheritance:
var A = Class({foo:1, bar:10});
print((new A).foo+" "+(new A).bar+"\n");
var B = Class({foo:2, bar:20});
print((new A).foo+" "+(new A).bar+"\n");
print((new B).foo+" "+(new B).bar+"\n");
var C = Class({_super:A, foo:3});
print((new A).foo+" "+(new A).bar+"\n");
print((new B).foo+" "+(new B).bar+"\n");
print((new C).foo+" "+(new C).bar+"\n");
//*/

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@ -1,453 +0,0 @@
var EntityTemplate = Class({
_init: function(template) {
this._template = template;
},
rank: function() {
if (!this._template.Identity)
return undefined;
return this._template.Identity.Rank;
},
classes: function() {
if (!this._template.Identity || !this._template.Identity.Classes || !this._template.Identity.Classes._string)
return undefined;
return this._template.Identity.Classes._string.split(/\s+/);
},
hasClass: function(name) {
var classes = this.classes();
return (classes && classes.indexOf(name) != -1);
},
civ: function() {
if (!this._template.Identity)
return undefined;
return this._template.Identity.Civ;
},
cost: function() {
if (!this._template.Cost)
return undefined;
var ret = {};
for (var type in this._template.Cost.Resources)
ret[type] = +this._template.Cost.Resources[type];
return ret;
},
/**
* Returns the radius of a circle surrounding this entity's
* obstruction shape, or undefined if no obstruction.
*/
obstructionRadius: function() {
if (!this._template.Obstruction)
return undefined;
if (this._template.Obstruction.Static)
{
var w = +this._template.Obstruction.Static["@width"];
var h = +this._template.Obstruction.Static["@depth"];
return Math.sqrt(w*w + h*h) / 2;
}
if (this._template.Obstruction.Unit)
return +this._template.Obstruction.Unit["@radius"];
return 0; // this should never happen
},
maxHitpoints: function() { return this._template.Health.Max; },
isHealable: function() { return this._template.Health.Unhealable !== "true"; },
isRepairable: function() { return this._template.Health.Repairable === "true"; },
armourStrengths: function() {
if (!this._template.Armour)
return undefined;
return {
hack: +this._template.Armour.Hack,
pierce: +this._template.Armour.Pierce,
crush: +this._template.Armour.Crush
};
},
attackTypes: function() {
if (!this._template.Attack)
return undefined;
var ret = [];
for (var type in this._template.Attack)
ret.push(type);
return ret;
},
attackRange: function(type) {
if (!this._template.Attack || !this._template.Attack[type])
return undefined;
return {
max: +this._template.Attack[type].MaxRange,
min: +(this._template.Attack[type].MinRange || 0)
};
},
attackStrengths: function(type) {
if (!this._template.Attack || !this._template.Attack[type])
return undefined;
return {
hack: +(this._template.Attack[type].Hack || 0),
pierce: +(this._template.Attack[type].Pierce || 0),
crush: +(this._template.Attack[type].Crush || 0)
};
},
attackTimes: function(type) {
if (!this._template.Attack || !this._template.Attack[type])
return undefined;
return {
prepare: +(this._template.Attack[type].PrepareTime || 0),
repeat: +(this._template.Attack[type].RepeatTime || 1000)
};
},
buildableEntities: function() {
if (!this._template.Builder)
return undefined;
if (!this._template.Builder.Entities._string)
return [];
var civ = this.civ();
var templates = this._template.Builder.Entities._string.replace(/\{civ\}/g, civ).split(/\s+/);
return templates; // TODO: map to Entity?
},
trainableEntities: function() {
if (!this._template.ProductionQueue || !this._template.ProductionQueue.Entities || !this._template.ProductionQueue.Entities._string)
return undefined;
var civ = this.civ();
var templates = this._template.ProductionQueue.Entities._string.replace(/\{civ\}/g, civ).split(/\s+/);
return templates;
},
resourceSupplyType: function() {
if (!this._template.ResourceSupply)
return undefined;
var [type, subtype] = this._template.ResourceSupply.Type.split('.');
return { "generic": type, "specific": subtype };
},
resourceSupplyMax: function() {
if (!this._template.ResourceSupply)
return undefined;
return +this._template.ResourceSupply.Amount;
},
resourceGatherRates: function() {
if (!this._template.ResourceGatherer)
return undefined;
var ret = {};
for (var r in this._template.ResourceGatherer.Rates)
ret[r] = this._template.ResourceGatherer.Rates[r] * this._template.ResourceGatherer.BaseSpeed;
return ret;
},
resourceDropsiteTypes: function() {
if (!this._template.ResourceDropsite)
return undefined;
return this._template.ResourceDropsite.Types.split(/\s+/);
},
garrisonableClasses: function() {
if (!this._template.GarrisonHolder || !this._template.GarrisonHolder.List._string)
return undefined;
return this._template.GarrisonHolder.List._string.split(/\s+/);
},
garrisonMax: function() {
if (!this._template.GarrisonHolder)
return undefined;
return this._template.GarrisonHolder.Max;
},
//"Population Bonus" is how much a building raises your population cap.
getPopulationBonus: function() {
if (!this._template.Cost)
return undefined;
return this._template.Cost.PopulationBonus;
},
/**
* Returns whether this is an animal that is too difficult to hunt.
* (Currently this includes all non-domestic animals.)
*/
isUnhuntable: function() {
if (!this._template.UnitAI || !this._template.UnitAI.NaturalBehaviour)
return false;
// Ideally other animals should be huntable, but e.g. skittish animals
// must be hunted by ranged units, and some animals may be too tough.
return (this._template.UnitAI.NaturalBehaviour != "domestic");
},
buildCategory: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.Category)
return undefined;
return this._template.BuildRestrictions.Category;
},
buildDistance: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.Distance)
return undefined;
return this._template.BuildRestrictions.Distance;
},
buildPlacementType: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.PlacementType)
return undefined;
return this._template.BuildRestrictions.PlacementType;
},
buildTerritories: function() {
if (!this._template.BuildRestrictions || !this._template.BuildRestrictions.Territory)
return undefined;
return this._template.BuildRestrictions.Territory.split(/\s+/);
},
hasBuildTerritory: function(territory) {
var territories = this.buildTerritories();
return (territories && territories.indexOf(territory) != -1);
},
visionRange: function() {
if (!this._template.Vision)
return undefined;
return this._template.Vision.Range;
},
});
var Entity = Class({
_super: EntityTemplate,
_init: function(baseAI, entity) {
this._super.call(this, baseAI.GetTemplate(entity.template));
this._ai = baseAI;
this._templateName = entity.template;
this._entity = entity;
},
toString: function() {
return "[Entity " + this.id() + " " + this.templateName() + "]";
},
id: function() {
return this._entity.id;
},
templateName: function() {
return this._templateName;
},
/**
* Returns extra data that the AI scripts have associated with this entity,
* for arbitrary local annotations.
* (This data is not shared with any other AI scripts.)
*/
getMetadata: function(id) {
var metadata = this._ai._entityMetadata[this.id()];
if (!metadata || !(id in metadata))
return undefined;
return metadata[id];
},
/**
* Sets extra data to be associated with this entity.
*/
setMetadata: function(id, value) {
var metadata = this._ai._entityMetadata[this.id()];
if (!metadata)
metadata = this._ai._entityMetadata[this.id()] = {};
metadata[id] = value;
},
position: function() { return this._entity.position; },
isIdle: function() {
if (this._entity.idle === undefined)
return undefined; // Prevent warning about reference to undefined property
return this._entity.idle;
},
hitpoints: function() { return this._entity.hitpoints; },
isHurt: function() { return this.hitpoints() < this.maxHitpoints(); },
needsHeal: function() { return this.isHurt() && this.isHealable(); },
needsRepair: function() { return this.isHurt() && this.isRepairable(); },
/**
* Returns the current training queue state, of the form
* [ { "id": 0, "template": "...", "count": 1, "progress": 0.5, "metadata": ... }, ... ]
*/
trainingQueue: function() {
var queue = this._entity.trainingQueue;
return queue;
},
trainingQueueTime: function() {
var queue = this._entity.trainingQueue;
if (!queue)
return undefined;
// TODO: compute total time for units in training queue
return queue.length;
},
foundationProgress: function() {
if (this._entity.foundationProgress === undefined)
return undefined; // Prevent warning about reference to undefined property
return this._entity.foundationProgress;
},
owner: function() {
return this._entity.owner;
},
isOwn: function() {
if (this._entity.owner === undefined)
return false;
return this._entity.owner === this._ai._player;
},
isFriendly: function() {
return this.isOwn(); // TODO: diplomacy
},
isEnemy: function() {
return !this.isOwn(); // TODO: diplomacy
},
resourceSupplyAmount: function() { return this._entity.resourceSupplyAmount; },
resourceCarrying: function() { return this._entity.resourceCarrying; },
//Garrison related
garrisoned: function() { return new EntityCollection(this._ai, this._entity.garrisoned); },
garrisonSpaceAvailable: function()
{
return (this.garrisonMax() - this.garrisoned().length);
},
canGarrisonInto: function(target) {
var allowedClasses = target.garrisonableClasses();
// return false if the target is full or doesn't have any allowed classes
if (target.garrisonSpaceAvaliable() <=0 || allowedClasses === undefined)
return false;
// Check that this unit is a member of at least one of the allowed garrison classes
var hasClasses = this.classes();
for (var i = 0; i < hasClasses.length; i++)
{
var hasClass = hasClasses[i];
if (allowedClasses.indexOf(hasClass) >= 0)
return true;
}
return false;
},
// TODO: visibility
attack: function(target) {
Engine.PostCommand({"type": "attack", "entities": [this.id()], "target": target.id(), "queued": false});
return this;
},
move: function(x, z, queued) {
queued = queued || false;
Engine.PostCommand({"type": "walk", "entities": [this.id()], "x": x, "z": z, "queued": queued});
return this;
},
gather: function(target, queued) {
queued = queued || false;
Engine.PostCommand({"type": "gather", "entities": [this.id()], "target": target.id(), "queued": queued});
return this;
},
repair: function(target, queued) {
queued = queued || false;
Engine.PostCommand({"type": "repair", "entities": [this.id()], "target": target.id(), "autocontinue": false, "queued": queued});
return this;
},
destroy: function() {
Engine.PostCommand({"type": "delete-entities", "entities": [this.id()]});
return this;
},
train: function(type, count, metadata) {
var trainable = this.trainableEntities();
if (!trainable)
{
error("Called train("+type+", "+count+") on non-training entity "+this);
return this;
}
if (trainable.indexOf(type) === -1)
{
error("Called train("+type+", "+count+") on entity "+this+" which can't train that");
return this;
}
Engine.PostCommand({
"type": "train",
"entities": [this.id()],
"template": type,
"count": count,
"metadata": metadata
});
return this;
},
//ungarrison a specific unit in this building
unload: function(unit) {
if (!this._template.GarrisonHolder)
return;
Engine.PostCommand({"type": "unload", "garrisonHolder": this.id(), "entities": [unit.id()]});
},
unloadAll: function() {
if (!this._template.GarrisonHolder)
return;
Engine.PostCommand({"type": "unload-all", "garrisonHolder": this.id()});
},
construct: function(template, x, z, angle) {
// TODO: verify this unit can construct this, just for internal
// sanity-checking and error reporting
Engine.PostCommand({
"type": "construct",
"entities": [this.id()],
"template": template,
"x": x,
"z": z,
"angle": angle,
"autorepair": false,
"autocontinue": false,
"queued": false
});
return this;
},
});

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function EntityCollection(baseAI, entities)
{
this._ai = baseAI;
this._entities = entities;
// Compute length lazily on demand, since it can be
// expensive for large collections
var length = undefined;
Object.defineProperty(this, "length", {
get: function () {
if (length === undefined)
{
length = 0;
for (var id in entities)
++length;
}
return length;
}
});
}
EntityCollection.prototype.toIdArray = function()
{
var ret = [];
for (var id in this._entities)
ret.push(+id);
return ret;
};
EntityCollection.prototype.toEntityArray = function()
{
var ret = [];
for each (var ent in this._entities)
ret.push(new Entity(this._ai, ent));
return ret;
};
EntityCollection.prototype.toString = function()
{
return "[EntityCollection " + this.toEntityArray().join(" ") + "]";
};
/**
* Returns the (at most) n entities nearest to targetPos.
*/
EntityCollection.prototype.filterNearest = function(targetPos, n)
{
// Compute the distance of each entity
var data = []; // [ [id, ent, distance], ... ]
for (var id in this._entities)
{
var ent = this._entities[id];
if (ent.position)
data.push([id, ent, VectorDistance(targetPos, ent.position)]);
}
// Sort by increasing distance
data.sort(function (a, b) { return (a[2] - b[2]); });
// Extract the first n
var ret = {};
for each (var val in data.slice(0, n))
ret[val[0]] = val[1];
return new EntityCollection(this._ai, ret);
};
EntityCollection.prototype.filter = function(callback, thisp)
{
var ret = {};
for (var id in this._entities)
{
var ent = this._entities[id];
var val = new Entity(this._ai, ent);
if (callback.call(thisp, val, id, this))
ret[id] = ent;
}
return new EntityCollection(this._ai, ret);
};
EntityCollection.prototype.filter_raw = function(callback, thisp)
{
var ret = {};
for (var id in this._entities)
{
var ent = this._entities[id];
if (callback.call(thisp, ent, id, this))
ret[id] = ent;
}
return new EntityCollection(this._ai, ret);
};
EntityCollection.prototype.forEach = function(callback, thisp)
{
for (var id in this._entities)
{
var ent = this._entities[id];
var val = new Entity(this._ai, ent);
callback.call(thisp, val, id, this);
}
return this;
};
EntityCollection.prototype.move = function(x, z, queued)
{
queued = queued || false;
Engine.PostCommand({"type": "walk", "entities": this.toIdArray(), "x": x, "z": z, "queued": queued});
return this;
};
EntityCollection.prototype.destroy = function()
{
Engine.PostCommand({"type": "delete-entities", "entities": this.toIdArray()});
return this;
};

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@ -1,51 +0,0 @@
function VectorDistance(a, b)
{
var dx = a[0] - b[0];
var dz = a[1] - b[1];
return Math.sqrt(dx*dx + dz*dz);
}
function SquareVectorDistance(a, b)//A sqrtless vector calculator, to see if that improves speed at all.
{
var dx = a[0] - b[0];
var dz = a[1] - b[1];
return (dx*dx + dz*dz);
}
function MemoizeInit(obj)
{
obj._memoizeCache = {};
}
function Memoize(funcname, func)
{
return function() {
var args = funcname + '|' + Array.prototype.join.call(arguments, '|');
if (args in this._memoizeCache)
return this._memoizeCache[args];
var ret = func.apply(this, arguments);
this._memoizeCache[args] = ret;
return ret;
};
}
function ShallowClone(obj)
{
var ret = {};
for (var k in obj)
ret[k] = obj[k];
return ret;
}
// Picks a random element from an array
function PickRandom(list){
if (list.length === 0)
{
return undefined;
}
else
{
return list[Math.floor(Math.random()*list.length)];
}
}

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Engine.IncludeModule("common-api-v2");

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function AttackMoveToCC(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 && ent.position());
});
}
// 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();
if (! centrePos) return;
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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@ -1,240 +0,0 @@
function AttackMoveToLocation(gameState, Config, militaryManager, minAttackSize, maxAttackSize, targetFinder){
this.Config = Config;
this.minAttackSize = minAttackSize || Config.attack.minAttackSize;
this.maxAttackSize = maxAttackSize || Config.attack.maxAttackSize;
this.idList=[];
this.previousTime = 0;
this.state = "unexecuted";
this.targetFinder = targetFinder || this.defaultTargetFinder;
this.healthRecord = [];
};
// Returns true if the attack can be executed at the current time
AttackMoveToLocation.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 * this.Config.attack.enemyRatio;
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);
};
// Default target finder aims for conquest critical targets
AttackMoveToLocation.prototype.defaultTargetFinder = function(gameState, militaryManager){
// 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 && ent.position());
});
}
// 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");
}
return targets;
};
// Executes the attack plan, after this is executed the update function will be run every turn
AttackMoveToLocation.prototype.execute = function(gameState, militaryManager){
var availableCount = militaryManager.countAvailableUnits();
var numWanted = Math.min(availableCount, this.maxAttackSize);
this.idList = militaryManager.getAvailableUnits(numWanted);
var pending = EntityCollectionFromIds(gameState, this.idList);
var targets = this.targetFinder(gameState, militaryManager);
if (targets.length === 0){
targets = this.defaultTargetFinder(gameState, militaryManager);
}
// 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();
// pick a random target from the list
this.targetPos = undefined;
var count = 0;
while (!this.targetPos) {
var rand = Math.floor((Math.random()*targets.length));
var target = targets.toEntityArray()[rand];
this.targetPos = target.position();
count++;
if (count > 1000) {
warn("No target with a valid position found");
return;
}
}
// Find possible distinct paths to the enemy
var pathFinder = new PathFinder(gameState);
var pathsToEnemy = pathFinder.getPaths(curPos, this.targetPos);
if (!pathsToEnemy || !pathsToEnemy[0] || pathsToEnemy[0][0] === undefined || pathsToEnemy[0][1] === undefined) {
pathsToEnemy = [[this.targetPos]];
}
var randPath = Math.floor(Math.random() * pathsToEnemy.length);
this.path = pathsToEnemy[randPath];
pending.move(this.path[0][0], this.path[0][1]);
} else if (targets.length == 0 ) {
gameState.ai.gameFinished = true;
return;
}
this.state = "walking";
};
// Runs every turn after the attack is executed
// This removes idle units from the attack
AttackMoveToLocation.prototype.update = function(gameState, militaryManager, events){
if (!this.targetPos){
for (var idKey in this.idList){
var id = this.idList[idKey];
militaryManager.unassignUnit(id);
}
this.idList = [];
}
// 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 || 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();
if (! centrePos) return;
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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@ -1,58 +0,0 @@
function Config() {
this.debug = false
this.attack = {
"minAttackSize" : 20, // attackMoveToLocation
"maxAttackSize" : 60, // attackMoveToLocation
"enemyRatio" : 1.5, // attackMoveToLocation
"groupSize" : 10 // military
};
// defence
this.defence = {
"acquireDistance" : 220,
"releaseDistance" : 250,
"groupRadius" : 20,
"groupBreakRadius" : 40,
"groupMergeRadius" : 10,
"defenderRatio" : 2
};
// military
this.buildings = {
"moderate" : {
"default" : [ "structures/{civ}_barracks" ]
},
"advanced" : {
"hele" : [ "structures/{civ}_gymnasion", "structures/{civ}_fortress" ],
"athen" : [ "structures/{civ}_gymnasion", "structures/{civ}_fortress" ],
"spart" : [ "structures/{civ}_syssiton", "structures/{civ}_fortress" ],
"mace" : [ "structures/{civ}_fortress" ],
"cart" : [ "structures/{civ}_fortress", "structures/{civ}_embassy_celtic",
"structures/{civ}_embassy_iberian", "structures/{civ}_embassy_italiote" ],
"celt" : [ "structures/{civ}_kennel", "structures/{civ}_fortress_b", "structures/{civ}_fortress_g" ],
"iber" : [ "structures/{civ}_fortress" ],
"pers" : [ "structures/{civ}_fortress", "structures/{civ}_stables", "structures/{civ}_apadana" ],
"rome" : [ "structures/{civ}_army_camp", "structures/{civ}_fortress" ]
},
"fort" : {
"default" : [ "structures/{civ}_fortress" ],
"celt" : [ "structures/{civ}_fortress_b", "structures/{civ}_fortress_g" ]
}
};
// qbot
this.priorities = { // Note these are dynamic, you are only setting the initial values
"house" : 500,
"citizenSoldier" : 100,
"villager" : 100,
"economicBuilding" : 30,
"field" : 20,
"advancedSoldier" : 30,
"siege" : 10,
"militaryBuilding" : 50,
"defenceBuilding" : 17,
"civilCentre" : 1000
};
};

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

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@ -1,278 +0,0 @@
function Defence(Config){
this.ACQUIRE_DIST = Config.defence.acquireDistance;
this.RELEASE_DIST = Config.defence.releaseDistance;
this.GROUP_RADIUS = Config.defence.groupRadius; // units will be added to a group if they are within this radius
this.GROUP_BREAK_RADIUS = Config.defence.groupBreakRadius; // units will leave a group if they are outside of this radius
this.GROUP_MERGE_RADIUS = Config.defence.groupMergeRadius; // Two groups with centres this far apart will be merged
this.DEFENCE_RATIO = Config.defence.defenderRatio; // How many defenders we want per attacker. Need to balance fewer losses vs. lost economy
// These are objects with the keys being entity ids and values being the entity objects
// NOTE: It is assumed that all attackers have a valid position, the attackers list must be kept up to date so this
// property is maintained
this.attackers = {}; // Enemy soldiers which are attacking our base
this.defenders = {}; // Our soldiers currently being used for defence
// A list of groups, enemy soldiers are clumped together in groups.
this.groups = [];
}
Defence.prototype.update = function(gameState, events, militaryManager){
Engine.ProfileStart("Defence Manager");
var enemyTroops = militaryManager.getEnemySoldiers();
this.updateAttackers(gameState, events, enemyTroops);
this.updateGroups();
var unassignedDefenders = this.updateDefenders(gameState);
this.assignDefenders(gameState, militaryManager, unassignedDefenders);
Engine.ProfileStop();
};
Defence.prototype.assignDefenders = function(gameState, militaryManager, unassignedDefenders){
var numAttackers = Object.keys(this.attackers).length;
var numDefenders = Object.keys(this.defenders).length;
var numUnassignedDefenders = unassignedDefenders.length;
var numAssignedDefenders = numDefenders - numUnassignedDefenders;
// TODO: this is non optimal, we may have unevenly distributed defenders
// Unassign defenders which aren't needed
if (numAttackers * this.DEFENCE_RATIO <= numAssignedDefenders){
militaryManager.unassignUnits(unassignedDefenders);
var CCs = gameState.getOwnEntities().filter(Filters.byClass("CivCentre"));
for (var i in unassignedDefenders){
var pos = this.defenders[unassignedDefenders[i]].position();
// Move back to nearest CC
if (pos){
var nearestCCArray = CCs.filterNearest(pos, 1).toEntityArray();
if (nearestCCArray.length > 0){
var movePos = nearestCCArray[0].position();
this.defenders[unassignedDefenders[i]].move(movePos[0], movePos[1]);
}
}
delete this.defenders[unassignedDefenders[i]];
}
return;
}
// Check to see if we need to recruit more defenders
if (numAttackers * this.DEFENCE_RATIO > numDefenders){
var numNeeded = Math.ceil(numAttackers * this.DEFENCE_RATIO - numDefenders);
var numIdleAvailable = militaryManager.countAvailableUnits(Filters.isIdle());
if (numIdleAvailable > numNeeded){
var newUnits = militaryManager.getAvailableUnits(numNeeded, Filters.isIdle());
for (var i in newUnits){
var ent = gameState.getEntityById(newUnits[i]);
}
unassignedDefenders = unassignedDefenders.concat(newUnits);
}else{
var newUnits = militaryManager.getAvailableUnits(numNeeded);
for (var i in newUnits){
var ent = gameState.getEntityById(newUnits[i]);
ent.setMetadata("initialPosition", ent.position());
}
unassignedDefenders = unassignedDefenders.concat(newUnits);
}
}
// Now distribute the unassigned defenders among the attacking groups.
for (var i in unassignedDefenders){
var id = unassignedDefenders[i];
var ent = gameState.getEntityById(id);
if (!ent.position()){
debug("Defender with no position! (shouldn't happen)");
debug(ent);
continue;
}
var minDist = Math.min();
var closestGroup = undefined;
for (var j in this.groups){
var dist = VectorDistance(this.groups[j].position, ent.position());
if (dist < minDist && this.groups[j].members.length * this.DEFENCE_RATIO > this.groups[j].defenders.length){
minDist = dist;
closestGroup = this.groups[j];
}
}
if (closestGroup !== undefined){
var rand = Math.floor(Math.random()*closestGroup.members.length);
ent.attack(closestGroup.members[rand]);
this.defenders[id] = ent;
closestGroup.defenders.push(id);
}
}
};
Defence.prototype.updateDefenders = function(gameState){
var newDefenders = {};
var unassignedDefenders = [];
for (var i in this.groups){
this.removeDestroyed(gameState, this.groups[i].defenders);
for (var j in this.groups[i].defenders){
var id = this.groups[i].defenders[j];
newDefenders[id] = this.defenders[id];
var ent = gameState.getEntityById(id);
// If the defender is idle then set it to attack another member of the group it is targetting
if (ent && ent.isIdle()){
var rand = Math.floor(Math.random()*this.groups[i].members.length);
ent.attack(this.groups[i].members[rand]);
}
}
}
for (var id in this.defenders){
if (!gameState.getEntityById(id)){
delete this.defenders[id];
} else if (!newDefenders[id]){
unassignedDefenders.push(id);
}
}
return unassignedDefenders;
};
// Returns an entity collection of key buildings which should be defended.
// Currently just returns civ centres
Defence.prototype.getKeyBuildings = function(gameState){
return gameState.getOwnEntities().filter(Filters.byClass("CivCentre"));
};
/*
* This function puts all attacking enemy troops into this.attackers, the list from the turn before is put into
* this.oldAttackers, also any new attackers have their id's listed in this.newAttackers.
*/
Defence.prototype.updateAttackers = function(gameState, events, enemyTroops){
var self = this;
var keyBuildings = this.getKeyBuildings(gameState);
this.newAttackers = [];
this.oldAttackers = this.attackers;
this.attackers = {};
enemyTroops.forEach(function(ent){
if (ent.position()){
var minDist = Math.min();
keyBuildings.forEach(function(building){
if (building.position() && VectorDistance(ent.position(), building.position()) < minDist){
minDist = VectorDistance(ent.position(), building.position());
}
});
if (self.oldAttackers[ent.id()]){
if (minDist < self.RELEASE_DIST){
self.attackers[ent.id()] = ent;
}
}else{
if (minDist < self.ACQUIRE_DIST){
self.attackers[ent.id()] = ent;
self.newAttackers.push(ent.id());
}
}
}
});
};
Defence.prototype.removeDestroyed = function(gameState, entList){
for (var i = 0; i < entList.length; i++){
if (!gameState.getEntityById(entList[i])){
entList.splice(i, 1);
i--;
}
}
};
Defence.prototype.updateGroups = function(){
// clean up groups by removing members and removing empty groups
for (var i = 0; i < this.groups.length; i++){
var group = this.groups[i];
// remove members which are no longer attackers
for (var j = 0; j < group.members.length; j++){
if (!this.attackers[group.members[j]]){
group.members.splice(j, 1);
j--;
}
}
// recalculate centre of group
group.sumPosition = [0,0];
for (var j = 0; j < group.members.length; j++){
group.sumPosition[0] += this.attackers[group.members[j]].position()[0];
group.sumPosition[1] += this.attackers[group.members[j]].position()[1];
}
group.position[0] = group.sumPosition[0]/group.members.length;
group.position[1] = group.sumPosition[1]/group.members.length;
// remove members that are too far away
for (var j = 0; j < group.members.length; j++){
if ( VectorDistance(this.attackers[group.members[j]].position(), group.position) > this.GROUP_BREAK_RADIUS){
this.newAttackers.push(group.members[j]);
group.sumPosition[0] -= this.attackers[group.members[j]].position()[0];
group.sumPosition[1] -= this.attackers[group.members[j]].position()[1];
group.members.splice(j, 1);
j--;
}
}
if (group.members.length === 0){
this.groups.splice(i, 1);
i--;
}
group.position[0] = group.sumPosition[0]/group.members.length;
group.position[1] = group.sumPosition[1]/group.members.length;
}
// add ungrouped attackers to groups
for (var j in this.newAttackers){
var ent = this.attackers[this.newAttackers[j]];
var foundGroup = false;
for (var i in this.groups){
if (VectorDistance(ent.position(), this.groups[i].position) <= this.GROUP_RADIUS){
this.groups[i].members.push(ent.id());
this.groups[i].sumPosition[0] += ent.position()[0];
this.groups[i].sumPosition[1] += ent.position()[1];
this.groups[i].position[0] = this.groups[i].sumPosition[0]/this.groups[i].members.length;
this.groups[i].position[1] = this.groups[i].sumPosition[1]/this.groups[i].members.length;
foundGroup = true;
break;
}
}
if (!foundGroup){
this.groups.push({"members": [ent.id()],
"position": [ent.position()[0], ent.position()[1]],
"sumPosition": [ent.position()[0], ent.position()[1]],
"defenders": []});
}
}
// merge groups which are close together
for (var i = 0; i < this.groups.length; i++){
for (var j = 0; j < this.groups.length; j++){
if (this.groups[i].members.length < this.groups[j].members.length){
if (VectorDistance(this.groups[i].position, this.groups[j].position) < this.GROUP_MERGE_RADIUS){
this.groups[j].members = this.groups[i].members.concat(this.groups[j].members);
this.groups[j].defenders = this.groups[i].defenders.concat(this.groups[j].defenders);
this.groups[j].sumPosition[0] += this.groups[i].sumPosition[0];
this.groups[j].sumPosition[1] += this.groups[i].sumPosition[1];
this.groups[j].position[0] = this.groups[j].sumPosition[0]/this.groups[j].members.length;
this.groups[j].position[1] = this.groups[j].sumPosition[1]/this.groups[j].members.length;
this.groups.splice(i, 1);
i--;
break;
}
}
}
}
};

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@ -1,543 +0,0 @@
var EconomyManager = function() {
this.targetNumBuilders = 5; // number of workers we want building stuff
this.targetNumFields = 3;
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.max(Math.floor(gameState.getPopulationMax()/3), 1);
};
EconomyManager.prototype.trainMoreWorkers = function(gameState, queues) {
// Count the workers in the world and in progress
var numWorkers = gameState.countEntitiesAndQueuedByType(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
if (!gameState.turnCache["gather-weights-calculated"]){
this.gatherWeights = gameState.ai.queueManager.futureNeeds(gameState);
gameState.turnCache["gather-weights-calculated"] = true;
}
var numGatherers = {};
for ( var type in this.gatherWeights){
numGatherers[type] = gameState.updatingCollection("workers-gathering-" + type,
Filters.byMetadata("gather-type", type), gameState.getOwnEntitiesByRole("worker")).length;
}
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.getOwnEntitiesByRole(undefined);
roleless.forEach(function(ent) {
if (ent.hasClass("Worker")){
ent.setMetadata("role", "worker");
}else if(ent.hasClass("CitizenSoldier") || ent.hasClass("Champion")){
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.getOwnEntitiesByRole("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.getOwnEntitiesByRole("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 filter = Filters.or(Filters.isIdle(), Filters.byMetadata("subrole", "idle"));
var idleWorkers = gameState.updatingCollection("idle-workers", filter, gameState.getOwnEntitiesByRole("worker"));
if (idleWorkers.length) {
var resourceSupplies;
idleWorkers.forEach(function(ent) {
// Check that the worker isn't garrisoned
if (ent.position() === undefined){
return;
}
var types = self.pickMostNeededResources(gameState);
ent.setMetadata("subrole", "gatherer");
ent.setMetadata("gather-type", types[0]);
});
}
};
EconomyManager.prototype.workersBySubrole = function(gameState, subrole) {
var workers = gameState.getOwnEntitiesByRole("worker");
return gameState.updatingCollection("subrole-" + subrole, Filters.byMetadata("subrole", subrole), workers);
};
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.getOwnFoundations();
// Check if nothing to build
if (!foundations.length){
return;
}
var workers = gameState.getOwnEntitiesByRole("worker");
var builderWorkers = this.workersBySubrole(gameState, "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.setMetadata("subrole", "builder");
ent.setMetadata("target-foundation", target);
});
};
EconomyManager.prototype.buildMoreFields = function(gameState, queues) {
// give time for treasures to be gathered
if (gameState.getTimeElapsed() < 30 * 1000)
return;
var numFood = 0;
gameState.updatingCollection("active-dropsite-food", Filters.byMetadata("active-dropsite-food", true),
gameState.getOwnDropsites("food")).forEach(function (dropsite){
numFood += dropsite.getMetadata("nearby-resources-food").length;
});
numFood += gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_field"));
numFood += queues.field.totalLength();
for ( var i = numFood; 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.countEntitiesAndQueuedByType(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};
var self = this;
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.getResourceSupplies(resource);
supplies.forEach(function(ent){
if (!ent.position()){
return;
}
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]);
self.resourceMaps[resource].addInfluence(x, z, radius[resource], strength);
});
}
// TODO: fix for treasure and move out of loop
// 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.entityObj){
var ent = e.msg.entityObj;
if (ent && ent.position() && 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], -strength);
}
}
}else if (e.type === "Create") {
if (e.msg.entityObj){
var ent = e.msg.entityObj;
if (ent && ent.position() && 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], strength);
}
}
}
}
}
//this.resourceMaps['wood'].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 (var 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);
}
});
}
};
// Stores lists of nearby resources
EconomyManager.prototype.updateNearbyResources = function(gameState){
var self = this;
var resources = ["food", "wood", "stone", "metal"];
var resourceSupplies;
var radius = 100;
for (var key in resources){
var resource = resources[key];
gameState.getOwnDropsites(resource).forEach(function(ent) {
if (ent.getMetadata("nearby-resources-" + resource) === undefined){
var filterPos = Filters.byStaticDistance(ent.position(), radius);
var collection = gameState.getResourceSupplies(resource).filter(filterPos);
collection.registerUpdates();
ent.setMetadata("nearby-resources-" + resource, collection);
ent.setMetadata("active-dropsite-" + resource, true);
}
if (ent.getMetadata("nearby-resources-" + resource).length === 0){
ent.setMetadata("active-dropsite-" + resource, false);
}else{
ent.setMetadata("active-dropsite-" + resource, true);
}
/*
// Make resources glow wildly
if (resource == "food"){
ent.getMetadata("nearby-resources-" + resource).forEach(function(ent){
Engine.PostCommand(PlayerID, {"type": "set-shading-color", "entities": [ent.id()], "rgb": [10,0,0]});
});
}
if (resource == "wood"){
ent.getMetadata("nearby-resources-" + resource).forEach(function(ent){
Engine.PostCommand(PlayerID, {"type": "set-shading-color", "entities": [ent.id()], "rgb": [0,10,0]});
});
}
if (resource == "metal"){
ent.getMetadata("nearby-resources-" + resource).forEach(function(ent){
Engine.PostCommand(PlayerID, {"type": "set-shading-color", "entities": [ent.id()], "rgb": [0,0,10]});
});
}*/
});
}
};
//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.buildMarket = function(gameState, queues){
if (gameState.getTimeElapsed() > 600 * 1000){
if (queues.economicBuilding.totalLength() === 0 &&
gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market")) === 0){
//only ever build one storehouse/CC/market at a time
queues.economicBuilding.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_market"));
}
}
};
EconomyManager.prototype.buildDropsites = function(gameState, queues){
if (queues.economicBuilding.totalLength() === 0 &&
gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_storehouse")) === 0 &&
gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_civil_centre")) === 0){
//only ever build one storehouse/CC/market 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}_storehouse", 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.countEntitiesByType(gameState.applyCiv("units/{civ}_support_female_citizen")) > this.targetNumWorkers * 0.5) {
this.targetNumBuilders = 10;
}else{
this.targetNumBuilders = 5;
}
if (gameState.countEntitiesByType(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);
this.updateNearbyResources(gameState);
Engine.ProfileStop();
Engine.ProfileStart("Build new Dropsites");
this.buildDropsites(gameState, queues);
Engine.ProfileStop();
this.buildMarket(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("Swap Workers");
var gathererGroups = {};
gameState.getOwnEntitiesByRole("worker").forEach(function(ent){
var key = uneval(ent.resourceGatherRates());
if (!gathererGroups[key]){
gathererGroups[key] = {"food": [], "wood": [], "metal": [], "stone": []};
}
if (ent.getMetadata("gather-type") in gathererGroups[key]){
gathererGroups[key][ent.getMetadata("gather-type")].push(ent);
}
});
for (var i in gathererGroups){
for (var j in gathererGroups){
var a = eval(i);
var b = eval(j);
if (a["food.grain"]/b["food.grain"] > a["wood.tree"]/b["wood.tree"] && gathererGroups[i]["wood"].length > 0 && gathererGroups[j]["food"].length > 0){
for (var k = 0; k < Math.min(gathererGroups[i]["wood"].length, gathererGroups[j]["food"].length); k++){
gathererGroups[i]["wood"][k].setMetadata("gather-type", "food");
gathererGroups[j]["food"][k].setMetadata("gather-type", "wood");
}
}
}
}
Engine.ProfileStop();
Engine.ProfileStart("Assign builders");
this.assignToFoundations(gameState);
Engine.ProfileStop();
Engine.ProfileStart("Run Workers");
gameState.getOwnEntitiesByRole("worker").forEach(function(ent){
if (!ent.getMetadata("worker-object")){
ent.setMetadata("worker-object", new Worker(ent));
}
ent.getMetadata("worker-object").update(gameState);
});
// Gatherer count updates for non-workers
var filter = Filters.and(Filters.not(Filters.byMetadata("worker-object", undefined)),
Filters.not(Filters.byMetadata("role", "worker")));
gameState.updatingCollection("reassigned-workers", filter, gameState.getOwnEntities()).forEach(function(ent){
ent.getMetadata("worker-object").updateGathererCounts(gameState);
});
// Gatherer count updates for destroyed units
for (var i in events) {
var e = events[i];
if (e.type === "Destroy") {
if (e.msg.metadata && e.msg.metadata[gameState.getPlayerID()] && e.msg.metadata[gameState.getPlayerID()]["worker-object"]){
e.msg.metadata[gameState.getPlayerID()]["worker-object"].updateGathererCounts(gameState, true);
}
}
}
Engine.ProfileStop();
Engine.ProfileStop();
};

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@ -1,14 +0,0 @@
Entity.prototype.deleteMetadata = function(id) {
delete this._ai._entityMetadata[this.id()];
};
Entity.prototype.garrison = function(target) {
Engine.PostCommand(PlayerID, {"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": false});
return this;
};
Entity.prototype.attack = function(unitId)
{
Engine.PostCommand(PlayerID, {"type": "attack", "entities": [this.id()], "target": unitId, "queued": false});
return this;
};

View File

@ -1,40 +0,0 @@
EntityCollection.prototype.attack = function(unit)
{
var unitId;
if (typeOf(unit) === "Entity"){
unitId = unit.id();
}else{
unitId = unit;
}
Engine.PostCommand(PlayerID, {"type": "attack", "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.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

@ -1,319 +0,0 @@
/**
* 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;
if (!this.ai._gameStateStore){
this.ai._gameStateStore = {};
}
this.store = this.ai._gameStateStore;
this.cellSize = 4; // Size of each map tile
this.turnCache = {};
};
GameState.prototype.updatingCollection = function(id, filter, collection){
if (!this.store[id]){
this.store[id] = collection.filter(filter);
this.store[id].registerUpdates();
}
return this.store[id];
};
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 Map.createTerritoryMap(this);
};
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.getEnemies = function(){
var ret = [];
for (var i in this.playerData.isEnemy){
if (this.playerData.isEnemy[i]){
ret.push(i);
}
}
return ret;
};
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() {
if (!this.store.ownEntities){
this.store.ownEntities = this.getEntities().filter(Filters.byOwner(this.player));
this.store.ownEntities.registerUpdates();
}
return this.store.ownEntities;
};
GameState.prototype.getEnemyEntities = function() {
var diplomacyChange = false;
var enemies = this.getEnemies();
if (this.store.enemies){
if (this.store.enemies.length != enemies.length){
diplomacyChange = true;
}else{
for (var i = 0; i < enemies.length; i++){
if (enemies[i] !== this.store.enemies[i]){
diplomacyChange = true;
}
}
}
}
if (diplomacyChange || !this.store.enemyEntities){
var filter = Filters.byOwners(enemies);
this.store.enemyEntities = this.getEntities().filter(filter);
this.store.enemyEntities.registerUpdates();
this.store.enemies = enemies;
}
return this.store.enemyEntities;
};
GameState.prototype.getEntities = function() {
return this.entities;
};
GameState.prototype.getEntityById = function(id){
if (this.entities._entities[id]) {
return this.entities._entities[id];
}else{
//debug("Entity " + id + " requested does not exist");
}
return undefined;
};
GameState.prototype.getOwnEntitiesByMetadata = function(key, value){
if (!this.store[key + "-" + value]){
var filter = Filters.byMetadata(key, value);
this.store[key + "-" + value] = this.getOwnEntities().filter(filter);
this.store[key + "-" + value].registerUpdates();
}
return this.store[key + "-" + value];
};
GameState.prototype.getOwnEntitiesByRole = function(role){
return this.getOwnEntitiesByMetadata("role", role);
};
// TODO: fix this so it picks up not in use training stuff
GameState.prototype.getOwnTrainingFacilities = function(){
return this.updatingCollection("own-training-facilities", Filters.byTrainingQueue(), this.getOwnEntities());
};
GameState.prototype.getOwnEntitiesByType = function(type){
var filter = Filters.byType(type);
return this.updatingCollection("own-by-type-" + type, filter, this.getOwnEntities());
};
GameState.prototype.countEntitiesByType = function(type) {
return this.getOwnEntitiesByType(type).length;
};
GameState.prototype.countEntitiesAndQueuedByType = function(type) {
var count = this.countEntitiesByType(type);
// Count building foundations
count += this.countEntitiesByType("foundation|" + type);
// Count animal resources
count += this.countEntitiesByType("resource|" + type);
// Count entities in building production queues
this.getOwnTrainingFacilities().forEach(function(ent){
ent.trainingQueue().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.countOwnEntitiesByRole = function(role) {
return this.getOwnEntitiesByRole(role).length;
};
GameState.prototype.countOwnEntitiesAndQueuedWithRole = function(role) {
var count = this.countOwnEntitiesByRole(role);
// Count entities in building production queues
this.getOwnTrainingFacilities().forEach(function(ent) {
ent.trainingQueue().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.getOwnTrainingFacilities().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.getOwnFoundations = function() {
return this.updatingCollection("ownFoundations", Filters.isFoundation(), this.getOwnEntities());
};
GameState.prototype.getOwnDropsites = function(resource){
return this.updatingCollection("dropsite-own-" + resource, Filters.isDropsite(resource), this.getOwnEntities());
};
GameState.prototype.getResourceSupplies = function(resource){
return this.updatingCollection("resource-" + resource, Filters.byResource(resource), this.getEntities());
};
GameState.prototype.getEntityLimits = function() {
return this.playerData.entityLimits;
};
GameState.prototype.getEntityCounts = function() {
return this.playerData.entityCounts;
};
// Checks whether the maximum number of buildings have been constructed for a certain catergory
GameState.prototype.isEntityLimitReached = function(category) {
if(this.playerData.entityLimits[category] === undefined || this.playerData.entityCounts[category] === undefined)
return false;
return (this.playerData.entityCounts[category] >= this.playerData.entityLimits[category]);
};

View File

@ -1,29 +0,0 @@
// 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.countEntitiesByType(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();
};

View File

@ -1,339 +0,0 @@
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

@ -1,263 +0,0 @@
const TERRITORY_PLAYER_MASK = 0x3F;
//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.prototype.point = function(p){
var q = this.gamePosToMapPos(p);
return this.map[q[0] + this.width * q[1]];
};
Map.createObstructionMap = function(gameState, template){
var passabilityMap = gameState.getMap();
var territoryMap = gameState.ai.territoryMap;
// 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 ret = new Map(gameState, map.data);
ret.getOwner = function(p) {
return this.point(p) & TERRITORY_PLAYER_MASK;
}
return ret;
};
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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@ -1,461 +0,0 @@
/*
* 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(Config) {
this.Config = Config
// these use the structure soldiers[unitId] = true|false to register the units
this.attackManagers = [AttackMoveToLocation];
this.availableAttacks = [];
this.currentAttacks = [];
// Counts how many attacks we have sent at the enemy.
this.attackCount = 0;
this.lastAttackTime = 0;
this.defenceManager = new Defence(Config);
};
MilitaryAttackManager.prototype.init = function(gameState) {
var civ = gameState.playerData.civ;
// load units and buildings from the config files
if (civ in this.Config.buildings.moderate){
this.bModerate = this.Config.buildings.moderate[civ];
}else{
this.bModerate = this.Config.buildings.moderate['default'];
}
if (civ in this.Config.buildings.advanced){
this.bAdvanced = this.Config.buildings.advanced[civ];
}else{
this.bAdvanced = this.Config.buildings.advanced['default'];
}
if (civ in this.Config.buildings.fort){
this.bFort = this.Config.buildings.fort[civ];
}else{
this.bFort = this.Config.buildings.fort['default'];
}
for (var i in this.bAdvanced){
this.bAdvanced[i] = gameState.applyCiv(this.bAdvanced[i]);
}
for (var i in this.bFort){
this.bFort[i] = gameState.applyCiv(this.bFort[i]);
}
this.getEconomicTargets = function(gameState, militaryManager){
return militaryManager.getEnemyBuildings(gameState, "Economic");
};
// TODO: figure out how to make this generic
for (var i in this.attackManagers){
this.availableAttacks[i] = new this.attackManagers[i](gameState, this.Config, this);
}
var enemies = gameState.getEnemyEntities();
var filter = Filters.byClassesOr(["CitizenSoldier", "Champion", "Hero", "Siege"]);
this.enemySoldiers = enemies.filter(filter); // TODO: cope with diplomacy changes
this.enemySoldiers.registerUpdates();
};
/**
* @param (GameState) gameState
* @param (string) soldierTypes
* @returns array of soldiers for which training buildings exist
*/
MilitaryAttackManager.prototype.findTrainableUnits = function(gameState, soldierType){
var allTrainable = [];
gameState.getOwnEntities().forEach(function(ent) {
var trainable = ent.trainableEntities();
for (var i in trainable){
if (allTrainable.indexOf(trainable[i]) === -1){
allTrainable.push(trainable[i]);
}
}
});
var ret = [];
for (var i in allTrainable){
var template = gameState.getTemplate(allTrainable[i]);
if (soldierType == this.getSoldierType(template)){
ret.push(allTrainable[i]);
}
}
return ret;
};
// Returns the type of a soldier, either citizenSoldier, advanced or siege
MilitaryAttackManager.prototype.getSoldierType = function(ent){
if (ent.hasClass("Hero")){
return undefined;
}
if (ent.hasClass("CitizenSoldier") && !ent.hasClass("Cavalry")){
return "citizenSoldier";
}else if (ent.hasClass("Champion") || ent.hasClass("CitizenSoldier")){
return "advanced";
}else if (ent.hasClass("Siege")){
return "siege";
}else{
return undefined;
}
};
/**
* Returns the unit type we should begin training. (Currently this is whatever
* we have least of.)
*/
MilitaryAttackManager.prototype.findBestNewUnit = function(gameState, queue, soldierType) {
var units = this.findTrainableUnits(gameState, soldierType);
// Count each type
var types = [];
for ( var tKey in units) {
var t = units[tKey];
types.push([t, gameState.countEntitiesAndQueuedByType(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.registerSoldiers = function(gameState) {
var soldiers = gameState.getOwnEntitiesByRole("soldier");
var self = this;
soldiers.forEach(function(ent) {
ent.setMetadata("role", "military");
ent.setMetadata("military", "unassigned");
});
};
// 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 && ent.position());
});
return targets;
};
// return n available units and makes these units unavailable
MilitaryAttackManager.prototype.getAvailableUnits = function(n, filter) {
var ret = [];
var count = 0;
var units = undefined;
if (filter){
units = this.getUnassignedUnits().filter(filter);
}else{
units = this.getUnassignedUnits();
}
units.forEach(function(ent){
ret.push(ent.id());
ent.setMetadata("military", "assigned");
ent.setMetadata("role", "military");
count++;
if (count >= n) {
return;
}
});
return ret;
};
// Takes a single unit id, and marks it unassigned
MilitaryAttackManager.prototype.unassignUnit = function(unit){
this.entity(unit).setMetadata("military", "unassigned");
};
// Takes an array of unit id's and marks all of them unassigned
MilitaryAttackManager.prototype.unassignUnits = function(units){
for (var i in units){
this.unassignUnit(units[i]);
}
};
MilitaryAttackManager.prototype.getUnassignedUnits = function(){
return this.gameState.getOwnEntitiesByMetadata("military", "unassigned");
};
MilitaryAttackManager.prototype.countAvailableUnits = function(filter){
var count = 0;
if (filter){
return this.getUnassignedUnits().filter(filter).length;
}else{
return this.getUnassignedUnits().length;
}
};
// Takes an entity id and returns an entity object or undefined 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) {
return this.gameState.getEntityById(id);
};
// 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;
var self = this;
this.getUnassignedUnits(this.gameState).forEach(function(ent){
strength += self.getUnitStrength(ent);
});
return strength;
};
MilitaryAttackManager.prototype.getEnemySoldiers = function(){
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.countEntitiesAndQueuedByType(gameState.applyCiv('structures/{civ}_defense_tower'))
+ queues.defenceBuilding.totalLength() < gameState.getEntityLimits()["DefenseTower"]) {
gameState.getOwnEntities().forEach(function(dropsiteEnt) {
if (dropsiteEnt.resourceDropsiteTypes() && dropsiteEnt.getMetadata("defenseTower") !== true){
var position = dropsiteEnt.position();
if (position){
queues.defenceBuilding.addItem(new BuildingConstructionPlan(gameState, 'structures/{civ}_defense_tower', position));
}
dropsiteEnt.setMetadata("defenseTower", true);
}
});
}
var numFortresses = 0;
for (var i in this.bFort){
numFortresses += gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bFort[i]));
}
if (numFortresses + queues.defenceBuilding.totalLength() < gameState.getEntityLimits()["Fortress"]) {
if (gameState.countEntitiesByType(gameState.applyCiv("units/{civ}_support_female_citizen")) > gameState.ai.modules["economy"].targetNumWorkers * 0.5){
if (gameState.getTimeElapsed() > 350 * 1000 * numFortresses){
if (gameState.ai.pathsToMe && gameState.ai.pathsToMe.length > 0){
var position = gameState.ai.pathsToMe.shift();
// TODO: pick a fort randomly from the list.
queues.defenceBuilding.addItem(new BuildingConstructionPlan(gameState, this.bFort[0], position));
}else{
queues.defenceBuilding.addItem(new BuildingConstructionPlan(gameState, this.bFort[0]));
}
}
}
}
};
MilitaryAttackManager.prototype.constructTrainingBuildings = function(gameState, queues) {
// Build more military buildings
// TODO: make military building better
Engine.ProfileStart("Build buildings");
if (gameState.countEntitiesByType(gameState.applyCiv("units/{civ}_support_female_citizen")) > 30) {
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bModerate[0]))
+ queues.militaryBuilding.totalLength() < 1) {
queues.militaryBuilding.addItem(new BuildingConstructionPlan(gameState, this.bModerate[0]));
}
}
//build advanced military buildings
if (gameState.countEntitiesByType(gameState.applyCiv("units/{civ}_support_female_citizen")) >
gameState.ai.modules["economy"].targetNumWorkers * 0.7){
if (queues.militaryBuilding.totalLength() === 0){
for (var i in this.bAdvanced){
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bAdvanced[i])) < 1){
queues.militaryBuilding.addItem(new BuildingConstructionPlan(gameState, this.bAdvanced[i]));
}
}
}
}
Engine.ProfileStop();
};
MilitaryAttackManager.prototype.trainMilitaryUnits = function(gameState, queues){
Engine.ProfileStart("Train Units");
// Continually try training new units, in batches of 5
if (queues.citizenSoldier.length() < 6) {
var newUnit = this.findBestNewUnit(gameState, queues.citizenSoldier, "citizenSoldier");
if (newUnit){
queues.citizenSoldier.addItem(new UnitTrainingPlan(gameState, newUnit, {
"role" : "soldier"
}, 5));
}
}
if (queues.advancedSoldier.length() < 2) {
var newUnit = this.findBestNewUnit(gameState, queues.advancedSoldier, "advanced");
if (newUnit){
queues.advancedSoldier.addItem(new UnitTrainingPlan(gameState, newUnit, {
"role" : "soldier"
}, 5));
}
}
if (queues.siege.length() < 4) {
var newUnit = this.findBestNewUnit(gameState, queues.siege, "siege");
if (newUnit){
queues.siege.addItem(new UnitTrainingPlan(gameState, newUnit, {
"role" : "soldier"
}, 2));
}
}
Engine.ProfileStop();
};
MilitaryAttackManager.prototype.update = function(gameState, queues, events) {
var self = this;
Engine.ProfileStart("military update");
this.gameState = gameState;
this.registerSoldiers(gameState);
this.trainMilitaryUnits(gameState, queues);
this.constructTrainingBuildings(gameState, queues);
this.buildDefences(gameState, queues);
this.defenceManager.update(gameState, events, this);
Engine.ProfileStart("Plan new attacks");
// Look for attack plans which can be executed, only do this once every minute
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]);
//debug("Attacking!");
}
this.availableAttacks.splice(i, 1, new this.attackManagers[i](gameState, this.Config, this));
}
Engine.ProfileStop();
Engine.ProfileStart("Update attacks");
// Keep current attacks updated
for (var i in this.currentAttacks){
this.currentAttacks[i].update(gameState, this, events);
}
Engine.ProfileStop();
Engine.ProfileStart("Use idle military as workers");
// Set unassigned to be workers TODO: fix this so it doesn't scan all units every time
this.getUnassignedUnits(gameState).forEach(function(ent){
if (self.getSoldierType(ent) === "citizenSoldier"){
ent.setMetadata("role", "worker");
}
});
Engine.ProfileStop();
Engine.ProfileStop();
};

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@ -1,124 +0,0 @@
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{
// No 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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@ -1,56 +0,0 @@
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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@ -1,184 +0,0 @@
var g_debugEnabled = false;
function QBotAI(settings) {
BaseAI.call(this, settings);
this.turn = 0;
this.Config = new Config();
this.modules = {
"economy": new EconomyManager(),
"military": new MilitaryAttackManager(this.Config),
"housing": 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 = [];
this.priorities = this.Config.priorities;
this.queueManager = new QueueManager(this.queues, this.priorities);
this.firstTime = true;
this.savedEvents = [];
}
QBotAI.prototype = new BaseAI();
//Some modules need the gameState to fully initialise
QBotAI.prototype.runInit = function(gameState){
if (this.firstTime){
for (var i in this.modules){
if (this.modules[i].init){
this.modules[i].init(gameState);
}
}
this.timer = new Timer();
this.firstTime = false;
var myKeyEntities = gameState.getOwnEntities().filter(function(ent) {
return ent.hasClass("CivCentre");
});
if (myKeyEntities.length == 0){
myKeyEntities = gameState.getOwnEntities();
}
var filter = Filters.byClass("CivCentre");
var enemyKeyEntities = gameState.getEnemyEntities().filter(filter);
if (enemyKeyEntities.length == 0){
enemyKeyEntities = gameState.getEnemyEntities();
}
this.accessibility = new Accessibility(gameState, myKeyEntities.toEntityArray()[0].position());
if (enemyKeyEntities.length == 0)
return;
var pathFinder = new PathFinder(gameState);
this.pathsToMe = pathFinder.getPaths(enemyKeyEntities.toEntityArray()[0].position(), myKeyEntities.toEntityArray()[0].position(), 'entryPoints');
}
};
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);
if (gameState.getOwnEntities().length === 0){
Engine.ProfileStop();
return; // With no entities to control the AI cannot do anything
}
this.runInit(gameState);
for (var i in this.modules){
this.modules[i].update(gameState, this.queues, this.savedEvents);
}
this.updateDynamicPriorities(gameState, this.queues);
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++;
};
QBotAI.prototype.updateDynamicPriorities = function(gameState, queues){
// Dynamically change priorities
Engine.ProfileStart("Change Priorities");
var females = gameState.countEntitiesByType(gameState.applyCiv("units/{civ}_support_female_citizen"));
var femalesTarget = this.modules["economy"].targetNumWorkers;
var enemyStrength = this.modules["military"].measureEnemyStrength(gameState);
var availableStrength = this.modules["military"].measureAvailableStrength();
var additionalPriority = (enemyStrength - availableStrength) * 5;
additionalPriority = Math.min(Math.max(additionalPriority, -50), 220);
var advancedProportion = (availableStrength / 40) * (females/femalesTarget);
advancedProportion = Math.min(advancedProportion, 0.7);
this.priorities.citizenSoldier = (1-advancedProportion) * (150 + additionalPriority) + 1;
this.priorities.advancedSoldier = advancedProportion * (150 + additionalPriority) + 1;
if (females/femalesTarget > 0.7){
this.priorities.defenceBuilding = 70;
}
Engine.ProfileStop();
};
// TODO: Remove override when the whole AI state is serialised
QBotAI.prototype.Deserialize = function(data)
{
BaseAI.prototype.Deserialize.call(this, data);
};
// Override the default serializer
QBotAI.prototype.Serialize = function()
{
var ret = BaseAI.prototype.Serialize.call(this);
ret._entityMetadata = {};
return ret;
};
function debug(output){
if (g_debugEnabled){
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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@ -1,302 +0,0 @@
//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 (var p in this.queues) {
this.account[p] = 0;
}
this.curItemQueue = [];
};
QueueManager.prototype.getAvailableResources = function(gameState) {
var resources = gameState.getResources();
for (var 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 (var 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 (var 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(gameState){
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));
debug("Needed Resources:" + uneval(this.futureNeeds(gameState)));
};
QueueManager.prototype.update = function(gameState) {
for (var i in this.priorities){
if (!(this.priorities[i] > 0)){
this.priorities[i] = 1; // TODO: make the Queue Manager not die when priorities are zero.
warn("QueueManager received bad priorities, please report this error: " + uneval(this.priorities));
}
}
Engine.ProfileStart("Queue Manager");
//this.printQueues(gameState);
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 (var 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 (var key in ratio){
if (ratio[key] < ratioMin){
ratioMin = ratio[key];
ratioMinQueue = key;
}
}
if (this.onlyUsesSpareAndUpdateSpare(this.queues[ratioMinQueue].getNext().getCost(), availableRes)){
if (allSpare){
for (var 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 (var 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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@ -1,114 +0,0 @@
/*
* 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 (var 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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@ -1,6 +0,0 @@
This is an AI for 0 A.D. (http://play0ad.com/) 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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@ -1,66 +0,0 @@
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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@ -1,350 +0,0 @@
/*
* 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, quick, limitDistance){
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){
if (this.countConnected(p, 10) >= 10){
return p;
}
}
var count = 0;
// 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){
if (quick || this.countConnected(p, 10) >= 10){
return p;
}
}
if (limitDistance && count > 40){
return undefined;
}
count += 1;
}
}
direction *= -1;
}
return undefined;
};
// Counts how many accessible tiles there are connected to the start Point. If there are >= maxCount then it stops.
// This is inefficient for large areas so maxCount should be kept small for efficiency.
TerrainAnalysis.prototype.countConnected = function(startPoint, maxCount, curCount, checked){
curCount = curCount || 0;
checked = checked || [];
var w = this.width;
var positions = [[0,1], [0,-1], [1,0], [-1,0]];
curCount += 1; // add 1 for the current point
checked.push(startPoint);
if (curCount >= maxCount){
return curCount;
}
for (var i in positions){
var p = [startPoint[0] + positions[i][0], startPoint[1] + positions[i][1]];
if (p[0] + w*p[1] > 0 && p[0] + w*p[1] < this.length &&
this.map[p[0] + w*p[1]] != 0 && !(p in checked)){
curCount += this.countConnected(p, maxCount, curCount, checked);
}
}
return curCount;
};
/*
* PathFinder inherits from TerrainAnalysis
*
* Used to create a list of distinct paths between two points.
*
* Currently it works with a basic implementation which should be improved.
*
* TODO: Make this use territories.
*/
function PathFinder(gameState){
this.TerrainAnalysis(gameState);
}
copyPrototype(PathFinder, TerrainAnalysis);
/*
* Returns a list of distinct paths to the destination. Currently 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 = 23;
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, -1000000, 'constant');
if (mode === 'entryPoints'){
// returns the point where the path enters the blockPlacementRadius
return [blockPoint[0] * this.cellSize, blockPoint[1] * this.cellSize];
}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));
// Check that the accessible region is a decent size, otherwise obstacles close to the start point can create
// tiny accessible areas which makes the rest of the map inaceesible.
var iterations = 0;
while (this.floodFill(start) < 20 && iterations < 30){
this.map[start[0] + this.width*(start[1])] = 0;
start = this.findClosestPassablePoint(this.gamePosToMapPos(location));
iterations += 1;
}
}
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), true, true);
if (!s)
return false;
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);
var count = 0;
// 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]]);
count += 1;
}
}
}
// Replace the old empty stack with the newly filled one.
stack = newStack;
newStack = [];
}
return count;
};

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//The Timer class // The instance of this class is created in the qBot object under the name 'timer'
//The methods that are available to call from this instance are:
//timer.setTimer : Creates a new timer with the given interval (miliseconds).
// Optionally set dalay or a limited repeat value.
//timer.checkTimer : Gives true if called at the time of the interval.
//timer.clearTimer : Deletes the timer permanently. No way to get the same timer back.
//timer.activateTimer : Sets the status of a deactivated timer to active.
//timer.deactivateTimer : Deactivates a timer. Deactivated timers will never give true.
//-EmjeR-// Timer class //
var Timer = function() {
///Private array.
var alarmList = [];
///Private methods
function num_alarms() {
return alarmList.length;
};
function get_alarm(id) {
return alarmList[id];
};
function add_alarm(index, alarm) {
alarmList[index] = alarm;
};
function delete_alarm(id) {
// Set the array element to undefined
delete alarmList[id];
};
///Privileged methods
// Add an new alarm to the list
this.setTimer = function(gameState, interval, delay, repeat) {
delay = delay || 0;
repeat = repeat || -1;
var index = num_alarms();
//Add a new alarm to the list
add_alarm(index, new alarm(gameState, index, interval, delay, repeat));
return index;
};
// Check if a alarm has reached its interval.
this.checkTimer = function(gameState,id) {
var alarm = get_alarm(id);
if (alarm === undefined)
return false;
if (!alarm.active)
return false;
var time = gameState.getTimeElapsed();
var alarmState = false;
// If repeat forever (repeat is -1). Or if the alarm has rung less times than repeat.
if (alarm.repeat < 0 || alarm.counter < alarm.repeat) {
var time_diffrence = time - alarm.start_time - alarm.delay - alarm.interval * alarm.counter;
if (time_diffrence > alarm.interval) {
alarmState = true;
alarm.counter++;
}
}
// Check if the alarm has rung 'alarm.repeat' times if so, delete the alarm.
if (alarm.counter >= alarm.repeat && alarm.repeat != -1) {
this.clearTimer(id);
}
return alarmState;
};
// Remove an alarm from the list.
this.clearTimer = function(id) {
delete_alarm(id);
};
// Activate a deactivated alarm.
this.activateTimer = function(id) {
var alarm = get_alarm(id);
alarm.active = true;
};
// Deactivate an active alarm but don't delete it.
this.deactivateTimer = function(id) {
var alarm = get_alarm(id);
alarm.active = false;
};
};
//-EmjeR-// Alarm class //
function alarm(gameState, id, interval, delay, repeat) {
this.id = id;
this.interval = interval;
this.delay = delay;
this.repeat = repeat;
this.start_time = gameState.getTimeElapsed();
this.active = true;
this.counter = 0;
};

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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);
}
};

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/**
* This class makes a worker do as instructed by the economy manager
*/
var Worker = function(ent) {
this.ent = ent;
this.approachCount = 0;
};
Worker.prototype.update = function(gameState) {
var subrole = this.ent.getMetadata("subrole");
if (!this.ent.position()){
// If the worker has no position then no work can be done
return;
}
if (subrole === "gatherer"){
if (!(this.ent.unitAIState().split(".")[1] === "GATHER" && this.ent.unitAIOrderData()[0].type
&& this.getResourceType(this.ent.unitAIOrderData()[0].type) === this.ent.getMetadata("gather-type"))
&& !(this.ent.unitAIState().split(".")[1] === "RETURNRESOURCE")){
// TODO: handle combat for hunting animals
if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0 ||
this.ent.resourceCarrying()[0].type === this.ent.getMetadata("gather-type")){
Engine.ProfileStart("Start Gathering");
this.startGathering(gameState);
Engine.ProfileStop();
} else if (this.ent.unitAIState().split(".")[1] !== "RETURNRESOURCE") {
// Should deposit resources
Engine.ProfileStart("Return Resources");
this.returnResources(gameState);
Engine.ProfileStop();
}
this.startApproachingResourceTime = gameState.getTimeElapsed();
//Engine.PostCommand(PlayerID, {"type": "set-shading-color", "entities": [this.ent.id()], "rgb": [10,0,0]});
}else{
// If we haven't reached the resource in 2 minutes twice in a row and none of the resource has been
// gathered then mark it as inaccessible.
if (gameState.getTimeElapsed() - this.startApproachingResourceTime > 120000){
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent && ent.resourceSupplyAmount() == ent.resourceSupplyMax()){
if (this.approachCount > 0){
ent.setMetadata("inaccessible", true);
this.ent.setMetadata("subrole", "idle");
}
this.approachCount++;
}else{
this.approachCount = 0;
}
this.startApproachingResourceTime = gameState.getTimeElapsed();
}
}
}
}else if(subrole === "builder"){
if (this.ent.unitAIState().split(".")[1] !== "REPAIR"){
var target = this.ent.getMetadata("target-foundation");
this.ent.repair(target);
}
//Engine.PostCommand(PlayerID, {"type": "set-shading-color", "entities": [this.ent.id()], "rgb": [0,10,0]});
}
Engine.ProfileStart("Update Gatherer Counts");
this.updateGathererCounts(gameState);
Engine.ProfileStop();
};
Worker.prototype.updateGathererCounts = function(gameState, dead){
// update gatherer counts for the resources
if (this.ent.unitAIState().split(".")[2] === "GATHERING" && !dead){
if (this.gatheringFrom !== this.ent.unitAIOrderData()[0].target){
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent){
ent.setMetadata("gatherer-count", ent.getMetadata("gatherer-count") - 1);
this.markFull(ent);
}
}
this.gatheringFrom = this.ent.unitAIOrderData()[0].target;
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent){
ent.setMetadata("gatherer-count", (ent.getMetadata("gatherer-count") || 0) + 1);
this.markFull(ent);
}
}
}
}else{
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent){
ent.setMetadata("gatherer-count", ent.getMetadata("gatherer-count") - 1);
this.markFull(ent);
}
this.gatheringFrom = undefined;
}
}
};
Worker.prototype.markFull = function(ent){
var maxCounts = {"food": 20, "wood": 5, "metal": 20, "stone": 20, "treasure": 1};
if (ent.resourceSupplyType() && ent.getMetadata("gatherer-count") >= maxCounts[ent.resourceSupplyType().generic]){
if (!ent.getMetadata("full")){
ent.setMetadata("full", true);
}
}else{
if (ent.getMetadata("full")){
ent.setMetadata("full", false);
}
}
};
Worker.prototype.startGathering = function(gameState){
var resource = this.ent.getMetadata("gather-type");
var ent = this.ent;
if (!ent.position()){
// TODO: work out what to do when entity has no position
return;
}
// find closest dropsite which has nearby resources of the correct type
var minDropsiteDist = Math.min(); // set to infinity initially
var nearestResources = undefined;
var nearestDropsite = undefined;
gameState.updatingCollection("active-dropsite-" + resource, Filters.byMetadata("active-dropsite-" + resource, true),
gameState.getOwnDropsites(resource)).forEach(function (dropsite){
if (dropsite.position()){
var dist = VectorDistance(ent.position(), dropsite.position());
if (dist < minDropsiteDist){
minDropsiteDist = dist;
nearestResources = dropsite.getMetadata("nearby-resources-" + resource);
nearestDropsite = dropsite;
}
}
});
if (!nearestResources || nearestResources.length === 0){
nearestResources = gameState.getResourceSupplies(resource);
gameState.getOwnDropsites(resource).forEach(function (dropsite){
if (dropsite.position()){
var dist = VectorDistance(ent.position(), dropsite.position());
if (dist < minDropsiteDist){
minDropsiteDist = dist;
nearestDropsite = dropsite;
}
}
});
}
if (nearestResources.length === 0){
debug("No " + resource + " found! (1)");
return;
}
var supplies = [];
var nearestSupplyDist = Math.min();
var nearestSupply = undefined;
nearestResources.forEach(function(supply) {
// TODO: handle enemy territories
if (!supply.position()){
return;
}
if (supply.isFull() === true) {
return;
}
// measure the distance to the resource
var dist = VectorDistance(supply.position(), ent.position());
// Add on a factor for the nearest dropsite if one exists
if (nearestDropsite){
dist += 5 * VectorDistance(supply.position(), nearestDropsite.position());
}
// Go for treasure as a priority
if (dist < 1000 && supply.resourceSupplyType().generic == "treasure"){
dist /= 1000;
}
if (dist < nearestSupplyDist){
nearestSupplyDist = dist;
nearestSupply = supply;
}
});
if (nearestSupply) {
var pos = nearestSupply.position();
var territoryOwner = gameState.getTerritoryMap().getOwner(pos);
if (!gameState.ai.accessibility.isAccessible(pos) ||
(territoryOwner != gameState.getPlayerID() && territoryOwner != 0)){
nearestSupply.setMetadata("inaccessible", true);
}else{
ent.gather(nearestSupply);
}
}else{
debug("No " + resource + " found! (2)");
}
};
// Makes the worker deposit the currently carried resources at the closest dropsite
Worker.prototype.returnResources = function(gameState){
if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0){
return;
}
var resource = this.ent.resourceCarrying()[0].type;
var self = this;
if (!this.ent.position()){
// TODO: work out what to do when entity has no position
return;
}
var closestDropsite = undefined;
var dist = Math.min();
gameState.getOwnDropsites(resource).forEach(function(dropsite){
if (dropsite.position()){
var d = VectorDistance(self.ent.position(), dropsite.position());
if (d < dist){
dist = d;
closestDropsite = dropsite;
}
}
});
if (!closestDropsite){
debug("No dropsite found for " + resource);
return;
}
this.ent.returnResources(closestDropsite);
};
Worker.prototype.getResourceType = function(type){
if (!type || !type.generic){
return undefined;
}
if (type.generic === "treasure"){
return type.specific;
}else{
return type.generic;
}
};

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{
"name": "Scaredy Bot",
"description": "An AI that is terrified by the mere possibility of having to fight.",
"constructor": "ScaredyBotAI",
"hidden": true
}

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@ -1,28 +0,0 @@
Engine.IncludeModule("common-api");
function ScaredyBotAI(settings)
{
// warn("Constructing ScaredyBotAI for player "+settings.player);
BaseAI.call(this, settings);
this.turn = 0;
this.suicideTurn = 20;
}
ScaredyBotAI.prototype = new BaseAI();
ScaredyBotAI.prototype.OnUpdate = function()
{
if (this.turn == 0)
this.chat("Good morning.");
if (this.turn == this.suicideTurn)
{
this.chat("I quake in my boots! My troops cannot hope to survive against a power such as yours.");
this.entities.filter(function(ent) { return ent.isOwn(); }).destroy();
}
this.turn++;
};

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Engine.IncludeModule("common-api");

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{
"name": "Demo Bot",
"description": "A simple opponent, mainly designed for testing our AI scripting framework.",
"constructor": "TestBotAI",
"hidden": true
}

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var EconomyManager = Class({
_init: function()
{
this.targetNumWorkers = 30; // minimum number of workers we want
this.targetNumBuilders = 5; // number of workers we want working on construction
// (This is a stupid design where we just construct certain numbers
// of certain buildings in sequence)
this.targetBuildings = [
{
"template": "structures/{civ}_civil_centre",
"priority": 500,
"count": 1,
},
{
"template": "structures/{civ}_house",
"priority": 100,
"count": 5,
},
{
"template": "structures/{civ}_barracks",
"priority": 75,
"count": 1,
},
{
"template": "structures/{civ}_field",
"priority": 50,
"count": 5,
},
];
// Relative proportions of workers to assign to each resource type
this.gatherWeights = {
"food": 150,
"wood": 100,
"stone": 50,
"metal": 100,
};
},
buildMoreBuildings: function(gameState, planGroups)
{
// Limit ourselves to constructing one building at a time
if (gameState.findFoundations().length)
return;
for each (var building in this.targetBuildings)
{
var numBuildings = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv(building.template));
// If we have too few, build another
if (numBuildings < building.count)
{
planGroups.economyConstruction.addPlan(building.priority,
new BuildingConstructionPlan(gameState, building.template)
);
}
}
},
trainMoreWorkers: function(gameState, planGroups)
{
// Count the workers in the world and in progress
var numWorkers = gameState.countEntitiesAndQueuedWithRole("worker");
// If we have too few, train another
// print("Want "+this.targetNumWorkers+" workers; got "+numWorkers+"\n");
if (numWorkers < this.targetNumWorkers)
{
planGroups.economyPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
"units/{civ}_support_female_citizen", 1, { "role": "worker" })
);
}
},
pickMostNeededResources: function(gameState)
{
var self = this;
// Find what resource type we're most in need of
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];
var vb = numGatherers[b] / self.gatherWeights[b];
return va - vb;
});
return types;
},
reassignRolelessUnits: function(gameState)
{
var roleless = gameState.getOwnEntitiesWithRole(undefined);
roleless.forEach(function(ent) {
if (ent.hasClass("Worker"))
ent.setMetadata("role", "worker");
else
ent.setMetadata("role", "unknown");
});
},
reassignIdleWorkers: function(gameState, planGroups)
{
var self = this;
// Search for idle workers, and tell them to gather resources
// Maybe just pick a random nearby resource type at first;
// later we could add some timer that redistributes workers based on
// resource demand.
var idleWorkers = gameState.getOwnEntitiesWithRole("worker").filter(function(ent) {
return ent.isIdle();
});
if (idleWorkers.length)
{
var resourceSupplies = gameState.findResourceSupplies();
idleWorkers.forEach(function(ent) {
var types = self.pickMostNeededResources(gameState);
for each (var type in types)
{
// Make sure there's actually some of that type
if (!resourceSupplies[type])
continue;
// Pick the closest one.
// TODO: we should care about distance to dropsites, not (just) to the worker,
// and gather rates of workers
var workerPosition = ent.position();
var supplies = [];
resourceSupplies[type].forEach(function(supply) {
// Skip targets that are too hard to hunt
if (supply.entity.isUnhuntable())
return;
var dist = VectorDistance(supply.position, workerPosition);
// 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
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");
});
}
},
assignToFoundations: function(gameState, planGroups)
{
// 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) {
return (ent.getMetadata("subrole") !== "builder");
});
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");
});
},
update: function(gameState, planGroups)
{
Engine.ProfileStart("economy update");
this.reassignRolelessUnits(gameState);
this.buildMoreBuildings(gameState, planGroups);
this.trainMoreWorkers(gameState, planGroups);
this.reassignIdleWorkers(gameState, planGroups);
this.assignToFoundations(gameState, planGroups);
Engine.ProfileStop();
},
});

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/**
* 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 = Class({
_init: 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;
},
getTimeElapsed: function()
{
return this.timeElapsed;
},
getTemplate: function(type)
{
if (!this.templates[type])
return null;
return new EntityTemplate(this.templates[type]);
},
applyCiv: function(str)
{
return str.replace(/\{civ\}/g, this.playerData.civ);
},
getResources: function()
{
return new Resources(this.playerData.resourceCounts);
},
getPassabilityMap: function()
{
return this.ai.passabilityMap;
},
getPassabilityClassMask: function(name)
{
if (!(name in this.ai.passabilityClasses))
error("Tried to use invalid passability class name '"+name+"'");
return this.ai.passabilityClasses[name];
},
getTerritoryMap: function()
{
return this.ai.territoryMap;
},
getOwnEntities: (function()
{
return new EntityCollection(this.ai, this.ai._ownEntities);
}),
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);
});
}),
countEntitiesWithType: function(type)
{
var count = 0;
this.getOwnEntities().forEach(function(ent) {
var t = ent.templateName();
if (t == type)
++count;
});
return count;
},
countEntitiesAndQueuedWithType: function(type)
{
var foundationType = "foundation|" + type;
var resourceType = "resource|" + type;
var count = 0;
this.getOwnEntities().forEach(function(ent) {
var t = ent.templateName();
if (t == type || t == foundationType || t == resourceType)
++count;
var queue = ent.trainingQueue();
if (queue)
{
queue.forEach(function(item) {
if (item.template == type)
count += item.count;
});
}
});
return count;
},
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.
*/
findTrainers: function(template)
{
var maxQueueLength = 3; // 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.
*/
findBuilders: function(template)
{
return this.getOwnEntities().filter(function(ent) {
var buildable = ent.buildableEntities();
if (!buildable || buildable.indexOf(template) == -1)
return false;
return true;
});
},
findFoundations: function(template)
{
return this.getOwnEntities().filter(function(ent) {
return (ent.foundationProgress() !== undefined);
});
},
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;
},
getPopulationLimit: function()
{
return this.playerData.popLimit;
},
getPopulation: function()
{
return this.playerData.popCount;
},
getPlayerID: function()
{
return this.player;
},
/**
* Checks whether the player with the given id is an ally of the AI player
*/
isPlayerAlly: function(id)
{
return this.playerData.isAlly[id];
},
/**
* Checks whether the player with the given id is an enemy of the AI player
*/
isPlayerEnemy: function(id)
{
return this.playerData.isEnemy[id];
},
/**
* Checks whether an Entity object is owned by an ally of the AI player (or self)
*/
isEntityAlly: function(ent)
{
return (ent && ent.owner() !== undefined && this.playerData.isAlly[ent.owner()]);
},
/**
* Checks whether an Entity object is owned by an enemy of the AI player
*/
isEntityEnemy: function(ent)
{
return (ent && ent.owner() !== undefined && this.playerData.isEnemy[ent.owner()]);
},
/**
* Checks whether an Entity object is owned by the AI player
*/
isEntityOwn: function(ent)
{
return (ent && ent.owner() !== undefined && ent.owner() == this.player);
},
/**
* Returns player build limits
* an object where each key is a category corresponding to a build limit for the player.
*/
getEntityLimits: function()
{
return this.playerData.entityLimits;
},
/**
* Returns player entity counts
* an object where each key is a category corresponding to the current entity count for the player.
*/
getEntityCounts: function()
{
return this.playerData.entityCounts;
},
/**
* Checks if the player's entity limit has been reached for the given category.
* The category comes from the entity template, specifically the
* BuildRestrictions/TrainingRestrictions components.
*/
isEntityLimitReached: function(category)
{
if (this.playerData.entityLimits[category] === undefined || this.playerData.entityCounts[category] === undefined)
return false;
return (this.playerData.entityCounts[category] >= this.playerData.entityLimits[category]);
},
});

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/*
* 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 = Class({
_init: function()
{
this.targetSquadSize = 10;
this.squadTypes = [
"units/{civ}_infantry_spearman_b",
"units/{civ}_infantry_javelinist_b",
// "units/{civ}_infantry_archer_b", // TODO: should only include this if hele
];
},
/**
* Returns the unit type we should begin training.
* (Currently this is whatever we have least of.)
*/
findBestNewUnit: function(gameState)
{
// Count each type
var types = [];
for each (var t in this.squadTypes)
types.push([t, gameState.countEntitiesAndQueuedWithType(gameState.applyCiv(t))]);
// Sort by increasing count
types.sort(function (a, b) { return a[1] - b[1]; });
// TODO: we shouldn't return units that we don't have any
// buildings capable of training
return types[0][0];
},
update: function(gameState, planGroups)
{
// Pause for a minute before starting any work, to give the economy a chance
// to start up
if (gameState.getTimeElapsed() < 60*1000)
return;
Engine.ProfileStart("military update");
// Continually try training new units, in batches of 5
planGroups.militaryPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
this.findBestNewUnit(gameState), 5, { "role": "attack-pending" })
);
// Find the units ready to join the attack
var pending = gameState.getOwnEntitiesWithRole("attack-pending");
// If we have enough units yet, start the attack
if (pending.length >= this.targetSquadSize)
{
// Find the enemy CCs we could attack
var targets = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("CivCentre"));
});
// If there's no CCs, attack anything else that's critical
if (targets.length == 0)
{
targets = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("ConquestCritical"));
});
}
// 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]);
}
}
Engine.ProfileStop();
},
});

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var BuildingConstructionPlan = Class({
_init: function(gameState, type)
{
this.type = gameState.applyCiv(type);
var template = gameState.getTemplate(this.type);
if (!template)
{
this.invalidTemplate = true;
return;
}
this.cost = new Resources(template.cost());
},
canExecute: function(gameState)
{
if (this.invalidTemplate)
return false;
// TODO: verify numeric limits etc
var builders = gameState.findBuilders(this.type);
return (builders.length != 0);
},
execute: function(gameState)
{
// warn("Executing BuildingConstructionPlan "+uneval(this));
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);
builders[0].construct(this.type, pos.x, pos.z, pos.angle);
},
getCost: function()
{
return this.cost;
},
/**
* 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)?
*/
expandInfluences: function(grid, w, h)
{
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;
}
}
},
/**
* Add a circular linear-falloff shape to a grid.
*/
addInfluence: function(grid, w, h, cx, cy, maxDist)
{
var x0 = Math.max(0, cx - maxDist);
var y0 = Math.max(0, cy - maxDist);
var x1 = Math.min(w, cx + maxDist);
var y1 = Math.min(h, cy + maxDist);
for (var y = y0; y < y1; ++y)
{
for (var x = x0; x < x1; ++x)
{
var dx = x - cx;
var dy = y - cy;
var r = Math.sqrt(dx*dx + dy*dy);
if (r < maxDist)
grid[x + y*w] += maxDist - r;
}
}
},
findGoodPosition: function(gameState)
{
var self = this;
var cellSize = 4; // size of each tile
var template = gameState.getTemplate(this.type);
// Find all tiles in valid territory that are far enough away from obstructions:
var passabilityMap = gameState.getPassabilityMap();
var territoryMap = gameState.getTerritoryMap();
const TERRITORY_PLAYER_MASK = 0x3F;
var obstructionMask = gameState.getPassabilityClassMask("foundationObstruction");
if (passabilityMap.data.length != territoryMap.data.length)
error("passability and territory data are not matched!");
// See BuildRestrictions.js
switch(template.buildPlacementType())
{
case "shore":
obstructionMask |= gameState.getPassabilityClassMask("building-shore");
break;
case "land":
default:
obstructionMask |= gameState.getPassabilityClassMask("building-land");
}
var playerID = gameState.getPlayerID();
var buildOwn = template.hasBuildTerritory("own");
var buildAlly = template.hasBuildTerritory("ally");
var buildNeutral = template.hasBuildTerritory("neutral");
var buildEnemy = template.hasBuildTerritory("enemy");
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)
);
obstructionTiles[i] = (invalidTerritory || (passabilityMap.data[i] & obstructionMask)) ? 0 : 65535;
}
// Engine.DumpImage("obstruction"+playerID+".png", obstructionTiles, passabilityMap.width, passabilityMap.height, 64);
this.expandInfluences(obstructionTiles, passabilityMap.width, passabilityMap.height);
// TODO: handle distance restrictions for e.g. CivCentres
// Compute each tile's closeness to friendly structures:
var friendlyTiles = new Uint16Array(passabilityMap.data.length);
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);
self.addInfluence(friendlyTiles, passabilityMap.width, passabilityMap.height, x, z, infl);
}
});
// Find target building's approximate obstruction radius,
// and expand by a bit to make sure we're not too close
var radius = Math.ceil(template.obstructionRadius() / cellSize) + 2;
// Find the best non-obstructed tile
var bestIdx = 0;
var bestVal = -1;
for (var i = 0; i < passabilityMap.data.length; ++i)
{
if (obstructionTiles[i] > radius)
{
var v = friendlyTiles[i];
if (v > bestVal)
{
bestVal = v;
bestIdx = i;
}
}
}
var x = ((bestIdx % passabilityMap.width) + 0.5) * cellSize;
var z = (Math.floor(bestIdx / passabilityMap.width) + 0.5) * cellSize;
// Engine.DumpImage("influences"+playerID+".png", obstructionTiles, passabilityMap.width, passabilityMap.height, 32);
// Engine.DumpImage("friendly"+playerID+".png", friendlyTiles, passabilityMap.width, passabilityMap.height, 256);
// TODO: special dock placement requirements
// Fixed angle to match fixed starting cam
var angle = 0.75*Math.PI;
return {
"x": x,
"z": z,
"angle": angle
};
},
});

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@ -1,52 +0,0 @@
var UnitTrainingPlan = Class({
_init: function(gameState, type, amount, metadata)
{
this.type = gameState.applyCiv(type);
this.amount = amount;
this.metadata = metadata;
var template = gameState.getTemplate(this.type);
if (!template)
{
this.invalidTemplate = true;
return;
}
this.cost = new Resources(template.cost());
this.cost.multiply(amount); // (assume no batch discount)
},
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);
},
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)
trainers.sort(function(a, b) {
return a.trainingQueueTime() - b.trainingQueueTime();
});
trainers[0].train(this.type, this.amount, this.metadata);
},
getCost: function()
{
return this.cost;
},
});

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/**
* All plan classes must implement this interface.
*/
var IPlan = Class({
_init: function() { /* ... */ },
canExecute: function(gameState) { /* ... */ },
execute: function(gameState) { /* ... */ },
getCost: function() { /* ... */ },
});
/**
* Represents a prioritised collection of plans.
*/
var PlanGroup = Class({
_init: function()
{
this.escrow = new Resources({});
this.plans = [];
},
addPlan: function(priority, plan)
{
this.plans.push({"priority": priority, "plan": plan});
},
/**
* Executes all plans that we can afford, ordered by priority,
* and returns the highest-priority plan we couldn't afford (or null
* if none).
*/
executePlans: function(gameState)
{
// Ignore impossible plans
var plans = this.plans.filter(function(p) { return p.plan.canExecute(gameState); });
// Sort by decreasing priority
plans.sort(function(a, b) { return b.priority - a.priority; });
// Execute as many plans as we can afford
while (plans.length && this.escrow.canAfford(plans[0].plan.getCost()))
{
var plan = plans.shift().plan;
this.escrow.subtract(plan.getCost());
plan.execute(gameState);
}
if (plans.length)
return plans[0];
else
return null;
},
resetPlans: function()
{
this.plans = [];
},
getEscrow: function()
{
return this.escrow;
},
});

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var Resources = Class({
types: ["food", "wood", "stone", "metal"],
_init: function(amounts)
{
for each (var t in this.types)
this[t] = amounts[t] || 0;
},
canAfford: function(that)
{
for each (var t in this.types)
if (this[t] < that[t])
return false;
return true;
},
add: function(that)
{
for each (var t in this.types)
this[t] += that[t];
},
subtract: function(that)
{
for each (var t in this.types)
this[t] -= that[t];
},
multiply: function(n)
{
for each (var t in this.types)
this[t] *= n;
},
});

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/*
* This is a primitive initial attempt at an AI player.
* The design isn't great and maybe the whole thing should be rewritten -
* the aim here is just to have something that basically works, and to
* learn more about what's really needed for a decent AI design.
*
* The basic idea is we have a collection of independent modules
* (EconomyManager, etc) which produce a list of plans.
* The modules are mostly stateless - each turn they look at the current
* world state, and produce some plans that will improve the state.
* E.g. if there's too few worker units, they'll do a plan to train
* another one. Plans are discarded after the current turn, if they
* haven't been executed.
*
* Plans are grouped into a small number of PlanGroups, and for each
* group we try to execute the highest-priority plans.
* If some plan groups need more resources to execute their highest-priority
* plan, we'll distribute any unallocated resources to that group's
* escrow account. Eventually they'll accumulate enough to afford their plan.
* (The purpose is to ensure resources are shared fairly between all the
* plan groups - none of them should be starved even if they're trying to
* execute a really expensive plan.)
*/
/*
* Lots of things we should fix:
*
* * Find entities with no assigned role, and give them something to do
* * Keep some units back for defence
* * Consistent terminology (type vs template etc)
* * ...
*
*/
function TestBotAI(settings)
{
// warn("Constructing TestBotAI for player "+settings.player);
BaseAI.call(this, settings);
this.turn = 0;
this.modules = [
new EconomyManager(),
new MilitaryAttackManager(),
];
this.planGroups = {
economyPersonnel: new PlanGroup(),
economyConstruction: new PlanGroup(),
militaryPersonnel: new PlanGroup(),
};
}
TestBotAI.prototype = new BaseAI();
TestBotAI.prototype.ShareResources = function(remainingResources, unaffordablePlans)
{
// Share our remaining resources among the plangroups that need
// to accumulate more resources, in proportion to their priorities
for each (var type in remainingResources.types)
{
// Skip resource types where we don't have any spare
if (remainingResources[type] <= 0)
continue;
// Find the plans that require some of this resource type,
// and the sum of their priorities
var ps = [];
var sumPriority = 0;
for each (var p in unaffordablePlans)
{
if (p.plan.getCost()[type] > p.group.getEscrow()[type])
{
ps.push(p);
sumPriority += p.priority;
}
}
// Avoid divisions-by-zero
if (!sumPriority)
continue;
// Share resources by priority, clamped to the amount the plan actually needs
for each (var p in ps)
{
var amount = Math.floor(remainingResources[type] * p.priority / sumPriority);
var max = p.plan.getCost()[type] - p.group.getEscrow()[type];
p.group.getEscrow()[type] += Math.min(max, amount);
}
}
};
TestBotAI.prototype.OnUpdate = function()
{
// Run the update every n turns, offset depending on player ID to balance the load
if ((this.turn + this.player) % 4 == 0)
{
var gameState = new GameState(this);
// Find the resources we have this turn that haven't already
// been allocated to an escrow account.
// (We need to do this before executing any plans, because those will
// distort the escrow figures.)
var remainingResources = gameState.getResources();
for each (var planGroup in this.planGroups)
remainingResources.subtract(planGroup.getEscrow());
Engine.ProfileStart("plan setup");
// Compute plans from each module
for each (var module in this.modules)
module.update(gameState, this.planGroups);
// print(uneval(this.planGroups)+"\n");
Engine.ProfileStop();
Engine.ProfileStart("plan execute");
// Execute as many plans as possible, and keep a record of
// which ones we can't afford yet
var unaffordablePlans = [];
for each (var planGroup in this.planGroups)
{
var plan = planGroup.executePlans(gameState);
if (plan)
unaffordablePlans.push({"group": planGroup, "priority": plan.priority, "plan": plan.plan});
}
Engine.ProfileStop();
this.ShareResources(remainingResources, unaffordablePlans);
// print(uneval(this.planGroups)+"\n");
// Reset the temporary plan data
for each (var planGroup in this.planGroups)
planGroup.resetPlans();
}
this.turn++;
};