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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/ai/jubot/plan-buildingdefensepoints.js
Jubal 5184edde14 New patch for JuBot
- Speeds up a lot of functionality by using persistent entity
collections, speed boost should be significant and noticeable.
- Adds defence towers covering all dropsites, with garrisons

This was SVN commit r11487.
2012-04-12 07:08:12 +00:00

278 lines
7.5 KiB
JavaScript

var BuildingConstructionPlanDefensePoints = Class({
_init: function(gameState, type, indno)
{
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;
}
}
},
/**
* Add a circular linear-falloff shape to a grid.
*/
subtractInfluence: 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 = 0x7F;
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("tiles0.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 = 0;
if (ent.hasClass("Economic") && ent.getMetadata("tower") != 1)
{
infl = 20;
ent.setMetadata("tower", 1);
}
else
{
infl = 0;
}
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);
}
});
// var foetargets = gameState.entities.filter(function(ent) {
// return (ent.isEnemy());
// });
// foetargets.forEach(function(ent) {
// if (ent.hasClass("CivCentre"))
// {
// var infl = 100;
// var pos = ent.position();
// var x = Math.round(pos[0] / cellSize);
// var z = Math.round(pos[1] / cellSize);
// self.subtractInfluence(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) + 1;
// 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];
//var foe = enemyTiles[i];
//JuBotAI.prototype.chat(v);
//JuBotAI.prototype.chat(i);
//JuBotAI.prototype.chat(foe);
if (v >= bestVal)
{
bestVal = v;
bestIdx = i;
//JuBotAI.prototype.chat("BestVal is " + bestVal + ", and bestIdx is " + bestIdx + ".");
}
}
}
var x = ((bestIdx % passabilityMap.width) + 0.5) * cellSize;
var z = (Math.floor(bestIdx / passabilityMap.width) + 0.5) * cellSize;
// Engine.DumpImage("tiles1.png", obstructionTiles, passabilityMap.width, passabilityMap.height, 32);
// Engine.DumpImage("tiles2.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
};
},
});