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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/ai/testbot/military.js
2011-03-26 22:22:22 +00:00

95 lines
2.4 KiB
JavaScript

/*
* 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();
},
});