1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/ai/qbot/queue-manager.js
2012-05-18 22:27:08 +00:00

303 lines
10 KiB
JavaScript

//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 (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();
};