This was SVN commit r9734.

This commit is contained in:
James Baillie 2011-07-02 15:27:35 +00:00
parent 5183a5d4de
commit 8612600a13

View File

@ -0,0 +1,230 @@
var BuildingConstructionPlanEcon = Class({
_init: function(gameState, type, indno, resourcepos)
{
this.type = gameState.applyCiv(type);
var template = gameState.getTemplate(this.type);
if (!template)
{
this.invalidTemplate = true;
return;
}
this.cost = new Resources(template.cost());
this.resourceposition = resourcepos;
},
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);
//Check distance from Pos to CC - we don't want to get too far from the centre, for now.
// THIS SHOULD BE A GLOBAL VARIABLE
var distcheckold = 10000;
// CHECK DISTANCE
gameState.getOwnEntities().forEach(function(centre) {
if (centre.hasClass("CivCentre"))
{
var centrePosition = centre.position();
var dx = pos.x - centrePosition[0];
var dz = pos.z - centrePosition[1];
var distcheck = Math.sqrt(dx*dx + dz*dz);
if (distcheck < distcheckold){
distcheckold = distcheck;
}
}
});
//Distcheck is thus the distance to the nearest CC - we only build if it's low enough.
if (distcheckold < 400){
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
// First, find all tiles that are far enough away from obstructions:
var map = gameState.getMap();
var obstructionMask = gameState.getPassabilityClassMask("foundationObstruction");
// Only accept valid land tiles (we don't handle docks yet)
obstructionMask |= gameState.getPassabilityClassMask("building-land");
var obstructionTiles = new Uint16Array(map.data.length);
for (var i = 0; i < map.data.length; ++i)
obstructionTiles[i] = (map.data[i] & obstructionMask) ? 0 : 65535;
// Engine.DumpImage("tiles0.png", obstructionTiles, map.width, map.height, 64);
this.expandInfluences(obstructionTiles, map.width, map.height);
// Compute each tile's closeness to friendly structures:
var friendlyTiles = new Uint16Array(map.data.length);
var infl = 20;
var pos = this.resourceposition;
var x = Math.round(pos[0] / cellSize);
var z = Math.round(pos[1] / cellSize);
self.addInfluence(friendlyTiles, map.width, map.height, x, z, infl);
//Look at making sure we're a long way from enemy civ centres as well.
var enemyTiles = new Uint16Array(map.data.length);
var foetargets = gameState.entities.filter(function(ent) {
return (ent.isEnemy());
});
foetargets.forEach(function(ent) {
if (ent.hasClass("CivCentre"))
{
var infl = 32;
var pos = ent.position();
var x = Math.round(pos[0] / cellSize);
var z = Math.round(pos[1] / cellSize);
self.addInfluence(enemyTiles, map.width, map.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 template = gameState.getTemplate(this.type);
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 < map.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 % map.width) + 0.5) * cellSize;
var z = (Math.floor(bestIdx / map.width) + 0.5) * cellSize;
// Engine.DumpImage("tiles1.png", obstructionTiles, map.width, map.height, 32);
// Engine.DumpImage("tiles2.png", friendlyTiles, map.width, map.height, 256);
// Randomise the angle a little, to look less artificial
var angle = Math.PI + (Math.random()*2-1) * Math.PI/24;
return {
"x": x,
"z": z,
"angle": angle
};
},
});