0ad/binaries/data/mods/public/simulation/ai/petra/baseManager.js

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var PETRA = function(m)
{
/* Base Manager
* Handles lower level economic stuffs.
* Some tasks:
-tasking workers: gathering/hunting/building/repairing?/scouting/plans.
-giving feedback/estimates on GR
-achieving building stuff plans (scouting/getting ressource/building) or other long-staying plans, if I ever get any.
-getting good spots for dropsites
-managing dropsite use in the base
> warning HQ if we'll need more space
-updating whatever needs updating, keeping track of stuffs (rebuilding needs)
*/
m.BaseManager = function(Config)
{
this.Config = Config;
this.ID = m.playerGlobals[PlayerID].uniqueIDBases++;
// anchor building: seen as the main building of the base. Needs to have territorial influence
this.anchor = undefined;
this.accessIndex = undefined;
// Maximum distance (from any dropsite) to look for resources
// 3 areas are used: from 0 to max/4, from max/4 to max/2 and from max/2 to max
this.maxDistResourceSquare = 360*360;
this.constructing = false;
// vector for iterating, to check one use the HQ map.
this.territoryIndices = [];
};
m.BaseManager.prototype.init = function(gameState, unconstructed)
{
this.constructing = unconstructed;
// entitycollections
this.units = gameState.getOwnUnits().filter(API3.Filters.byMetadata(PlayerID, "base", this.ID));
this.workers = this.units.filter(API3.Filters.byMetadata(PlayerID,"role","worker"));
this.buildings = gameState.getOwnStructures().filter(API3.Filters.byMetadata(PlayerID, "base", this.ID));
this.units.allowQuickIter();
this.workers.allowQuickIter();
this.buildings.allowQuickIter();
this.units.registerUpdates();
this.workers.registerUpdates();
this.buildings.registerUpdates();
// array of entity IDs, with each being
this.dropsites = {};
this.dropsiteSupplies = {};
this.gatherers = {};
for (var type of this.Config.resources)
{
this.dropsiteSupplies[type] = {"nearby": [], "medium": [], "faraway": []};
this.gatherers[type] = {"nextCheck": 0, "used": 0, "lost": 0};
}
};
m.BaseManager.prototype.assignEntity = function(unit)
{
unit.setMetadata(PlayerID, "base", this.ID);
this.units.updateEnt(unit);
this.workers.updateEnt(unit);
this.buildings.updateEnt(unit);
};
m.BaseManager.prototype.setAnchor = function(gameState, anchorEntity)
{
if (!anchorEntity.hasClass("Structure") || !anchorEntity.hasTerritoryInfluence())
{
warn("Error: Petra base " + this.ID + " has been assigned an anchor building that has no territorial influence. Please report this on the forum.")
return false;
}
this.anchor = anchorEntity;
this.anchor.setMetadata(PlayerID, "base", this.ID);
this.anchor.setMetadata(PlayerID, "baseAnchor", true);
this.buildings.updateEnt(this.anchor);
this.accessIndex = gameState.ai.accessibility.getAccessValue(this.anchor.position());
return true;
};
m.BaseManager.prototype.checkEvents = function (gameState, events, queues)
{
var renameEvents = events["EntityRenamed"];
var destEvents = events["Destroy"];
var createEvents = events["Create"];
var cFinishedEvents = events["ConstructionFinished"];
for (var evt of renameEvents)
{
var ent = gameState.getEntityById(evt.newentity);
if (!ent)
continue;
var workerObject = ent.getMetadata(PlayerID, "worker-object");
if (workerObject)
workerObject.ent = ent;
}
for (var evt of destEvents)
{
// let's check we haven't lost an important building here.
if (evt && !evt.SuccessfulFoundation && evt.entityObj != undefined && evt.metadata !== undefined && evt.metadata[PlayerID] &&
evt.metadata[PlayerID]["base"] !== undefined && evt.metadata[PlayerID]["base"] == this.ID)
{
var ent = evt.entityObj;
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
this.removeDropsite(gameState, ent);
if (evt.metadata[PlayerID]["baseAnchor"] && evt.metadata[PlayerID]["baseAnchor"] == true)
{
// sounds like we lost our anchor. Let's try rebuilding it.
// TODO: currently the HQ manager sets us as initgathering, we probably ouht to do it
this.anchor = undefined;
this.constructing = true; // let's switch mode.
this.workers.forEach( function (worker) { worker.stopMoving(); });
queues.civilCentre.addItem(new m.ConstructionPlan(gameState, gameState.ai.HQ.bBase[0], { "base": this.ID, "baseAnchor": true }, ent.position()));
}
}
}
for (var evt of cFinishedEvents)
{
if (!evt || !evt.newentity)
continue;
var ent = gameState.getEntityById(evt.newentity);
if (ent === undefined)
continue;
if (evt.newentity === evt.entity) // repaired building
continue;
if (ent.getMetadata(PlayerID,"base") == this.ID)
{
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
this.assignResourceToDropsite(gameState, ent);
}
}
for (var evt of createEvents)
{
if (!evt || !evt.entity)
continue;
var ent = gameState.getEntityById(evt.entity);
if (ent === undefined)
continue;
// do necessary stuff here
}
};
/**
* Assign the resources around the dropsites of this basis in three areas according to distance, and sort them in each area.
* Moving resources (animals) and buildable resources (fields) are treated elsewhere.
*/
m.BaseManager.prototype.assignResourceToDropsite = function (gameState, dropsite)
{
if (this.dropsites[dropsite.id()])
{
if (this.Config.debug)
warn("assignResourceToDropsite: dropsite already in the list. Should never happen");
return;
}
this.dropsites[dropsite.id()] = true;
var self = this;
for each (var type in dropsite.resourceDropsiteTypes())
{
var resources = gameState.getResourceSupplies(type);
if (resources.length === 0)
continue;
var nearby = this.dropsiteSupplies[type]["nearby"];
var medium = this.dropsiteSupplies[type]["medium"];
var faraway = this.dropsiteSupplies[type]["faraway"];
resources.forEach(function(supply)
{
if (!supply.position())
return;
if (supply.getMetadata(PlayerID, "inaccessible") === true)
return;
if (supply.hasClass("Animal")) // moving resources are treated differently TODO
return;
if (supply.hasClass("Field")) // fields are treated separately
return;
// quick accessibility check
var index = gameState.ai.accessibility.getAccessValue(supply.position());
if (index !== self.accessIndex)
return;
var dist = API3.SquareVectorDistance(supply.position(), dropsite.position());
if (dist < self.maxDistResourceSquare)
{
if (supply.resourceSupplyType()["generic"] == "treasure")
{
if (dist < self.maxDistResourceSquare/4)
dist = 0;
else
dist = self.maxDistResourceSquare/16;
}
if (dist < self.maxDistResourceSquare/16) // distmax/4
nearby.push({ "dropsite": dropsite.id(), "id": supply.id(), "ent": supply, "dist": dist });
else if (dist < self.maxDistResourceSquare/4) // distmax/2
medium.push({ "dropsite": dropsite.id(), "id": supply.id(), "ent": supply, "dist": dist });
else
faraway.push({ "dropsite": dropsite.id(), "id": supply.id(), "ent": supply, "dist": dist });
}
});
nearby.sort(function(r1, r2) { return (r1.dist - r2.dist);});
medium.sort(function(r1, r2) { return (r1.dist - r2.dist);});
faraway.sort(function(r1, r2) { return (r1.dist - r2.dist);});
/* var debug = false;
if (debug)
{
faraway.forEach(function(res){
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [res.ent.id()], "rgb": [2,0,0]});
});
medium.forEach(function(res){
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [res.ent.id()], "rgb": [0,2,0]});
});
nearby.forEach(function(res){
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [res.ent.id()], "rgb": [0,0,2]});
});
} */
}
};
// completely remove the dropsite resources from our list.
m.BaseManager.prototype.removeDropsite = function (gameState, ent)
{
if (!ent.id())
return;
var removeSupply = function(entId, supply){
for (var i = 0; i < supply.length; ++i)
{
// exhausted resource, remove it from this list
if (!supply[i].ent || !gameState.getEntityById(supply[i].id))
supply.splice(i--, 1);
// resource assigned to the removed dropsite, remove it
else if (supply[i].dropsite === entId)
supply.splice(i--, 1);
}
};
for (var type in this.dropsiteSupplies)
{
removeSupply(ent.id(), this.dropsiteSupplies[type]["nearby"]);
removeSupply(ent.id(), this.dropsiteSupplies[type]["medium"]);
removeSupply(ent.id(), this.dropsiteSupplies[type]["faraway"]);
}
this.dropsites[ent.id()] = undefined;
return;
};
// Returns the position of the best place to build a new dropsite for the specified resource
// TODO check dropsites of other bases ... may-be better to do a simultaneous liste of dp and foundations
m.BaseManager.prototype.findBestDropsiteLocation = function(gameState, resource)
{
var template = gameState.getTemplate(gameState.applyCiv("structures/{civ}_storehouse"));
// This builds a map. The procedure is fairly simple. It adds the resource maps
// (which are dynamically updated and are made so that they will facilitate DP placement)
// Then checks for a good spot in the territory. If none, and town/city phase, checks outside
// The AI will currently not build a CC if it wouldn't connect with an existing CC.
var obstructions = m.createObstructionMap(gameState, this.accessIndex, template);
obstructions.expandInfluences();
var DPFoundations = gameState.getOwnFoundations().filter(API3.Filters.byType(gameState.applyCiv("foundation|structures/{civ}_storehouse")));
var ccEnts = gameState.getOwnEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
var width = obstructions.width;
var bestIdx = undefined;
var bestVal = undefined;
var radius = Math.ceil(template.obstructionRadius() / gameState.cellSize);
for (var p = 0; p < this.territoryIndices.length; ++p)
{
var j = this.territoryIndices[p];
if (obstructions.map[j] <= radius) // check room around
continue;
// we add 3 times the needed resource and once the other two (not food)
var total = 0;
for (var i in gameState.sharedScript.resourceMaps)
{
if (i === "food")
continue;
total += gameState.sharedScript.resourceMaps[i].map[j];
if (i === resource)
total += 2*gameState.sharedScript.resourceMaps[i].map[j];
}
total = 0.7*total; // Just a normalisation factor as the locateMap is limited to 255
var pos = [j%width+0.5, Math.floor(j/width)+0.5];
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
for (var i in this.dropsites)
{
if (!gameState.getEntityById(i))
continue;
var dpPos = gameState.getEntityById(i).position();
if (!dpPos)
continue;
var dist = API3.SquareVectorDistance(dpPos, pos);
if (dist < 3600)
{
total = 0;
break;
}
else if (dist < 6400)
total /= 2;
}
if (total == 0)
continue;
for (var i in DPFoundations._entities)
{
var dpPos = gameState.getEntityById(i).position();
if (!dpPos)
continue;
var dist = API3.SquareVectorDistance(dpPos, pos);
if (dist < 3600)
{
total = 0;
break;
}
else if (dist < 6400)
total /= 2;
}
if (total == 0)
continue;
for (var cc of ccEnts)
{
var ccPos = cc.position();
if (!ccPos)
continue;
var dist = API3.SquareVectorDistance(ccPos, pos);
if (dist < 3600)
{
total = 0;
break;
}
else if (dist < 6400)
total /= 2;
}
if (total == 0)
continue;
if (bestVal !== undefined && total < bestVal)
continue;
bestVal = total;
bestIdx = j;
}
if (this.Config.debug == 2)
warn(" for dropsite best is " + bestVal);
if (bestVal <= 0)
return {"quality": bestVal, "pos": [0, 0]};
var x = ((bestIdx % width) + 0.5) * gameState.cellSize;
var z = (Math.floor(bestIdx / width) + 0.5) * gameState.cellSize;
return {"quality": bestVal, "pos": [x, z]};
};
m.BaseManager.prototype.getResourceLevel = function (gameState, type)
{
var count = 0;
var check = {};
var nearby = this.dropsiteSupplies[type]["nearby"];
for (var supply of nearby)
{
if (check[supply.id]) // avoid double counting as same resource can appear several time
continue;
check[supply.id] = true;
count += supply.ent.resourceSupplyAmount();
}
var medium = this.dropsiteSupplies[type]["medium"];
for (var supply of medium)
{
if (check[supply.id])
continue;
check[supply.id] = true;
count += 0.6*supply.ent.resourceSupplyAmount();
}
return count;
};
// check our resource levels and react accordingly
m.BaseManager.prototype.checkResourceLevels = function (gameState, queues)
{
for (var type of this.Config.resources)
{
if (type == "food")
{
var count = this.getResourceLevel(gameState, type); // TODO animals are not accounted, may-be we should
var numFarms = gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_field"), true);
var numFound = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_field"), true);
var numQueue = queues.field.countQueuedUnits();
// TODO if not yet farms, add a check on time used/lost and build farmstead if needed
if (count < 1200 && numFarms + numFound + numQueue === 0) // tell the queue manager we'll be trying to build fields shortly.
{
for (var i = 0; i < this.Config.Economy.initialFields; ++i)
{
var plan = new m.ConstructionPlan(gameState, "structures/{civ}_field", { "base" : this.ID });
plan.isGo = function() { return false; }; // don't start right away.
queues.field.addItem(plan);
}
}
else if (count < 400 && numFarms + numFound === 0)
{
for (var i in queues.field.queue)
queues.field.queue[i].isGo = function() { return true; }; // start them
}
else if(gameState.ai.HQ.canBuild(gameState, "structures/{civ}_field")) // let's see if we need to add new farms.
{
if ((!gameState.ai.HQ.saveResources && numFound < 2 && numFound + numQueue < 3) ||
(gameState.ai.HQ.saveResources && numFound < 1 && numFound + numQueue < 2))
queues.field.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_field", { "base" : this.ID }));
}
}
else if (queues.dropsites.length() === 0 && gameState.countFoundationsByType(gameState.applyCiv("structures/{civ}_storehouse"), true) === 0)
{
if (gameState.ai.playedTurn > this.gatherers[type].nextCheck)
{
var self = this;
this.gatherersByType(gameState, type).forEach(function (ent) {
if (ent.unitAIState() === "INDIVIDUAL.GATHER.GATHERING")
++self.gatherers[type].used;
else if (ent.unitAIState() === "INDIVIDUAL.RETURNRESOURCE.APPROACHING")
++self.gatherers[type].lost;
});
// TODO add also a test on remaining resources
var total = this.gatherers[type].used + this.gatherers[type].lost;
if (total > 150 || (total > 60 && type !== "wood"))
{
var ratio = this.gatherers[type].lost / total;
if (ratio > 0.15)
{
var newDP = this.findBestDropsiteLocation(gameState, type);
if (newDP.quality > 50 && gameState.ai.HQ.canBuild(gameState, "structures/{civ}_storehouse"))
queues.dropsites.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_storehouse", { "base": this.ID }, newDP.pos));
else if (gameState.countFoundationsByType(gameState.ai.HQ.bBase[0], true) === 0 && queues.civilCentre.length() === 0)
{
// No good dropsite, try to build a new base if no base already planned,
// and if not possible, be less strict on dropsite quality
if (!gameState.ai.HQ.buildNewBase(gameState, queues, type) && newDP.quality > Math.min(25, 50*0.15/ratio)
&& gameState.ai.HQ.canBuild(gameState, "structures/{civ}_storehouse"))
queues.dropsites.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_storehouse", { "base": this.ID }, newDP.pos));
}
}
this.gatherers[type].nextCheck = gameState.ai.playedTurn + 20;
this.gatherers[type].used = 0;
this.gatherers[type].lost = 0;
}
else if (total === 0)
this.gatherers[type].nextCheck = gameState.ai.playedTurn + 10;
}
}
else
{
this.gatherers[type].nextCheck = gameState.ai.playedTurn;
this.gatherers[type].used = 0;
this.gatherers[type].lost = 0;
}
}
};
// let's return the estimated gather rates.
m.BaseManager.prototype.getGatherRates = function(gameState, currentRates)
{
for (var i in currentRates)
{
// I calculate the exact gathering rate for each unit.
// I must then lower that to account for travel time.
// Given that the faster you gather, the more travel time matters,
// I use some logarithms.
// TODO: this should take into account for unit speed and/or distance to target
var units = this.gatherersByType(gameState, i);
units.forEach(function (ent) {
var gRate = ent.currentGatherRate();
if (gRate !== undefined)
currentRates[i] += Math.log(1+gRate)/1.1;
});
if (i === "food")
{
units = this.workers.filter(API3.Filters.byMetadata(PlayerID, "subrole", "hunter"));
units.forEach(function (ent) {
if (ent.isIdle())
return;
var gRate = ent.currentGatherRate()
if (gRate !== undefined)
currentRates[i] += Math.log(1+gRate)/1.1;
});
units = this.workers.filter(API3.Filters.byMetadata(PlayerID, "subrole", "fisher"));
units.forEach(function (ent) {
if (ent.isIdle())
return;
var gRate = ent.currentGatherRate()
if (gRate !== undefined)
currentRates[i] += Math.log(1+gRate)/1.1;
});
}
currentRates[i] += 0.5*m.GetTCRessGatherer(gameState, i);
}
};
m.BaseManager.prototype.assignRolelessUnits = function(gameState)
{
// TODO: make this cleverer.
var roleless = this.units.filter(API3.Filters.not(API3.Filters.byHasMetadata(PlayerID, "role")));
var self = this;
roleless.forEach(function(ent) {
if (ent.hasClass("Worker") || ent.hasClass("CitizenSoldier") || ent.hasClass("FishingBoat"))
ent.setMetadata(PlayerID, "role", "worker");
else if (ent.hasClass("Support") && ent.hasClass("Elephant"))
ent.setMetadata(PlayerID, "role", "worker");
});
};
// If the numbers of workers on the resources is unbalanced then set some of workers to idle so
// they can be reassigned by reassignIdleWorkers.
// TODO: actually this probably should be in the HQ.
m.BaseManager.prototype.setWorkersIdleByPriority = function(gameState)
{
if (gameState.currentPhase() < 2)
return;
// change resource only towards one which is more needed, and if changing will not change this order
var nb = 1; // no more than 1 change per turn (otherwise we should update the rates)
var mostNeeded = gameState.ai.HQ.pickMostNeededResources(gameState);
var sumWanted = 0;
var sumCurrent = 0;
for (var need of mostNeeded)
{
sumWanted += need.wanted;
sumCurrent += need.current;
}
var scale = 1;
if (sumWanted > 0)
scale = sumCurrent / sumWanted;
for (var i = mostNeeded.length-1; i > 0; --i)
{
var lessNeed = mostNeeded[i];
for (var j = 0; j < i; ++j)
{
var moreNeed = mostNeeded[j];
var lastFailed = gameState.ai.HQ.lastFailedGather[moreNeed.type];
if (lastFailed && gameState.ai.elapsedTime - lastFailed < 20)
continue;
// If we assume a mean rate of 0.5 per gatherer, this diff should be > 1
// but we require a bit more to avoid too frequent changes
if ((scale*moreNeed.wanted - moreNeed.current) - (scale*lessNeed.wanted - lessNeed.current) > 1.5)
{
this.gatherersByType(gameState, lessNeed.type).forEach( function (ent) {
if (nb === 0)
return;
--nb;
ent.stopMoving();
ent.setMetadata(PlayerID, "gather-type", moreNeed.type);
m.AddTCRessGatherer(gameState, moreNeed.type);
});
if (nb === 0)
return;
}
}
}
};
// TODO: work on this.
m.BaseManager.prototype.reassignIdleWorkers = function(gameState)
{
// Search for idle workers, and tell them to gather resources based on demand
var filter = API3.Filters.or(API3.Filters.byMetadata(PlayerID,"subrole","idle"), API3.Filters.not(API3.Filters.byHasMetadata(PlayerID,"subrole")));
var idleWorkers = gameState.updatingCollection("idle-workers-base-" + this.ID, filter, this.workers);
var self = this;
if (idleWorkers.length)
{
idleWorkers.forEach(function(ent)
{
// Check that the worker isn't garrisoned
if (ent.position() === undefined)
return;
// Support elephant can only be builders
if (ent.hasClass("Support") && ent.hasClass("Elephant"))
{
ent.setMetadata(PlayerID, "subrole", "idle");
return;
}
if (ent.hasClass("Worker"))
{
if (self.anchor && self.anchor.needsRepair() === true)
ent.repair(self.anchor);
else
{
var mostNeeded = gameState.ai.HQ.pickMostNeededResources(gameState);
for (var needed of mostNeeded)
{
var lastFailed = gameState.ai.HQ.lastFailedGather[needed.type];
if (lastFailed && gameState.ai.elapsedTime - lastFailed < 20)
continue;
ent.setMetadata(PlayerID, "subrole", "gatherer");
ent.setMetadata(PlayerID, "gather-type", needed.type);
m.AddTCRessGatherer(gameState, needed.type);
break;
}
}
}
else if (ent.hasClass("Cavalry"))
ent.setMetadata(PlayerID, "subrole", "hunter");
else if (ent.hasClass("FishingBoat"))
ent.setMetadata(PlayerID, "subrole", "fisher");
});
}
};
m.BaseManager.prototype.workersBySubrole = function(gameState, subrole)
{
return gameState.updatingCollection("subrole-" + subrole +"-base-" + this.ID, API3.Filters.byMetadata(PlayerID, "subrole", subrole), this.workers, true);
};
m.BaseManager.prototype.gatherersByType = function(gameState, type)
{
return gameState.updatingCollection("workers-gathering-" + type +"-base-" + this.ID, API3.Filters.byMetadata(PlayerID, "gather-type", type), this.workersBySubrole(gameState, "gatherer"));
};
// returns an entity collection of workers.
// They are idled immediatly and their subrole set to idle.
m.BaseManager.prototype.pickBuilders = function(gameState, workers, number)
{
var availableWorkers = this.workers.filter(function (ent) {
if (ent.getMetadata(PlayerID, "plan") === -2 || ent.getMetadata(PlayerID, "plan") === -3)
return false;
if (ent.getMetadata(PlayerID, "transport") !== undefined)
return false;
if (ent.hasClass("Cavalry") || ent.hasClass("Ship") || ent.position() === undefined)
return false;
return true;
}).toEntityArray();
availableWorkers.sort(function (a,b) {
var vala = 0, valb = 0;
if (a.getMetadata(PlayerID, "subrole") == "builder")
vala = 100;
if (b.getMetadata(PlayerID, "subrole") == "builder")
valb = 100;
if (a.getMetadata(PlayerID, "subrole") == "idle")
vala = -50;
if (b.getMetadata(PlayerID, "subrole") == "idle")
valb = -50;
if (a.getMetadata(PlayerID, "plan") === undefined)
vala = -20;
if (b.getMetadata(PlayerID, "plan") === undefined)
valb = -20;
return (vala - valb);
});
var needed = Math.min(number, availableWorkers.length - 3);
for (var i = 0; i < needed; ++i)
{
availableWorkers[i].stopMoving();
availableWorkers[i].setMetadata(PlayerID, "subrole", "idle");
workers.addEnt(availableWorkers[i]);
}
return;
};
m.BaseManager.prototype.assignToFoundations = function(gameState, noRepair)
{
// If we have some foundations, and we don't have enough builder-workers,
// try reassigning some other workers who are nearby
// AI tries to use builders sensibly, not completely stopping its econ.
var self = this;
// TODO: this is not perfect performance-wise.
var foundations = this.buildings.filter(API3.Filters.and(API3.Filters.isFoundation(),API3.Filters.not(API3.Filters.byClass("Field")))).toEntityArray();
var damagedBuildings = this.buildings.filter(function (ent) {
if (ent.foundationProgress() === undefined && ent.needsRepair())
return true;
return false;
}).toEntityArray();
// Check if nothing to build
if (!foundations.length && !damagedBuildings.length){
return;
}
var workers = this.workers.filter(API3.Filters.not(API3.Filters.or(API3.Filters.byClass("Cavalry"), API3.Filters.byClass("Ship"))));
var builderWorkers = this.workersBySubrole(gameState, "builder");
var idleBuilderWorkers = this.workersBySubrole(gameState, "builder").filter(API3.Filters.isIdle());
// if we're constructing and we have the foundations to our base anchor, only try building that.
if (this.constructing == true && this.buildings.filter(API3.Filters.and(API3.Filters.isFoundation(), API3.Filters.byMetadata(PlayerID, "baseAnchor", true))).length !== 0)
{
foundations = this.buildings.filter(API3.Filters.byMetadata(PlayerID, "baseAnchor", true)).toEntityArray();
var tID = foundations[0].id();
workers.forEach(function (ent) {
var target = ent.getMetadata(PlayerID, "target-foundation");
if (target && target != tID)
{
ent.stopMoving();
ent.setMetadata(PlayerID, "target-foundation", tID);
}
});
}
if (workers.length < 2)
{
var noobs = gameState.ai.HQ.bulkPickWorkers(gameState, this.ID, 2);
if(noobs)
{
noobs.forEach(function (worker) {
worker.setMetadata(PlayerID, "base", self.ID);
worker.setMetadata(PlayerID, "subrole", "builder");
workers.updateEnt(worker);
builderWorkers.updateEnt(worker);
idleBuilderWorkers.updateEnt(worker);
});
}
}
var addedWorkers = 0;
var maxTotalBuilders = Math.ceil(workers.length * 0.2);
if (this.constructing == true && maxTotalBuilders < 15)
maxTotalBuilders = 15;
for (var target of foundations)
{
if (target.hasClass("Field"))
continue; // we do not build fields
if (gameState.ai.HQ.isDangerousLocation(target.position()))
if (!target.hasClass("CivCentre") && !target.hasClass("StoneWall"))
continue;
var assigned = gameState.getOwnEntitiesByMetadata("target-foundation", target.id()).length;
var targetNB = this.Config.Economy.targetNumBuilders; // TODO: dynamic that.
if (target.hasClass("House") || target.hasClass("Market"))
targetNB *= 2;
else if (target.hasClass("Barracks") || target.hasClass("Tower"))
targetNB = 4;
else if (target.hasClass("Fortress"))
targetNB = 7;
if (target.getMetadata(PlayerID, "baseAnchor") == true)
targetNB = 15;
if (assigned < targetNB)
{
if (builderWorkers.length - idleBuilderWorkers.length + addedWorkers < maxTotalBuilders) {
var addedToThis = 0;
idleBuilderWorkers.forEach(function(ent) {
if (ent.position() && API3.SquareVectorDistance(ent.position(), target.position()) < 10000 && assigned + addedToThis < targetNB)
{
addedWorkers++;
addedToThis++;
ent.setMetadata(PlayerID, "target-foundation", target.id());
}
});
if (assigned + addedToThis < targetNB)
{
var nonBuilderWorkers = workers.filter(function(ent) { return (ent.getMetadata(PlayerID, "subrole") !== "builder" && ent.position() !== undefined); }).toEntityArray();
var time = target.buildTime();
nonBuilderWorkers.sort(function (workerA,workerB)
{
var coeffA = API3.SquareVectorDistance(target.position(),workerA.position());
// elephant moves slowly, so when far away they are only useful if build time is long
if (workerA.hasClass("Elephant"))
coeffA *= 0.5 * (1 + (Math.sqrt(coeffA)/150)*(30/time));
else if (workerA.getMetadata(PlayerID, "gather-type") === "food")
coeffA *= 3;
var coeffB = API3.SquareVectorDistance(target.position(),workerB.position());
if (workerB.hasClass("Elephant"))
coeffB *= 0.5 * (1 + (Math.sqrt(coeffB)/150)*(30/time));
else if (workerB.getMetadata(PlayerID, "gather-type") === "food")
coeffB *= 3;
return (coeffA - coeffB);
});
var current = 0;
while (assigned + addedToThis < targetNB && current < nonBuilderWorkers.length)
{
addedWorkers++;
addedToThis++;
var ent = nonBuilderWorkers[current++];
ent.stopMoving();
ent.setMetadata(PlayerID, "subrole", "builder");
ent.setMetadata(PlayerID, "target-foundation", target.id());
};
}
}
}
}
// don't repair if we're still under attack, unless it's like a vital (civcentre or wall) building that's getting destroyed.
for (var target of damagedBuildings)
{
if (gameState.ai.HQ.isDangerousLocation(target.position()))
if (target.healthLevel() > 0.5 || (!target.hasClass("CivCentre") && !target.hasClass("StoneWall")))
continue;
else if (noRepair && !target.hasClass("CivCentre"))
continue;
if (gameState.ai.HQ.territoryMap.getOwner(target.position()) !== PlayerID ||
((gameState.ai.HQ.territoryMap.getOwner([target.position()[0] + 10, target.position()[1]]) !== PlayerID) &&
gameState.ai.HQ.territoryMap.getOwner([target.position()[0] - 10, target.position()[1]]) !== PlayerID))
continue; // TODO find a better way to signal a decaying building
var assigned = gameState.getOwnEntitiesByMetadata("target-foundation", target.id()).length;
if (assigned < targetNB/3)
{
if (builderWorkers.length + addedWorkers < targetNB*2)
{
var nonBuilderWorkers = workers.filter(function(ent) { return (ent.getMetadata(PlayerID, "subrole") !== "builder" && ent.position() !== undefined && ent.getMetadata(PlayerID, "transport") === undefined); });
var nearestNonBuilders = nonBuilderWorkers.filterNearest(target.position(), targetNB/3 - assigned);
nearestNonBuilders.forEach(function(ent) {
ent.stopMoving();
addedWorkers++;
ent.setMetadata(PlayerID, "subrole", "builder");
ent.setMetadata(PlayerID, "target-foundation", target.id());
});
}
}
}
};
m.BaseManager.prototype.update = function(gameState, queues, events)
{
if (this.anchor && this.anchor.getMetadata(PlayerID, "access") !== this.accessIndex)
warn(" probleme avec accessIndex " + this.accessIndex + " et metadata " + this.anchor.getMetadata(PlayerID, "access"));
Engine.ProfileStart("Base update - base " + this.ID);
this.checkResourceLevels(gameState, queues);
this.assignToFoundations(gameState);
if (this.constructing && this.anchor)
{
var owner = gameState.ai.HQ.territoryMap.getOwner(this.anchor.position());
if(owner !== 0 && !gameState.isPlayerAlly(owner))
{
// we're in enemy territory. If we're too close from the enemy, destroy us.
var eEnts = gameState.getEnemyStructures().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
for (var i in eEnts)
{
var entPos = eEnts[i].position();
if (API3.SquareVectorDistance(entPos, this.anchor.position()) < 8000)
this.anchor.destroy();
}
}
}
if (gameState.ai.playedTurn % 2 === 0)
this.setWorkersIdleByPriority(gameState);
this.assignRolelessUnits(gameState);
// should probably be last to avoid reallocations of units that would have done stuffs otherwise.
this.reassignIdleWorkers(gameState);
// TODO: do this incrementally a la defense.js
var self = this;
this.workers.forEach(function(ent) {
if (!ent.getMetadata(PlayerID, "worker-object"))
ent.setMetadata(PlayerID, "worker-object", new m.Worker(ent));
ent.getMetadata(PlayerID, "worker-object").update(self, gameState);
});
Engine.ProfileStop();
};
return m;
}(PETRA);