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.
This commit is contained in:
James Baillie 2012-04-12 07:08:12 +00:00
parent 3ca6ee461c
commit 5184edde14
4 changed files with 431 additions and 64 deletions

View File

@ -372,6 +372,9 @@ var EconomyManager = Class({
buildMoreBuildings: function(gameState, planGroups)
{
var numCCs = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("structures/{civ}_civil_centre"));
var numMills = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("structures/{civ}_mill"));
var numFarmsteads = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("structures/{civ}_farmstead"));
var defensequot = numMills + numFarmsteads
if (numCCs < 1)
{
planGroups.economyConstruction.addPlan(1000,
@ -398,6 +401,15 @@ var EconomyManager = Class({
if (gameState.findFoundations().length > 0)
return;
var numTowers = gameState.countEntitiesAndQueuedWithType(gameState.applyCiv("structures/{civ}_defense_tower"));
if (numTowers < defensequot)
{
planGroups.economyConstruction.addPlan(150,
new BuildingConstructionPlanDefensePoints(gameState, "structures/{civ}_defense_tower", 1)
);
return;
}
// START BY GETTING ALL CCs UP TO SMALL VILLAGE LEVEL
for each (var building in this.villageBuildings)
{
@ -625,11 +637,11 @@ var EconomyManager = Class({
for (var type in this.gatherWeights)
numGatherers[type] = 0;
gameState.getOwnEntitiesWithRole("worker").forEach(function(ent) {
gameState.getOwnRoleGroup("worker").forEach(function(ent) {
if (ent.getMetadata("subrole") === "gatherer")
numGatherers[ent.getMetadata("gather-type")] += 1;
});
gameState.getOwnEntitiesWithRole("militia").forEach(function(ent) {
gameState.getOwnRoleGroup("militia").forEach(function(ent) {
if (ent.getMetadata("subrole") === "gatherer")
numGatherers[ent.getMetadata("gather-type")] += 1;
});
@ -647,7 +659,7 @@ var EconomyManager = Class({
reassignRolelessUnits: function(gameState)
{
var roleless = gameState.getOwnEntitiesWithRole(undefined);
var roleless = gameState.getOwnRoleGroup(undefined);
roleless.forEach(function(ent)
@ -659,12 +671,12 @@ var EconomyManager = Class({
else if (ent.hasClass("CitizenSoldier") && ent.hasClass("Infantry"))
{
var currentPosition = ent.position();
var targets = gameState.entities.filter(function(enten) {
var targets = gameState.getJustEnemies().filter(function(enten) {
var foeposition = enten.position();
if (foeposition)
{
var dist = SquareVectorDistance(foeposition, currentPosition);
return (enten.isEnemy() && enten.owner()!= 0 && dist < 2500);
return (dist < 2500);
}
else
{

View File

@ -69,6 +69,15 @@ var GameState = Class({
return this.entities;
},
updatingCollection: function(id, filter, collection){
if (!this.store[id]){
this.store[id] = collection.filter(filter);
this.store[id].registerUpdates();
}
return this.store[id];
},
getOwnEntities: function()
{
if (!this.store.ownEntities){
@ -79,6 +88,69 @@ var GameState = Class({
return this.store.ownEntities;
},
getOwnRoleGroup: function(role) {
return this.updatingCollection("RoleGroup" + role, Filters.byMetadata("role", role), this.getOwnEntities());
},
getOwnWithClass: function(aclass) {
return this.updatingCollection("RoleGroup" + aclass, Filters.byClass(aclass), this.getOwnEntities());
},
getNotGaia: function() {
var collection = this.updatingCollection("NotGaia", Filters.byNotOwner(0), this.getEntities());
return collection;
},
getJustEnemies: function() {
var collection = this.updatingCollection("JustEnemies", Filters.byNotOwner(this.player), this.getNotGaia());
//warn(collection.length + " enemy unit objects")
return collection;
},
// These get enemies things are copied from qbot, to avoid duplication of a ton of effort (yay laziness)
getEnemies: function(){
var ret = [];
for (i in this.playerData.isEnemy){
if (this.playerData.isEnemy[i]){
ret.push(i);
}
}
return ret;
},
getEnemyEntities: function() {
var diplomacyChange = false;
var enemies = this.getEnemies();
warn(enemies.length + " enemy factions")
if (this.store.enemies){
if (this.store.enemies.length != enemies.length){
diplomacyChange = true;
}
else{
for (var i = 0; i < enemies.length; i++){
if (enemies[i] !== this.store.enemies[i]){
diplomacyChange = true;
}
}
}
}
if (!this.store.enemyEntities){
var filter = Filters.byOwners(enemies);
this.store.enemyEntities = this.getEntities().filter(filter);
this.store.enemyEntities.registerUpdates();
this.store.enemies = enemies;
}
if (diplomacyChange == true){
var filter = Filters.byOwners(enemies);
this.store.enemyEntities = this.getEntities().filter(filter);
this.store.enemyEntities.registerUpdates();
this.store.enemies = enemies;
}
warn(this.store.enemyEntities.length + " enemy objects")
return this.store.enemyEntities;
},
/// Laziness ends here.
getOwnEntitiesWithRole: Memoize('getOwnEntitiesWithRole', function(role)
{
var metas = this.ai._entityMetadata;

View File

@ -51,43 +51,41 @@ var MilitaryAttackManager = Class({
regroup: function(gameState, planGroups)
{
if (gameState.getTimeElapsed() > this.changetimeReg && this.killstrat != 3){
var regroupneeded = gameState.getOwnEntitiesWithRole("attack");
var regroupneeded = gameState.getOwnRoleGroup("attack");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p1");
var regroupneeded = gameState.getOwnRoleGroup("attack_3p1");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p2");
var regroupneeded = gameState.getOwnRoleGroup("attack_3p2");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p3");
var regroupneeded = gameState.getOwnRoleGroup("attack_3p3");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending_3p1");
var regroupneeded = gameState.getOwnRoleGroup("attack-pending_3p1");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending_3p2");
var regroupneeded = gameState.getOwnRoleGroup("attack-pending_3p2");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending_3p3");
var regroupneeded = gameState.getOwnRoleGroup("attack-pending_3p3");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("fighting");
var regroupneeded = gameState.getOwnRoleGroup("fighting");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneededPartB = gameState.getOwnEntitiesWithRole("attack-pending");
var regroupneededPartB = gameState.getOwnRoleGroup("attack-pending");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
var targets = gameState.getOwnWithClass("CivCentre");
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
@ -99,7 +97,7 @@ var MilitaryAttackManager = Class({
this.changetimeReg = this.changetimeReg + (60*4000);
}
else if (gameState.getTimeElapsed() > this.changetimeReg && this.killstrat == 3){
var regroupneeded = gameState.getOwnEntitiesWithRole("attack");
var regroupneeded = gameState.getOwnRoleGroup("attack");
regroupneeded.forEach(function(ent) {
var section = Math.random();
if (section < 0.3){
@ -112,7 +110,7 @@ var MilitaryAttackManager = Class({
ent.setMetadata("role", "attack-pending_3p3");
}
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending");
var regroupneeded = gameState.getOwnRoleGroup("attack-pending");
regroupneeded.forEach(function(ent) {
var section = Math.random();
if (section < 0.3){
@ -125,19 +123,19 @@ var MilitaryAttackManager = Class({
ent.setMetadata("role", "attack-pending_3p3");
}
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p1");
var regroupneeded = gameState.getOwnRoleGroup("attack_3p1");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending_3p1");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p2");
var regroupneeded = gameState.getOwnRoleGroup("attack_3p2");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending_3p2");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p3");
var regroupneeded = gameState.getOwnRoleGroup("attack_3p3");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending_3p3");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("fighting");
var regroupneeded = gameState.getOwnRoleGroup("fighting");
regroupneeded.forEach(function(ent) {
var section = Math.random();
if (section < 0.3){
@ -152,11 +150,9 @@ var MilitaryAttackManager = Class({
});
// MOVE THEM ALL
// GROUP ONE
var regroupneededPartB = gameState.getOwnEntitiesWithRole("attack-pending_3p1");
var regroupneededPartB = gameState.getOwnRoleGroup("attack-pending_3p1");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
var targets = gameState.getOwnWithClass("CivCentre");
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
@ -165,11 +161,9 @@ var MilitaryAttackManager = Class({
regroupneededPartB.move(targetPos[0], targetPos[1]);
}
// MOVING GROUP TWO
var regroupneededPartB = gameState.getOwnEntitiesWithRole("attack-pending_3p2");
var regroupneededPartB = gameState.getOwnRoleGroup("attack-pending_3p2");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
var targets = gameState.getOwnWithClass("CivCentre");
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
@ -178,11 +172,9 @@ var MilitaryAttackManager = Class({
regroupneededPartB.move(targetPos[0], targetPos[1]);
}
// MOVING GROUP THREE
var regroupneededPartB = gameState.getOwnEntitiesWithRole("attack-pending_3p3");
var regroupneededPartB = gameState.getOwnRoleGroup("attack-pending_3p3");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
var targets = gameState.getOwnWithClass("CivCentre");
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
@ -197,10 +189,10 @@ var MilitaryAttackManager = Class({
combatcheck: function(gameState, planGroups, assaultgroup)
{
var regroupneeded = gameState.getOwnEntitiesWithRole(assaultgroup);
var regroupneeded = gameState.getOwnRoleGroup(assaultgroup);
regroupneeded.forEach(function(troop) {
var currentPosition = troop.position();
var targets = gameState.entities.filter(function(ent) {
var targets = gameState.getJustEnemies().filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = SquareVectorDistance(foeposition, currentPosition);
@ -271,26 +263,26 @@ var MilitaryAttackManager = Class({
combatcheckMilitia: function(gameState, planGroups, assaultgroup)
{
var regroupneeded = gameState.getOwnEntitiesWithRole(assaultgroup);
var regroupneeded = gameState.getOwnRoleGroup(assaultgroup);
regroupneeded.forEach(function(troop) {
var currentPosition = troop.position();
// Find nearby enemies
var targets = gameState.entities.filter(function(ent) {
var targets = gameState.getJustEnemies().filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = SquareVectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 2500);
return (dist < 2500);
}
else {
return false;
}
});
// Check that some of our own buildings are nearby
var ownbuildings = gameState.getOwnEntities().filter(function(ent) {
var ownbuildings = gameState.getOwnWithClass("Village").filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = SquareVectorDistance(foeposition, currentPosition);
return (dist < 2500 && ent.hasClass("Village"));
return (dist < 2500);
}
else {
return false;
@ -328,7 +320,7 @@ var MilitaryAttackManager = Class({
var targetPos = target.position();
}
// Change 'em back to militia
var defenseregroupers = gameState.getOwnEntitiesWithRole("militiafighter");
var defenseregroupers = gameState.getOwnRoleGroup("militiafighter");
defenseregroupers.forEach(function(ent) {
// If we have a target to go home to, move to it
ent.move(targetPos[0], targetPos[1]);
@ -342,11 +334,9 @@ var MilitaryAttackManager = Class({
waitingregroup: function(gameState, planGroups)
{
if (gameState.getTimeElapsed() > this.changetimeRegWaiting){
var regroupneededPartC = gameState.getOwnEntitiesWithRole("attack-pending");
var regroupneededPartC = gameState.getOwnRoleGroup("attack-pending");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("Village"));
});
var targets = gameState.getOwnWithClass("Village");
// If we have a target, move to it
if (targets.length)
{
@ -356,11 +346,9 @@ var MilitaryAttackManager = Class({
// TODO: this should be an attack-move command
regroupneededPartC.move(targetPos[0], targetPos[1]);
}
var regroupneededPartC = gameState.getOwnEntitiesWithRole("attack-pending_3p1");
var regroupneededPartC = gameState.getOwnRoleGroup("attack-pending_3p1");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("Village"));
});
var targets = gameState.getOwnWithClass("Village");
// If we have a target, move to it
if (targets.length)
{
@ -370,11 +358,9 @@ var MilitaryAttackManager = Class({
// TODO: this should be an attack-move command
regroupneededPartC.move(targetPos[0], targetPos[1]);
}
var regroupneededPartC = gameState.getOwnEntitiesWithRole("attack-pending_3p2");
var regroupneededPartC = gameState.getOwnRoleGroup("attack-pending_3p2");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("Village"));
});
var targets = gameState.getOwnWithClass("Village");
// If we have a target, move to it
if (targets.length)
{
@ -384,11 +370,9 @@ var MilitaryAttackManager = Class({
// TODO: this should be an attack-move command
regroupneededPartC.move(targetPos[0], targetPos[1]);
}
var regroupneededPartC = gameState.getOwnEntitiesWithRole("attack-pending_3p3");
var regroupneededPartC = gameState.getOwnRoleGroup("attack-pending_3p3");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("Village"));
});
var targets = gameState.getOwnWithClass("Village");
// If we have a target, move to it
if (targets.length)
{
@ -409,18 +393,17 @@ var MilitaryAttackManager = Class({
{
var trainup = 0;
var pendingdefense = gameState.countEntitiesAndQueuedWithRole("defenders");
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("GarrisonTower"));
});
var targets = gameState.getOwnWithClass("GarrisonTower");
if (targets.length)
{
targets.forEach(function(tower) {
if (tower.foundationProgress() === undefined){
var defno = tower.garrisoned().length;
var defneed = 3 - defno;
warn("Need " + defneed + " men in the tower, with " + pendingdefense + " available.");
//warn("Need " + defneed + " men in the tower, with " + pendingdefense + " available.");
if (defneed >= 1) {
if (pendingdefense >= 1) {
gameState.getOwnEntitiesWithRole("defenders").forEach(function(ent) {
gameState.getOwnRoleGroup("defenders").forEach(function(ent) {
ent.garrison(tower);
ent.setMetadata("role", "towerGuard");
});
@ -429,6 +412,29 @@ var MilitaryAttackManager = Class({
trainup = 1;
}
}
}
});
}
var targetsII = gameState.getOwnWithClass("GarrisonFortress");
if (targetsII.length)
{
targetsII.forEach(function(tower) {
if (tower.foundationProgress() === undefined){
var defno = tower.garrisoned().length;
var defneed = 6 - defno;
//warn("Need " + defneed + " men in the tower, with " + pendingdefense + " available.");
if (defneed >= 1) {
if (pendingdefense >= 1) {
gameState.getOwnRoleGroup("defenders").forEach(function(ent) {
ent.garrison(tower);
ent.setMetadata("role", "towerGuard");
});
}
else {
trainup = 1;
}
}
}
});
}
if (trainup == 1){

View File

@ -0,0 +1,277 @@
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
};
},
});